An unofficial field manual for Helldivers

HELLDIVERS 2
FIELD MANUAL

Warbonds · Weapons · Enemies · Squads
What to buy, bring and shoot next Every enemy's weak points and counters Every number sourced and dated 16 tabs · 140 chapters Story spoilers sealed until you open them
Welcome, Helldiver

One manual. Every front.

A field manual for the player who is past the tutorial and wants to know what to do, buy, bring and shoot next: which warbond items to buy and in what order, how the weapons compare, what kills each enemy, and how to play in a squad without getting your friends killed. It is being built from research dossiers, each re-checked by an independent verifier; every number will carry its source and the patch it was checked against, and estimates are tagged so you know what to double-check.

Try

Start here · I want to…

Pick your mission

Medals to spend · Arsenal

Buy the right things first

A ranked purchase order for Medals and Super Credits: what to take from the free warbond, which premium warbond to buy first, and what can wait.

Open the purchase order →

Something is chasing you · Enemies

Know what kills what

Every enemy's armor and weak points, the least armor penetration that hurts it, and the weapons, stratagems and tactics that bring it down.

Open What Kills What →

New to squads · Multiplayer

Join your first squad

Quickplay and the SOS beacon, what carries over when you join someone else, sharing samples and reinforcements, and the unwritten rules.

Open Multiplayer & Squads →

Choosing a gun · Arsenal

Compare the weapons

Every primary, secondary, throwable and support weapon side by side: damage, penetration, fire rate, handling, and what each is best and worst at.

Open Weapons & Comparisons →

Before you drop · Operations

Bring the right loadout

Loadout principles and squad roles, beginner loadouts built from free items, and loadouts by faction and difficulty.

Open Loadouts → · Stratagems →

First hours · Start Here

Survive your first missions

The core loop, calling stratagems, the difficulty levels, the currencies, and the ship modules worth buying first.

Open Getting Started → · Progression →

The manual, group by group

What lives here

Every tab, grouped the way the sidebar groups them, with its chapter count. The group link in the breadcrumb above each tab's title leads back to its band here.

Start Here

Your first hours, your first squad, and what every currency buys.

3 tabs · 24 chapters

Arsenal

What to buy and in what order, and how every weapon compares.

4 tabs · 38 chapters

The Enemy

What kills what: armor, weak points and counters for every unit.

4 tabs · 44 chapters

Operations

What to bring, where to drop, and the war you are fighting.

3 tabs · 24 chapters

Beyond

The tools and people worth following, every patch, and how this was made.

1 tab · 6 chapters
16
Tabs
140
Chapters
11
Research dossiers
85
Official images
Reading the manual

How this site works

Navigation

Finding your way

  • Sidebar: every tab in five groups. The tab you are reading opens its chapters, and the chapter on screen lights up. The menu button hides it on a wide screen and opens it as a drawer on a phone.
  • Breadcrumbs: Home, then the group, then the tab, above every title. The group link leads to its band on this page.
  • On this page: the rail beside each tab lists its chapters and sections and follows your scroll. On narrower screens it folds into the page header, and on a phone a chapter strip under the top bar opens the list.
  • Previous and next: the foot of each tab links its neighbors in reading order, and lists the other tabs that link to it.
Search, preferences, keys

Make it yours

  • Search: press / anywhere and type. Each result names its kind (tab, chapter, section, step, table row, tip, card, figure) and where it lives; ↑ ↓ and Enter pick one, Esc closes.
  • Preferences: the sliders button in the top bar turns motion and the scanlines off, shows honesty tags as labels, dots or not at all, opens every spoiler, sets the text size and hides the reading-progress bar. Your choices stay in this browser.
  • Keys: [ and ] step to the previous and next tab, t goes back to the top, Esc closes whatever is open. Every link is a real address, so Back and Forward work and "Copy link" copies the chapter you are reading.
Honesty tags

Know what's verified

  • approx a rounded or patch-sensitive number. Expect drift between patches.
  • community-tested behavior established by player testing rather than official notes.
  • unverified flagged during research as thinly sourced. Treat it as a rumor until you confirm it in your game.
  • The header of each tab counts its tags and says which patch the tab was checked against; that chip opens the tab's Sources and verification fold. Story spoilers sit behind blurred violet boxes: click or press Enter to reveal, and search never reads them.
Field tip

The fastest way to use this manual mid-session: keep it open on a second screen, press /, and search the exact thing that is killing you. The answer is usually one jump away.

Basic training01

Getting Started

Your first hours after the tutorial: the loop from Super Destroyer to extraction, calling stratagems on PC, the three rules that keep you alive, and the settings worth changing.

6 chapters~19 min readapprox0community2unverified6
On this page6 chapters
Read this first · checked for 7.1.1

Your first hours: do these, in order

Basic training leaves you with a starter kit, about 1,000 Requisition and the free Helldivers Mobilize! warbond. Set up your keys, take the daily Personal Order, learn on difficulties 1 to 3, and spend each currency on its first job below. Carry anti-tank before you move up to difficulty 4.

  1. Set up your keys before the next dropPut the stratagem directions where you can reach them on the move, move push-to-talk off Caps Lock, and bind the quick weapon-function keys. All three are in PC settings and controls.
  2. Take the Personal Order every dayOne task, 15 Medals, a new order every 24 hours, and your squadmates' progress counts toward yours.
  3. Learn on difficulties 1 to 3, in full operationsLoot is richest there: below difficulty 4 no rare samples compete for the loot spots, so Super Credits and Medal cases turn up more often. Difficulties unlock one at a time: complete an operation at your highest unlocked difficulty to open the next one.
  4. Spend your first Requisition on an Eagle, then on anti-tankBuy the Eagle Airstrike (4,000 Requisition) once you can afford it, then the EAT-17 Expendable Anti-Tank at level 3 (3,000). The whole shopping list is in Levels and unlocks.
  5. Spend your first Medals in Helldivers Mobilize!Its Super Credit stacks are the cheapest in the game (500 SC for 22 Medals on pages 1 to 5), and page 3 holds its first booster, Hellpod Space Optimization (15 Medals), one of four boosters in GameRant's S tier (February 5, 2026). Follow the Medal-by-Medal plan, and put your first 1,000 Super Credits into Democratic Detonation, rated S by GamesRadar's warbond list (August 13, 2026) and S+ by a u.gg-based Steam guide (August 19, 2026) community-tested. If your Super Citizen Edition came with a Premium Warbond Token (premium warbonds only), unlock Democratic Detonation with it instead and keep your Super Credits.
  6. Put your first 300 common samples into four ship modulesDonation Access License, Liquid-Ventilated Cockpit, Targeting Software Upgrade and Exploding Shrapnel need no rare samples and help from the next mission on. The rest of the order is in Ship modules.
  7. Carry anti-tank from difficulty 3, then move up to 4Automaton tanks join the regular enemy pool at difficulty 3; Chargers, Hulks and Stalkers join at 4, where rare samples start. Bring the EAT-17, or the GR-8 Recoilless Rifle from level 5, before you step up. The three rules explain why.
  8. Level 10: weapon attachmentsPrimaries level up as you use them and take attachments you buy with Requisition. The AC-8 Autocannon, a flexible answer to medium armor, fabricators and flying enemies, unlocks at level 10.
  9. Difficulty 6 and up for super samplesThe tier-3 ship modules need them, above all Expanded Weapons Bay: one more use of every Eagle strike per rearm.
  10. Level 25: exosuits and the FRVThe two Requisition exosuits and the M-102 Gunner FRV unlock at level 25. Arrowhead puts the level by which every weapon, stratagem and piece of gear that matters for a loadout unlocks at about 25; only the TD-220 Bastion tank may come later, at level 30 on the community wiki unverified. The levels after that, up to 300, are prestige.
  11. Squad upNothing you earn is split in a squad, and every sample the squad extracts is credited to each member in full. Quickplay, SOS calls and the unwritten rules are in the multiplayer checklist.

1.1What basic training leaves you

All of this is yours on your first visit to the ship. Basic training pays 100 XP, exactly what level 2 needs, so every stratagem the wikis place at level 1 or 2 is already open to buy.

  • Weapons: the AR-23 Liberator, P-2 Peacemaker, G-12 High Explosive and MG-43 Machine Gun. The G-12 grenade closes bug holes and fabricators; the MG-43 is a support weapon you call down as a stratagem.
  • Stratagems: the Orbital Precision Strike and MG-43 Machine Gun, free. Reinforce, Resupply, SOS Beacon and Eagle Rearm come as standard issue and never take one of your 4 slots.
  • Armor: the B-01 Tactical set. Its Extra Padding passive raises its armor rating without slowing you down, so it moves like medium armor and takes hits like heavy armor: a sound default on every front.
  • Currency and a warbond: about 1,000 Requisition, and Helldivers Mobilize!, the free warbond: 10 pages of gear, with 750 Super Credits to claim along the way.
  • A cape and two emotes, all cosmetic. You can replay basic training from the game menu whenever you want a safe place to practice.
How a dive works

The core loop: ship, drop, objective, extraction

Every session runs the same loop: pick a planet at the war table, build a loadout, drop, complete the main objective, extract, then spend what you earned. Objectives pay XP and Requisition even if you never get out; samples count only once they are aboard the shuttle.

40min
Most mission timers
120s
Wait for the shuttle
4
Stratagems you pick
5
Lives each diver adds
The hellpod launch bay aboard a Super Destroyer, seen from a railed platform with a glowing globe emblem on its floor
The hellpod launch bay of a Super Destroyer, where every drop starts. Official image from the PlayStation.com game page.
  1. Pick a fightAt the war table on the bridge, choose a planet, a mission and one of 10 difficulties. Play the planets in the current Major Order: when the community wins it, everyone who took part gets its Medals.
  2. Build your loadoutA primary, a secondary, a throwable, body armor (helmets and capes are cosmetic), 4 stratagems and one booster.
  3. DropYou can steer your hellpod as it falls: land it on an enemy for a free kill, and away from your squad.
  4. Do the jobComplete the main objective first, then optional objectives, outposts and points of interest while time allows. A main objective pays 500 Requisition and 100 XP, an optional one 200 Requisition and 50 XP, and destroyed outposts pay 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP, from light to giant. The difficulty bonus multiplies the XP and Requisition.
  5. ExtractCall the shuttle at the extraction terminal and hold the zone: it arrives 120 seconds later, as long as at least one diver stays within 50 m of the beacon. When the first diver boards, the shuttle lifts off 20 seconds later and reinforcements stop, so board last.
  6. SpendRequisition and samples at the Ship Management terminal (stratagems and ship modules), Medals and Super Credits at the Acquisition Center (warbonds and the Superstore). What each one should buy first is in Currencies and caps.

2.1Operations and mission timers

An operation is a chain of missions on one planet (1 at difficulties 1-2, 2 at 3-4 and 3 from 5). Finish them all for the full Medal payout: fail one and the rest of the operation fails with it. Operation modifiers, extra rules such as longer call-in times, arrive with difficulty: one from difficulty 5, two from difficulty 8.

  • Timers: most missions give you 40 minutes; Evacuate High-Value Assets, Repel Invasion Fleet and Activate TCS+ Station give 20; Eradicate missions and Rapid Acquisition 15; Blitz missions 12.
  • When the timer runs out, your Super Destroyer leaves orbit: no more stratagems, no more reinforcements, and an emergency shuttle comes to the extraction zone on its own.

Every mission type and each difficulty's changes are on Missions, Objectives & Difficulty; the extraction rules in full are in Extraction.

2.2What you keep when it goes wrong

  • Objectives: the XP and Requisition for every objective you completed are paid whether or not you extract (a few carry objectives pay only if you extract with the item).
  • Pickups: Medals, Super Credits and Requisition slips are credited the moment someone picks them up, to every diver in the mission.
  • Samples: they count only once they reach the shuttle. A dead diver drops the samples they carried, so pick them up; a diver left behind loses what they hold.
  • A wipe: a squad killed with no reinforcements left fails the mission and the operation, unless the main objective was already done, which counts as a success.
The war you are fighting

Every mission you finish counts toward one Galactic War that the whole community fights together against 3 enemy factions: the Terminids (bugs), the Automatons (bots) and the Illuminate (squids). Major Orders set the community's goals. The story so far is on the war tab, sealed behind spoiler covers.

Stay alive

Three rules that keep you alive

Most early wipes come from three mistakes: letting an enemy call reinforcements, meeting armor with a gun that cannot get through it, and leaving spawners open. Stop the call, carry anti-tank, and close holes and fabricators with explosives.

3.1Rule 1: stop the call for reinforcements

Every front has enemies that summon more of their own, and one call turns a patrol into a siege. The call can be interrupted, so kill the caller first and deal with the rest after.

Terminids · the breach

Kill the bug in the orange cloud

Most small and medium bugs can call a breach: the one that spotted you stands still and releases an orange cloud, and when the call completes a wave bursts out of the ground. Kill it during the call; any gun works, and a Warrior or Brood Commander can still call with its head shot off. If a breach opens anyway, put an Orbital Gatling Barrage or Eagle Airstrike on it and fall back. Breaches and detection

Automatons · the bot drop

Kill the bot raising a flare

Every light bot carries a red flare that calls a dropship, and the draw is slow enough to interrupt: kill it and the drop never comes. Dropships come from the same direction all mission, so when one does arrive, move away from that side. Air and bot drops

Illuminate · the warp call

Shoot every Watcher on sight

Only the Watcher, a flying drone that sweeps the ground with a search cone, calls reinforcements, and it brings in Warp Ships. Aim at center mass and kill it the moment you see it: once the "Illuminate Ships Incoming" message appears, the call has already gone out. The horde and its callers

3.2Rule 2: bring something that gets through armor

Every attack has an armor penetration value (AP) and every part of an enemy an armor value (AV). If your AP is higher, you deal full damage; if it is equal, 65%; if it is lower, the shot bounces off and does nothing. Your starter AR-23 Liberator is AP 2 (light): fine against small enemies, useless against a Charger's head, a Hulk's armor or a tank's hull.

  • Read the hit markers. A red X means full damage, a white X means 65%, and a ricochet icon means none: switch weapons or aim for a weak spot.
  • Know when the armor arrives. Automaton tanks and Scout Striders join the regular enemy pool at difficulty 3; Chargers, Hulks and Stalkers at 4, where a Bile Titan or Factory Strider can already turn up in an Eliminate mission.
  • The cheapest answer is the EAT-17 Expendable Anti-Tank (level 3, 3,000 Requisition): AP 6, two launchers per call, and back every 70 seconds. At level 5 the GR-8 Recoilless Rifle gives you a reusable one.
  • Every diver carries one answer to armor, even in a squad with a dedicated anti-tank player. The game's tiers: AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank.

What every weapon penetrates is on How damage works; what every enemy needs is on What Kills What.

3.3Rule 3: close spawners with explosives

Bug holes, Automaton fabricators and grounded Illuminate Warp Ships keep producing enemies until you destroy them, and bullets never do. It takes an explosive hit with a demolition force of 20 or more inside the opening, or 40 or more on a bug hole's rim.

  • You already carry one. The starter G-12 High Explosive grenade (demolition 30) closes a bug hole or a fabricator: throw it into the hole or through the fabricator's vent.
  • Stratagems work too. The free Orbital Precision Strike (demolition 50) and the Eagle Airstrike (40) destroy bug holes and fabricators from outside when they land on them.
  • Later, free up the grenade slot. The GL-21 Grenade Launcher, EAT-17, Recoilless Rifle and Autocannon close spawners as well. Every closer is listed in Special jobs, and every structure's needs in Spawners and structures.

3.4Five habits that save lives

  • Dive and go prone when something explodes. Lying down cuts the damage from the outer part of a blast by 90%, and rockets and explosions are the usual killers.
  • Stims heal and restore stamina. An empty stamina bar slows your sprint and hurts your aim.
  • Reload between fights. A reload throws away the rounds left in the magazine, so reload in a lull, not after every burst.
  • Crouch or lie down to shoot. Accuracy runs from worst to best: moving, standing, crouching, prone.
  • Stay near your squad. Reinforcements come from one shared pool (5 per diver), and only a living squadmate can call you back in. Patch 7.1.0 balanced enemy spawns across divers who split up, but a diver on their own has nobody to cover them: move in pairs.

The first four are the game's own loading-screen tips, as the community wiki transcribes them (Training Manual Tips).

The core skill

Calling stratagems on PC

Hold Left Ctrl, type the arrow code, and throw the beacon where the strike or the delivery should land. Learn the codes you use every mission first (Reinforce, Resupply, your Eagle and your support weapon) until your fingers know them, and never throw a strike at your own feet.

A Helldiver with a launcher slung on the back aims a rifle at a spiked Terminid while a stratagem beam rises behind it in the fog
A stratagem beam rising behind a Terminid while a Helldiver holds it off. Official image from the PlayStation.com game page.
  1. Open the menuHold the stratagem key, Left Ctrl by default. The menu lists your 4 stratagems and the standard-issue ones.
  2. Enter the codePress the arrows shown, using the direction keys (W A S D by default). A wrong press restarts the code; closing the menu cancels it.
  3. Throw the beaconIt sticks to whatever it hits, enemies and divers included, and a hellpod follows a beacon stuck to a moving enemy.
  4. Wait for the call-inA few seconds for most strikes and deliveries, while the beam marks the spot. If it is a strike, get clear.
  5. Let it rechargeOrbitals return on a timer, Eagles by uses per rearm, support weapons and backpacks on a long timer.

4.1The codes you use every mission

The arrows are the direction keys, in order. Every other code is in the generated tables on the Stratagems tab.

  • Reinforce (bring back a fallen squadmate): ↑ ↓ → ← ↑
  • Resupply (ammunition, stims and grenades for the squad): ↓ ↓ ↑ →
  • SOS Beacon (open your mission to players who answer it; host only): ↑ ↓ → ↑
  • Eagle Rearm (send your Eagle home to rearm early): ↑ ↑ ← ↑ →
  • Orbital Precision Strike (free): → → ↑
  • MG-43 Machine Gun (free): ↓ ← ↓ ↑ →
  • Eagle Airstrike: ↑ → ↓ →
  • EAT-17 Expendable Anti-Tank: ↓ ↓ ← ↑ →

4.2Cooldowns, uses and your Eagle

  • Orbitals come back on a cooldown with no limit on uses, except the Orbital Laser (3 per mission); the free Precision Strike is back in 80 seconds.
  • Eagles share one plane with a few uses of each strike. You can call another Eagle strike 15 seconds after the last one; when every use is spent, she rearms, which takes 150 seconds. Call Eagle Rearm in a quiet moment to start that early.
  • Support weapons and backpacks mostly take 480 seconds to come back, so after you are reinforced, walk back and pick yours up. The EAT-17 is one exception, back in 70 seconds: call it whenever it is ready.
  • Resupply is one squad-wide cooldown of 180 seconds and drops 4 boxes: take one and leave the rest.

Ship modules shorten most of these; which ones is in Ship modules.

4.3W A S D or the arrow keys

By default the code uses the movement keys, so you stop moving while you type it. Two layouts work:

The default

Keep W A S D

Your left hand never moves, and you stand still for the second a code takes. Fine while you learn, and from behind cover.

A popular rebind

Arrow keys

Your left hand keeps moving on W A S D while your right leaves the mouse to type the code on the arrows (TheGamer, March 2024) community-tested.

4.4Throw it safely

  • Every stratagem can kill a Helldiver. Strikes, barrages and hellpods land on friends as readily as on enemies: friendly fire caused about 11.6% of all Helldiver deaths since launch (official war statistics, September 26, 2026).
  • Say it before you throw it, throw it away from your squad, and when enemies are on top of you, dive away instead of calling a strike at your own feet.
  • Watch the beams. A beam rising near you marks a strike or a delivery on its way; step away from it until you know which.

The squad side of friendly fire is in Samples, reinforcements and friendly fire.

4.5Practice and hellpod steering

  • Stratagem Hero, the arcade cabinet on the ship, drills codes against the clock. It comes with the Super Citizen Edition, but anyone can play it on an owner's ship, and since patch 7.1.0 each Destroyer keeps its own leaderboard.
  • Speed is safe: patch 1.003.004 (May 2025) fixed fast inputs being dropped.
  • Steer your hellpod with the movement keys while it falls; the Power Steering ship module makes it more responsive.
Set up once

PC settings and controls

Before your next dive, change three things: put the stratagem directions where you can use them on the move, move push-to-talk off Caps Lock, and bind the quick weapon-function keys. Check every key under Options, Mouse & Keyboard, Change Bindings, where each binding can be set to hold or to press.

5.1Default key bindings

Arrowhead publishes no key list. These defaults come from the community wiki and two or more independent guides; the rows that rest on a single undated guide carry the unverified tag, so check them against your own bindings screen.

ActionDefaultWorth knowing
MoveW A S DAlso the default stratagem directions
Stratagem menuLeft Ctrl (hold)Hold it, then type the code
SprintLeft Shift (hold)Can be set to press
DiveLeft AltDiving flat cuts explosion damage
Climb, vaultSpace (hold)An automatic-climb option exists
Crouch, prone unverifiedC, ZBoth steady your aim
Aim over the shoulderRight mouse (hold)Shows where the round lands on most weapons
First-person sightsMiddle mouseSwitches the aim mode while aiming
Swap shoulder unverifiedMouse button 4For shooting around the other side of cover
ReloadR (tap)Throws away the rounds left in the magazine
Weapon functions, ammo checkR (hold)A wheel: zoom up, flashlight down, fire mode, rate of fire or ammo type left and right
Quick weapon functionsunboundAdded in patch 5.0.0: bind them and skip the wheel
Weapon slots unverified1 primary, 2 secondary, 3 supportCheck these on your own bindings screen
GrenadeG (quick throw), 4 (equip)Holding a grenade cooks it
StimVAlso restores stamina; you can stim a squadmate
MeleeFStaggers fast enemies
PingQ (tap)Hold it for the comms wheel; ping a teammate's ping to confirm it
Map unverifiedTabPlace markers the squad can follow
Interact, pick upESamples, pods, terminals
Leave a vehicle or emplacementEIts own binding since patch 1.002.101
Push to talkCaps Lock (hold)Move it if you also type in chat
Text chatEnterCannot be rebound
Emote wheel unverifiedB8 slots since patch 7.0.0

5.2Settings worth changing

SettingChange it toWhy
Stratagem directionsThe arrow keys, or keep W A S D and stand stillMove while you type a code, or keep one hand position
SprintPress instead of holdLess strain on long maps
Push to talkOff Caps Lock (to T, for example)Otherwise your typed chat comes out in capitals
Quick weapon functionsBind fire mode and ammo typeNo hold-R wheel in the middle of a fight
Keep weapon customizationOn, in the player settingsKeeps your chosen attachments after death; patch 6.3.0 fixed it not saving
UpscalingDLSS 4.5, FSR 4.0.3 (FSR 3.1.5 on older cards) or XeSS 3.0, with Reflex or Anti-Lag 2Added with Nixxes in patch 6.2.5 (May 2026)
Dynamic resolutionOff, the default since patch 6.2.6It caused graphical problems on some cards
Field of viewAnywhere from 45 to 90 (vertical)Wider shows more around you; scopes keep a steady size since patch 5.0.0
Controller on PCTurn Steam Input off before launchingDualSense haptics need it (Arrowhead's FAQ); gyro aiming likely does too

5.3Aiming

  • Three ways to fire: from the hip (least accurate), over the shoulder while holding aim (the reticle shows where the round lands, ignoring drop), and first person through the weapon's own sight.
  • Stance: crouch or lie down to cut recoil and tighten your aim; prone is the steadiest.
  • Buffered inputs: a reload pressed while you cannot reload waits up to 1.2 seconds and then happens (patch 6.3.0), and stim presses are buffered the same way (patch 7.0.0).
  • Hit markers tell you whether your penetration is enough: see rule 2.

5.4Install, performance and your bindings file

  • Install size: about 23 GB since the slim build became the only PC build; the 135 GB on Steam's requirements list is out of date.
  • If the game freezes, wait 40 seconds before restarting it, so its hang detection can record the freeze for Arrowhead.
  • Gyro aiming lives under Options, Controller, with its own invert setting since patch 1.002.200.
  • Back up your bindings. They are stored in input_settings.config under your Steam folder's userdata/<your Steam ID>/553850/remote, and the other settings in user_settings.config under %APPDATA%/Arrowhead/Helldivers2. Deleting the input file resets your controls if they ever get corrupted (community wiki; PCGamingWiki).
Words you will hear

Glossary

The abbreviations and slang you will meet in the game, in squad chat and across this manual, in alphabetical order.

TermMeaning
APArmor penetration: how much armor an attack gets through. The game's tiers: AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank.
ATAnti-tank: penetration of 5 and up, and the weapons that carry it, such as the EAT-17, Recoilless Rifle, Quasar Cannon, Spear and Thermite grenade.
AVArmor value: how hard one part of an enemy is, from 0 to 10. AP above it does full damage, equal AP 65%, lower AP nothing.
BoosterA bonus for the whole squad. Each diver brings one and duplicates do not stack, so a full squad runs 4 different ones.
Bot dropAutomaton reinforcements by dropship, called by a light bot's red flare.
BreachA Terminid reinforcement wave, called by a bug standing in an orange cloud.
Bugs, bots, squidsPlayer nicknames for the Terminids, the Automatons and the Illuminate.
ChaffSmall, numerous enemies that any gun kills.
D1 to D10Difficulty 1 to 10: Trivial, Easy, Medium, Challenging, Hard, Extreme, Suicide Mission, Impossible, Helldive and Super Helldive.
DSSThe Democracy Space Station, which the community moves between planets; its actions are paid for with donated samples and Requisition.
EagleThe ship that flies your Eagle strikes: a few uses of each, then a rearm.
ExtractCall the shuttle at the end of a mission and board it. Samples count only if they are aboard.
HeaviesThe armored units that need anti-tank: Chargers, Bile Titans, Hulks, tanks, Harvesters and their kind.
HellpodThe drop pod that carries you, your reinforcements and your deliveries to the ground. You can steer it.
MOMajor Order: the community's goal in the Galactic War. It pays Medals to everyone who took part when it is won.
OperationA chain of missions on one planet (1 at difficulties 1-2, 2 at 3-4 and 3 from 5); fail one and the rest fails with it.
OrbitalA strike from your Super Destroyer's guns, back after a cooldown; every one but the Orbital Laser (3 per mission) has unlimited uses.
POPersonal Order: your daily task, worth 15 Medals.
POIPoint of interest: a spot on the map with loot (Super Credits, Medals, Requisition, samples) or supplies.
ReqRequisition Slips, the currency for stratagems.
SamplesCommon, rare and super samples: picked up on the map, extracted, and spent on ship modules.
SCSuper Credits: the premium currency for warbonds and the Superstore, also found in missions.
SEAFSuper Earth Armed Forces, Super Earth's own army. Its soldiers fight beside you in some missions, and killing one costs you 25 Requisition.
Ship moduleA permanent upgrade to your Super Destroyer, bought with samples (and Requisition for the top two tiers).
SOSThe SOS Beacon: it opens your mission to other players who answer it.
SpawnerAnything that produces enemies until destroyed: bug holes, fabricators, Warp Ships. Close it with explosives.
StimThe healing injector, which also refills stamina; you can use one on a squadmate.
StratagemA call-in from your Super Destroyer, entered as an arrow code: strikes, weapons, backpacks, sentries and vehicles.
WarbondA book of gear pages bought with Medals; premium ones are unlocked with Super Credits.
Weak pointA part of an enemy with lower armor than the rest, or one whose destruction kills it outright.

Chat lingo, the comms wheel and pings are in Pings, chat and squad lingo.

Squad guide02

Multiplayer & Squads

Your first night in a squad: joining and hosting, crossplay, what carries over, samples and reinforcements, friendly fire, pings, roles and the unwritten rules.

13 chapters~51 min readapprox3community7unverified411 sealed spoiler
On this page13 chapters
Read this first

Your first squad: the short version

A squad is up to 4 Helldivers on any mix of PC, PS5 and Xbox Series X/S. Nothing you earn is split, the lives and the Resupply are shared, and friendly fire is always on. Six habits cover most of your first night; the checklist at the end of this tab turns them into a pre-flight list.

4
Divers in a squad
20
Shared lives, full squad
180s
Shared Resupply cooldown
4
Boosters, all different
  1. Get in the easy wayAt the War Table, press Quickplay on a busy planet or answer an SOS, at a difficulty you can clear alone or one step above it.
  2. Take everything: nothing is splitEvery Medal case, Super Credit stack and Requisition slip goes to each diver present, and the squad's extracted samples go to every member in full. Pick up every sample you see, a fallen teammate's included.
  3. Lives and ammo belong to the squadEach diver adds 5 reinforcements to one shared pool, and one Resupply pod of 4 boxes serves all of you. Take one box, and reinforce a teammate near where they fell.
  4. Friendly fire is always onSay it before you throw a strike, throw it away from the squad, and never stand behind a teammate's launcher.
  5. Talk without a microphonePing enemies, samples and objectives, and ping a teammate's ping to answer it. The comms wheel carries Wait, Follow Me, Thanks and Sorry.
  6. Bring what the squad lacks, and board lastCarry one anti-armor answer whatever your role, bring a booster nobody else has, and do not board the shuttle until everyone who can make it is close.

1.1The squad model

How a squad works underneath: always online, co-op only, and the match runs on the host's machine.

RuleDetailSource
Squad sizeUp to 4 Helldivers per squad; the Xbox store lists online co-op for 2-4 playersSteam
Always onlineAn internet connection is required even when playing solo; progression lives on Arrowhead's serversarrowhead.zendesk.com
Solo playPossible, but the game is designed as co-op and the harder difficulties are tuned for squads; Arrowhead suggests the SOS Beacon when soloarrowhead.zendesk.com
Co-op onlyOnline co-op against AI factions; no PvP mode and no local or LAN co-opSteam
Network modelHybrid: Arrowhead's servers hold profiles; the match runs peer-to-peer with the squad leader as host (technical director, 2024; wiki, 2026)wiki
One shared warEvery platform fights the same Galactic War; crossplay on or off, the war is one servergamerant.com
AFK timer15 minutes idle sends a diver back to the title screen (1.000.11, 2024-02-22)Steam
War recordSince launch: 1,050,077,411 missions won and 102,182,874 lost (91% success) (read 2026-09-26)api.live.prod.thehelldiversgame.com
Getting in

Joining and hosting

For your first squads, press Quickplay at the War Table on a busy planet at a difficulty you can already clear, or answer an SOS. Host when you want to pick the planet, mission and difficulty yourself: set your privacy to Public, drop in, and throw the SOS Beacon early. Friend codes and crossplay have their own chapter, Friends and crossplay.

Helldivers gathered at the war table on the bridge of a Super Destroyer
Helldivers at the Super Destroyer's war table, where you pick a planet and press Quickplay. Official image from an Arrowhead Steam post (August 2026).

2.1The ways in

Fastest

Quickplay

At the War Table, pick a planet and a difficulty, then press the Quickplay prompt. You land on another player's ship or straight into a mission under way.

Choose the job

The planet map

The War Table's planet view shows public missions in progress. Pick one to drop into it.

Someone needs help

Answer an SOS

SOS missions pulse on the War Table as higher-priority missions; Quickplay and the planet view both reach them.

People you know

Invite or join a friend

From the Social menu, Invite brings a friend to your ship and Join takes you to theirs, on any platform.

Keep control

Host and throw an SOS

Set Matchmaking Privacy to Public, start a mission, and throw the SOS Beacon once you are on the ground.

Voice squads

Find a group outside the game

Arrowhead's official Discord (about 1.32 million members approx) runs a channel for finding squads.

2.2Matchmaking privacy

Set it under Options, Gameplay, Matchmaking Privacy. Public lets strangers in through Quickplay, the planet map and SOS calls; Friends Only is how you play with friends and no strangers. Whatever you choose, throwing an SOS opens your lobby to the public for the rest of that mission.

RuleDetailSource
PublicAnyone can join through quickplay, the planet map or an SOSdexerto.com
Friends OnlyOnly in-game friends can join; the usual way to play alone or with friends without randomsgamesradar.com
Invite OnlyOnly invited players; the right-most lobby option since 1.000.400; since 1.001.201 friends can neither see nor join itSteam
Where to set itOptions > Gameplay > Matchmaking Privacygamesradar.com
SOS overrides privacyThrowing an SOS makes the lobby public for the rest of that mission (1.001.202)Steam

2.3Quickplay

Quickplay searches open lobbies on the planet and at the difficulty you picked, prefers players near you, and retries by itself. It can put you anywhere from a ship in orbit to a squad already heading for extraction; arriving late is its choice, not yours. If it finds nothing, check that your own privacy is Public and pick a busier planet: the Major Order and campaign planets hold most divers, and the live war maps show where they are.

RuleDetailSource
What it doesJoins an open public lobby on the planet selected at the War Table, either on a ship or in a mission already under wayscreenrant.com
DifficultyMatches the difficulty you selected; since 1.002.200 it no longer drops you into a friend's game at another difficulty on quiet planetsSteam
RegionPrefers players from nearby regions since 1.002.101Steam
RetriesRetries automatically since 1.000.10Steam
Refilling a slotA full squad that loses a member can be refilled through quickplay (fixed 1.001.201)Steam
Late landingsQuickplay can drop you near extraction or onto the mission summary (1.001.201 fixed a soft-lock for divers who hot-joined at the summary); arriving late is not the joiner's choiceSteam
Empty searchIf nothing is found: make sure your own privacy is Public, pick a busier planet (the Major Order planet), or host and throw an SOSdexerto.com

From the planet map: Public missions show on the War Table's planet view and can be joined directly; invite-only lobbies are hidden and blocked players cannot be joined there (1.001.201).

2.4The SOS Beacon

The SOS Beacon (↑ ↓ → ↑) is standard issue and free, and only the host can throw it. It makes your mission pulse on other divers' War Tables and keeps searching for the rest of the mission, pausing while the squad is full; it raises the odds of a join but guarantees none. Throw it early, before the fight turns, so answerers have time to arrive community-tested (TheGamer, March 2024). Arrowhead's own advice is to throw it when you play alone and get into trouble.

RuleDetailSource
Input and cost↑ ↓ → ↑; standard issue for every diver, free, one use per mission, supply (blue) permitwiki
Host onlyOnly the lobby host can throw the SOS Beaconwiki
EffectThe mission shows as a higher-priority, pulsing mission on other divers' War Tables; it raises the odds of joins but guarantees nonewiki
DurationSearches for the rest of the mission; pauses when the squad is full and resumes when someone leaves (1.001.202)Steam
Host migrationDestroyed when the host changes so the new host can decide whether to throw another (1.001.202)Steam
Blocked byIon storms and Automaton stratagem jammers, like any stratagemhelldivers.fandom.com
Who sees it unverifiedA 2024 guide says only divers viewing the same planet at the same difficulty see and answer itthegamer.com
When to throw itEarly, before the fight turns, so answerers have time to drop in (community-tested, TheGamer 2024-03-27); Arrowhead and the in-game tip: throw it when solo and in a pincharrowhead.zendesk.com

2.5What the host controls

The host is the diver whose lobby the squad is in, and the match runs on the host's machine. The host picks the planet, mission and difficulty (only difficulties the host has unlocked), sets the privacy, and is the only diver who can kick, throw the SOS or abandon the mission for everyone. Let the diver with the steadiest connection host, since every client syncs through that machine; this is the Field Manual's reading of the network model, not an Arrowhead statement unverified.

RuleDetailSource
Who is hostThe diver whose lobby the squad is in (the squad leader); the match runs on the host's machine and the others are clientswiki
Mission choiceThe host picks planet, operation, mission and difficulty at the War Table; the squad rides on the host's Super Destroyerscreenrant.com
Host difficultyThe host can only pick difficulties the host has unlocked; joiners can be of any levelhelldivers.fandom.com
Host-only powersKick (host only since 1.000.302), the SOS Beacon, the lobby's privacy, and Abandon Mission With SquadSteam
Host's shipClients can use the host's terminals between missions (1.000.402 fixed the armory terminals for clients); anyone aboard can play Stratagem Hero and each Destroyer keeps its own leaderboard since 7.1.0Steam
Hellpod skinsThe squad's first drop uses the host's hellpod skin; reinforcements use each diver's own (1.001.002)Steam
Who should host unverifiedThe diver with the steadiest, lowest-latency connection, because every client syncs through the host (Field Manual call from the network model; not stated by Arrowhead)wiki
Client damageClients deal the same damage as the host since 6.0.1 (2026-02-03)Steam
High-latency deathsKnown issue on 2026-09-26: a diver with high latency may die after landing on an Automaton fabricatorarrowhead.zendesk.com

2.6Joining a mission in progress

You pick your loadout while the squad plays, and chat works on that screen, so say your role before you drop in by hellpod. You can join a difficulty you have not unlocked and keep its loot, but pickups made before you arrived went only to the divers who were there.

RuleDetailSource
Ways inQuickplay, the planet map, an SOS or a friend's Join can all put you into a mission already runningscreenrant.com
The flowPick a loadout while the squad plays (text chat works there since 1.001.002), then drop in by hellpodSteam
Harder than youYou can join difficulties you have not unlocked yourself and earn their loothelldivers.fandom.com
Recent PlayersHot-joiners appear in Recent Players once they drop (1.000.303, 1.000.400)Steam
StabilityHot-join crashes were fixed through 2025-26, most recently on Oil Rig missions (7.1.0)Steam
Friends · crossplay

Friends, friend codes and crossplay

Leave crossplay on. Friends on your own platform appear by themselves; for a friend on another platform, trade friend codes from the Social menu. Progress does not travel between platforms (cross-progression: none), so each platform keeps its own account.

3.1Add a friend on another platform

  1. Open the Social menuEsc (Options on PS5), then E (R1) to switch to the Social tab. That is Arrowhead's own path. The sources disagree on a one-key shortcut: 2025 guides give O on PC (R3 on PS5, RS on Xbox) on the ship; Arrowhead's 2024 article says Tab on PC and X on PS5 unverified. Trust the prompt on your screen.
  2. Generate your friend codeUnder Your Friend Code, press Generate.
  3. Have your friend search for itThey type the code into the Search bar at the top of their Social menu and send a request; you accept it.
  4. Invite or joinSelect the friend: Invite brings them to your ship, Join takes you to theirs. On PS5, a Social-menu invite also sends a system invite.
  5. Keep the good onesAfter a match, the Recent Players tab lists everyone you just played with, hot-joiners included. Send friend requests from there.
Request never arrived?

Keep the Social tab open until it arrives, cancel a stuck request instead of pressing Decline or Remove Friend (either can block the player), and ask Arrowhead support to clear a block list if it comes to that. These fixes come from the community wiki, not from Arrowhead unverified. The wiki also says to keep crossplay on, but patch 1.002.001 made friend codes work with crossplay off.

The friends rules, graded; the one-key shortcut and the request fixes are the thinly sourced ones.

RuleDetailSource
Open the Social menuEsc (Options on PS5), then E (R1) to switch to the Social tabarrowhead.zendesk.com
Social menu shortcut unverified2025 guides give O on PC (R3 on PS5, RS on Xbox) on the ship; Arrowhead's 2024 article says Tab on PC and X on PS5gamesradar.com
Friend codesSocial menu > Your Friend Code > Generate gives an 8-digit code; the friend types it into the Search bar and sends a request you acceptgamesradar.com
Same-platform friendsAppear automatically; Steam friends show even if your Steam friends list is not public (1.000.302)Steam
Invite and joinSelect a friend: Invite moves them to your ship, Join moves you to theirsgamespew.com
Recent PlayersLists the people you just played with, hot-joiners included; send requests, report or block from itarrowhead.zendesk.com
Friends list limitThe 100-friend display cap added in 1.000.402 (2024-06) was lifted in 1.001.201 (2024-10); no current cap is documentedSteam
Request troubleshooting unverifiedKeep the Social tab open until the request arrives; cancel stuck requests instead of Decline or Remove Friend (which can block); keep crossplay on; support can clear a block listwiki
PS5 system invitesA Social-menu invite on PS5 also sends a PS5 system invite (6.1.0)Steam
Looking for groupArrowhead's official Discord (about 1.32 million members on 2026-09-26) has an LFG channeldiscord.com
Friend codes with crossplay offFriend-code features work with crossplay disabled since 1.002.001 (2024-12-13)Steam

3.2Crossplay and platforms

PC, PS5 and Xbox Series X/S play together and fight the same Galactic War. Crossplay is on by default; switching it off limits you to your own platform, with no finer filter. Guides put the switch under Options, Gameplay; whether Xbox has it in the game or only in the console's settings is disputed unverified.

  • What online play costs: none on PC, PS Plus on PS5 and a paid online subscription on Xbox.
  • Expect beginners: Helldivers 2 joined the PlayStation Plus Extra and Premium catalog on August 12, 2026, and 22.9 million players have tried it across the three platforms by Sony's latest count approx. Public lobbies are full of new divers; be patient with them.
  • A UK friend on PC: Helldivers 2's Steam listing has been unavailable to new buyers in the UK since September 16, 2026; owners still play.
  • Voice across platforms: players report in-game voice working between platforms with occasional failures, and many mixed squads use Discord instead unverified.

The crossplay rules and platform requirements; the Xbox switch and cross-platform voice are the open questions.

RuleDetailSource
PlatformsPC (Steam), PS5 and Xbox Series X/S play togetherarrowhead.zendesk.com
ToggleOn by default and can be disabled; guides place it at Options > Gameplay > Crossplay; off means you only match your own platformarrowhead.zendesk.com
Xbox toggle location unverifiedGameRant (2025-08-28) puts it in the same in-game menu; the wiki (rev. 2026-09-07) says Xbox has no in-game option and uses the console settinggamerant.com
Cross-progressionNone: no cross-save, cross-progression or cross-buy and no plans; support will not move items or progress between accountsarrowhead.zendesk.com
PSN account on PCThe Steam version prompts a PSN link on first launch; the 2024 mandate was withdrawn on 2024-05-06, so it is optional; linking does not copy progressarrowhead.zendesk.com
Online subscriptionsPC needs none; PS5 needs PS Plus; Xbox needs an online multiplayer subscription (the store text names Game Pass Core or Ultimate)arrowhead.zendesk.com
Xbox cloudCloud playable with Game Pass Essential, Premium or Ultimate; the game must still be boughtxbox.com
PS Plus catalogIn the PS Plus Extra/Premium catalog since 2026-08-12: expect many brand-new PS5 divers in public lobbiesblog.playstation.com
Steam UKNew UK buyers cannot buy the game on Steam since 2026-09-16; owners still playvideogameschronicle.com
Voice across platforms unverifiedPlayers report in-game voice working between platforms with occasional failures; many mixed squads use Discordgamesradar.com
Mixed-platform fixes4.1.0 fixed a mixed-platform trio disconnecting when joining a solo host; 5.0.0 fixed a bug when joining a non-host in a cross-play lobbySteam
Rewards

What carries over

Joining someone else's mission costs you nothing. You earn the full mission rewards, every pickup made while you are there, and the squad's whole sample haul. Joining a squad on a harder difficulty gets you its rarer samples and bigger rewards, even before you have unlocked that difficulty yourself.

Full, for everyone

Mission rewards

Mission XP (tallied at the end, win or lose), the mission's Medals, and the objective rewards: 500 Requisition and 100 XP for the main objective and 200 Requisition and 50 XP for an optional one, before the difficulty bonus lifts the XP and Requisition.

If you were there

Pickups

Medal cases (1 to 3 Medals), Super Credits (10 a stack, rarely more) and Requisition slips (100 Requisition) go at once to every diver present, extraction or not. A diver who joins later misses what was already picked up.

Everyone, in full

Samples

Whatever the squad extracts is credited in full to each member, so it never matters who carries them. Rare samples start at difficulty 4 and super samples at 6.

What stays yours: your ship modules, stratagems and cooldowns, and your booster (though its effect covers the whole squad). You can only bring what you own, but you can pick up and use a teammate's dropped support weapon or backpack, a free way to try one before you buy it. What each currency buys is on Currencies and caps.

Difficulty unlocks stay your own: you complete an operation at your highest unlocked difficulty to open the next one. Finishing a harder operation in a friend's lobby reportedly opens only the level after your own highest unverified. Squadmates' progress counts toward your daily Personal Order (15 Medals). A Galactic War Campaign's reward, won when the community wins a majority of the campaign's Major Orders, goes to every diver who logged in during the campaign, squad or not (Rewards for taking part).

Stay for the summary

Players report that leaving before the mission summary forfeits the mission's XP, Medals and Requisition, while pickups already credited stay unverified. They also report that a diver Quickplay drops in near the end still gets the mission-end rewards unverified. Either way, stay until the summary screen.

Every reward rule with its source: the mission rewards and pickups rest on the wiki's in-game record, while late joiners and early leavers rest on player reports.

RuleDetailSource
Mission XPFull: tallied at mission end win or lose, multiplied by the mission's difficulty (+0% to +300%); each diver aboard the shuttle adds 20 XPwiki
Mission Medals1-15 by the host's difficulty and the mission's place in the operation (6, 8 and 10 at difficulty 7)wiki
PickupsMedal cases (1-3), Super Credits (10, rarely 100) and Requisition slips (100, rarely 1,000) go instantly to every diver present; no extraction needed; not credited to divers who join laterwiki
Objective RequisitionMain objective 500 and optional 200 (before the difficulty bonus), paid at mission end without extraction; Retrieve Mutant Larva, and on Hive Worlds Recover SSSD and Recover Scientific Specimen, pay only if extracted (their last step is extraction)wiki
SamplesThe squad's extracted samples are credited in full to every member (official X post, 2024-05-02)wiki
Harder-difficulty lootJoining a harder mission earns its rewards, including rare samples (difficulty 4+) and super samples (6+)wiki
Difficulty unlock unverifiedFinishing a harder operation (for example in a friend's lobby) unlocks only the level after it, not the levels skippedhelldivers.fandom.com
Personal OrderSquadmates' contributions count toward your daily orderwiki
Major Orders and campaignsCampaign rewards go to divers who logged in during the campaign window, and the Control Center shows community success, not your own eligibility; no Arrowhead source states the rule for Major Order Medalsarrowhead.zendesk.com
War contributionYour mission counts for the host's planet and operationhelldivers.fandom.com
Late joiners unverifiedPlayers report receiving the mission-end rewards like everyone else even when quickplay drops them in near the endSteam guide
Leaving early unverifiedPlayers report that leaving before the mission summary forfeits the mission-end XP, Medals and Requisition; pickups already credited staySteam guide
Ship modulesYour modules affect only you; your Resupply boxes fully refill teammates' support weapons if you own Superior Packing Methodologywiki
Loadout ownershipYou bring only what you own, but you can pick up and use a teammate's dropped support weapon or backpackthegamer.com
Shared pools

Samples, reinforcements and Resupply

Treat lives and ammunition as squad property. The squad shares one reinforcement pool and one Resupply cooldown; each diver carries the samples they pick up, and the squad's extracted total is credited in full to every member. Friendly fire has its own chapter, right after this one.

5.1Samples

Pick up every sample you see, a fallen teammate's included: a dead diver's samples drop where they fell, and the squad's extracted total goes to each of you. Only samples that reach the shuttle count, and once you are aboard they are safe even if you die. On a big haul, spread the samples between divers, or drop them at the extraction zone early (you can visit it before the objective is done). To drop them on purpose: Hold X on PC (D-pad down on a controller) for the drop wheel: samples, backpack or support weapon.

RuleDetailSource
Carried individuallyEach diver carries the samples they pick uphelldivers.fandom.com
On deathA dead diver's samples drop where they died and anyone can pick them up; the in-game tip tells you to grab a fallen squadmate's sampleshelldivers.fandom.com
Drop on purposeHold X on PC (D-pad down on a controller) for the drop wheel: samples, backpack or support weaponthegamer.com
Must be extractedOnly samples that reach the shuttle count; divers left behind lose what they carrywiki
Safe once aboardSamples transfer to the shuttle on boarding, so dying inside drops nothing (1.001.002); the squad keeps samples brought aboard even if the carrier dies afterwardSteam
DuplicatedIf the squad extracts 10 samples, each diver receives 10 (official X post, 2024-05-02)wiki
Spread or stashSplit large hauls between divers or drop them at the extraction zone early (it can be visited before the objective is done)helldivers.fandom.com
Achievements"Science is done by quantity" needs 15 common samples carried by you (squadmates' do not count); "Samples are a diver's best friend" counts the squad's 15 rare sampleswiki

5.2Reinforcements

Each diver adds 5 reinforcements to one shared pool, so a full squad has 20. Once the pool is empty, a new reinforcement arrives every 120 seconds. Any living diver can call one in (↑ ↓ → ← ↑).

Throw the beacon near where your teammate died, unless that spot is overrun, so they can recover their support weapon, backpack and samples; the diver in the pod can steer it onto a big enemy for a free kill, and it squashes teammates too. Reinforcements stop once anyone boards the shuttle and when the mission timer runs out, and jammers and ion storms block them. If the whole squad dies with reinforcements left, everyone drops back together; if it dies with none left before the main objective is done, the mission and its operation fail. Commando missions have their own budget: 12 reinforcements whatever the squad size, collected from pod sites (Operations and Commando missions).

RuleDetailSource
Pool5 per diver per mission, pooled for the squad: 5, 10, 15 or 20wiki
Increased Reinforcement Budget+1 per diver (6, 12, 18 or 24); stays if its owner leaves; adds none for a hot-joiner when the pool is emptywiki
Refill timerOnce the pool is empty, 1 reinforcement every 120 s (90 s with Flexible Reinforcement Budget), holding at most 1wiki
Calling oneAny living diver enters ↑ ↓ → ← ↑ and throws the beacon; solo divers cannot pre-dial it and nobody can pre-throw it to revive themselveswiki
Squad wipeIf every diver dies with reinforcements left, everyone drops back togetherwiki
Mission failureThe mission and its operation fail if the whole squad dies with none left before the main objective is done; after it is done a wipe still counts as successwiki
BlockedStratagem jammers and ion storms block Reinforce; if every diver is dead during an ion storm the mission is abandonedwiki
DisabledReinforce stops once any diver boards the extraction shuttle and when the mission timer runs outwiki
Pod as a weaponThe reinforced diver can steer the pod onto a Charger, Bile Titan, tank or fabricator; it squashes allies toowiki
Where to reinforceNear the fallen diver so they can recover their gear and samples, unless that spot is overrun (community-tested, ScreenRant 2024-02-14)wiki
Commando missionsStart with 0; four Reinforcement Pod sites add 3 each (12 in total whatever the squad size); reinforcement boosters are unavailable; each diver can call the Super Destroyer back once for 60 swiki
7.1.0 fixA rare state where a diver could not be reinforced under poor network conditions is fixedSteam
Hot-join budget unverifiedWhether a late joiner adds 5 to the pool is not documented; the 2024 known issue about reinforcement for players joining in progress is absent from the 2026 listSteam
Signal while dead unverifiedDead divers can press the climb key to signal squadmates for a reinforcement (Fandom, rev. 2025-02-19)helldivers.fandom.com
Event poolsSome war events add a community-wide reinforcement counter; in the Battle for Cyberstan (2026-02) every death drew on a galaxy budgetwiki

5.3Resupply and stims

One Resupply (↓ ↓ ↑ →) serves the whole squad: a pod of 4 boxes, then a 180-second cooldown shared by everyone. Call it where everyone can reach it and take one box each unless the squad agrees otherwise community-tested. A Supply Pack carrier turns one pod box into two refills: grab the box, then top teammates up with Interact.

To stim a wounded teammate, walk up and press Interact at the Stim prompt; it uses one of your own stims. Hellpod Space Optimization, a booster on the free Helldivers Mobilize! warbond, drops every diver in, and back in after a reinforcement, fully stocked.

RuleDetailSource
Resupply pod↓ ↓ ↑ →; 8 s call-in; one pod of 4 boxes; one call per 180 s for the whole squad (162 s with Synthetic Supplementation)wiki
Supply boxRefills a large share of primary, secondary and support ammo plus 2 stims and 2 grenadeswiki
Support-weapon refillsBoxes refill support weapons fully only when the diver who called the pod owns Superior Packing Methodologywiki
Supply PackHolds 4 boxes; press Interact (E) on a teammate to resupply them; a Resupply box refills you and one pack slot at oncewiki
Hellpod Space OptimizationEvery diver drops in, and reinforces, fully stockedwiki
Stim a teammateWalk up to a wounded ally (health in the red, about half or less) and press Interact (E) at the Stim prompt; it uses one of your stimsdestructoid.com
StimsDrop in with 2 and carry 4 (6 with the Med-Kit passive); Med-Kit stims last 2 s longer, on teammates toowiki
ExpendablesAn EAT-17 call drops two launchers, so one can go to a teammate; expendable weapons cannot be reloadedwiki

5.4Shared or yours

One for the squad

Shared

  • The reinforcement pool.
  • The Resupply cooldown.
  • The mission timer (40 minutes on most missions): when it ends, stratagems and reinforcements stop for everyone.
  • Extraction: one diver within 50 m of the beacon keeps the shuttle coming.
  • Mission stratagems such as the Hellbomb and the drills: any diver can call them.
  • The SOS Beacon: the host's call.
Each diver's own

Per diver

  • Orbitals, Eagles, support weapons, backpacks, sentries, emplacements and vehicles, each on its own cooldown.
  • Ammunition, stims and grenades, shared only by stimming, the Supply Pack and dropped weapons.
  • Ship modules: they upgrade your own stratagems, though your Resupply boxes pass Superior Packing Methodology's fuller support-weapon refills on to teammates.
  • Your booster, though its effect covers the whole squad.
Friendly fire

Friendly fire

Friendly fire is always on and cannot be turned off. Your bullets, strikes, hellpods and sentries hurt teammates, and a launcher's backblast knocks them down, so say it before you throw a strike, throw it away from the squad, dive flat when your own ordnance lands close, and never stand behind a teammate's launcher.

Arrowhead calls it "an integral part of the Helldivers experience", and the war keeps count: by the official war statistics, about 11.6% of all Helldiver deaths since launch were friendly fire approx. The statistics do not define whether each counted incident is a kill, so treat the share as an estimate.

Your body helps a little. A Helldiver has 125 health and takes reduced damage from explosions and fire but extra from gas, and lying prone cuts the damage from an explosion's outer radius by 90%.

Read the beam

A red beam marks an offensive strike: when you see one near you, move. A stratagem ball sticks to whatever it hits, teammates included, so never throw one at a diver's feet.

6.1What hurts your squad

Every friendly-fire source the research found, with the habit that avoids it. Strikes, hellpods and sentries are the obvious ones; the surprises are launcher backblast, arc weapons that chain into divers, and the This Is Democracy emote's kick.

RuleDetailSource
Always onFriendly fire is part of the design and cannot be turned offarrowhead.zendesk.com
How commonThe galaxy counter shows 1,043,872,760 friendly-fire incidents against 9,015,080,755 deaths since launch, about 11.6% or one in nine (read 2026-09-26)api.live.prod.thehelldiversgame.com
Damage takenDivers take 50% of explosion damage (90% less again while prone or ragdolled), 50% of fire and 130% of gaswiki
Stratagem strikesOrbitals and Eagles hit divers like enemies; beacons stick to divers; a red beam marks an offensive strikewiki
HellpodsEvery pod (supply, weapon, sentry, backpack and reinforcement) kills what it lands onwiki
SentriesSentries fire through divers; the Mortar Sentry is the worst offender; Cross-Platform Compatibility makes your mortars favor your pinged targetswiki
Tesla TowerZaps divers in range; its own terminal text says to remain pronewiki
Arc weaponsArcs chain between targets, including divers and civilianswiki
MinesMinefields kill divers; ping them (mines are pingable since 1.000.300) and tell the squadwiki
BackblastThe Recoilless Rifle and Airburst Rocket Launcher knock down divers 2-6 m behind the shooter, which can make them drop a live grenade or stratagem ballwiki
Stun grenadesA stun blast empties a diver's staminawiki
Firebomb HellpodsThe booster sets fire at every pod landing, teammates includedwiki
Melta MineThe G/40 Melta Mine no longer sticks to divers or vehicles (7.1.0; its notes mention griefing)Steam
Hellbomb25 m blast with no damage falloff for divers; pinging one plays a warning linewiki
Extraction padThe landing shuttle kills divers standing under itwiki
RicochetsAngled shots can glance off a target into squadmates (in-game loading tip)wiki
SEAF and civiliansEach SEAF soldier you kill (sentries and drones count) costs 25 Requisition; 9 reckless kills of SEAF or civilians brand you a traitor and the Destroyer shells you; evacuation civilians cost 25 eachwiki
SEAF fireSEAF specialists fire through divers and SEAF grenades hurt diverswiki
Accidentals unverifiedThe game counts accidental kills and the Ship Master remarks on them after a mission; no gameplay penalty for killing Helldivers was foundwiki
Intentional team-killingDeliberate team-killing is treated as griefing and gets divers kicked; a single accident usually does not (community-tested, GameRant 2024-03-09, ScreenRant 2024-02-14)gamerant.com
Emote kickThe This Is Democracy emote's kick damages and knocks back anyone it hits, friend or foe, and can ragdoll a diver behind a Shield Generator Packwiki

6.2Allies that cost you

SEAF soldiers and civilians count too. Each one you kill costs 25 Requisition before the difficulty multiplier, kills by your mines included, and after 9 such kills (mines aside) your own Super Destroyer turns its 380mm barrage on you.

6.3When it happens

Own it: say Sorry on the comms wheel and stim the diver you hit. Most hosts will not kick over a single accident, but deliberate team-killing is treated as griefing and gets divers kicked community-tested (ScreenRant, February 2024; GameRant, March 2024). The game keeps a tally of accidental kills, and the Ship Master remarks on them after a mission, but the research found no gameplay penalty for killing Helldivers unverified.

Comms

Pings, the comms wheel and chat

You do not need a microphone. Ping everything worth knowing about (enemies, samples, objectives, mines), and ping a teammate's ping to answer it; hold the same key for the comms wheel. Save voice and chat for plans, and keep push-to-talk off Caps Lock if you also type.

7.1The squad keys

The defaults on PC, with the console buttons where a guide gives them. There is no official key list: these come from dated guides (2024 to 2025) community-tested, so check or rebind them under Options, Mouse & Keyboard, Change Bindings, in the Communication section.

  • Ping: Q (tap) on PC, R1 on PS5.
  • Comms wheel: Hold the Mark key (Q or R1) and release on a phrase.
  • Map marker: Open the map (Tab) and left-click; a marker lasts until reached or removed and follows moving objectives (1.001.100).
  • Push to talk: Voice Activation (PTT/PTM) is Caps Lock on PC and unbound on PS5; move it off Caps Lock (for example to T) if you type in chat.
  • Text chat: Enter opens chat; the 1.000.300 fix list made Open Text Chat rebindable, while PCGamingWiki still lists it as hard-coded.
  • Stim a teammate: Walk up to a wounded ally (health in the red, about half or less) and press Interact (E) at the Stim prompt; it uses one of your stims.
  • Drop samples or gear: Hold X on PC (D-pad down on a controller) for the drop wheel: samples, backpack or support weapon.
  • Emote wheel: B (hold) on PC, D-pad left (hold) on a controller.
  • Social menu: Esc (Options on PS5), then E (R1) to switch to the Social tab.

7.2Pings and map markers

A ping shows the target's name and distance, red for enemies and white for objects and places. An acknowledged ping lasts much longer, which is why the call and response matters; Arrowhead's own in-game short teaches it. Re-ping moving threats, since pings fade on a timer or when the enemy dies, and put a map marker on the next objective: it stays until you reach or remove it.

RuleDetailSource
Mark keyQ (tap) on PC, R1 on PS5thegamer.com
What a ping showsThe target's name and distance: enemies in red, objects and locations with a white markerwiki
Call and responsePing a teammate's ping to acknowledge it; acknowledged pings last much longer (the in-game Brasch Tactics short teaches it)wiki
TimeoutsPings fade on a timer or when a pinged enemy dies; re-ping moving threatswiki
Map markersOpen the map (Tab) and left-click; a marker lasts until reached or removed and follows moving objectives (1.001.100)gamerant.com
Pingable extrasSide objectives from range, mines (1.000.300), sample containers (again since 1.003.000) and unexploded Hellbombs (1.001.100)wiki
Marker scansWith the Scout armor passive (since launch) or Unflinching (since 1.003.101), your map markers radar-scan for enemies every 2 sSteam
Gear that follows pingsCross-Platform Compatibility: your mortar sentries favor your marked targets (acknowledging an ally's ping counts); the G-50 Seeker attacks pinged enemieswiki

7.3The comms wheel

A handful of phrases carry a silent squad; Wait, Follow Me, Need Supplies, Thanks and Sorry are the everyday ones. The phrase list is TheGamer's from March 2024, the only list the research found, so check the phrases in the game; on PC, a left click selects one (since patch 1.001.201). Follow Me and Wait also command SEAF soldiers.

RuleDetailSource
Open itHold the Mark key (Q or R1) and release on a phrasegamerant.com
PhrasesLocation marker, Wait, Yes, No, Thanks, Need Supplies, Follow Me and Sorry (list of 2024-03-01)thegamer.com
SEAF ordersFollow Me recruits nearby SEAF soldiers; Wait holds them; Wait twice releases themwiki
Binding unverifiedOptions > Mouse & Keyboard > Change Bindings > Communication: Mark set to Tap and Open Comm Wheel to Long Press on the same keySteam guide
Mouse selectionOn PC, left click selects an option in the emote and comms wheels (1.001.201)Steam

7.4Voice and text chat

Voice runs open, on Push to Talk or on Push to Mute, set in the audio options. Choose Push to Talk and move its key off Caps Lock if you type in chat, or your messages come out in capitals. A Bluetooth headset's microphone drags your game audio down to low quality: use a separate microphone, or apply Arrowhead's Bluetooth fix. The research found no proximity chat; voice reaches the whole squad unverified.

RuleDetailSource
ModesAudio options: Open, Push to Talk or Push to Mute (or off)gamesradar.com
Push-to-talk keyVoice Activation (PTT/PTM) is Caps Lock on PC and unbound on PS5; move it off Caps Lock (for example to T) if you type in chatgamesradar.com
Toggle MicrophoneA Toggle Microphone option (since 1.001.002) switches your microphone on and offSteam
VolumeVoice chat has its own volume sliderwiki
Voice vanished6.3.1 fixed voice going silent after rejoining a lobby; if it happens anyway, leave and rejoinSteam
Bluetooth headsetsA Bluetooth headset's microphone drops audio to low quality; use another microphone or disable Hands-free Telephony and the Bluetooth Audio Gateway; set Steam voice input to Defaultarrowhead.zendesk.com
Game and Chat devicesFor headsets with both, make the Game device the default device and the Chat device the default communications devicearrowhead.zendesk.com
Proximity chat unverifiedNone found; voice reaches the whole squad and players have asked for a proximity modeSteam guide

Text chat works in the ship menus, the loadout screen and the loading screen, so a joiner can name their role before dropping in.

RuleDetailSource
Open chatEnter opens chat; the 1.000.300 fix list made Open Text Chat rebindable, while PCGamingWiki still lists it as hard-codedSteam
Where it worksIn ship menus, the loadout and the mission loading screen (1.000.400), and from the loadout while the squad is on the planet (1.001.002)Steam
IMETyping Korean, Japanese or Chinese in chat through an IME is a known issue; 7.1.0 fixed the Microsoft IME control lock, though the Known Issues page still lists itarrowhead.zendesk.com
AccessibilitySteam lists chat text-to-speech and speech-to-text; patch notes mention the text-to-speech settingSteam

7.5Emotes and hand signals

Answer a hug or a high-five: a partner emote waits for the other diver to press Interact, and since patch 7.1.0 Interact answers an emote before it stims or resupplies. The emote wheel holds 8 emotes, out of 50 emotes and victory poses in the game. Force of Law's hand signals (Signal: Hold, Signal: Silence and Signal: Group Up) organize a squad with the microphone off.

RuleDetailSource
Emote keyB (hold) on PC, D-pad left (hold) on a controllergamerant.com
Wheel slots8 emote slots since 7.0.0 (4 before)Steam
Poses as emotesSince 6.0.1 emotes and victory poses are interchangeable, except two-person emotes, the kick and a few othersSteam
EquippingIn the Armory, Character tab, on your ship or a friend's; not during a missiongamerant.com
Partner emotesA teammate presses Interact on you: Casual Salute, Explosive Handshake, Hug, High-Five, Scout Handshake, Rock Paper Scissors, Diplomatic Handshake, Thoracic Collision Exultation Maneuver, Test of Conviction and Natural Gas Extractionwiki
Hand signalsSignal: Hold, Signal: Silence and Signal: Group Up (Force of Law) let a squad organize with the microphone offSteam
SEAF emotesCasual Salute or Lockstep near SEAF soldiers makes them follow you; they react to other emotes toowiki
Count50 emotes and victory poses: 2 starter, 46 from warbonds, 2 from the Superstore; the legendary warbonds carry nonewiki
Emote before stimPartner emotes, stims and Supply Pack refills share Interact; since 7.1.0 it answers a teammate's emote before stimming them or giving them ammoSteam

7.6Mute, block and report

Mute a player from the squad list in the pause menu. Block a griefer, and they can no longer join games you host, nor you theirs. Report from your friends list, the Recent Players tab or the squad menu.

RuleDetailSource
MuteMute a player from the squad list in the pause menu; the host can mute a joiner still in the loadout (1.002.200)Steam
BlockBlocked players cannot join or matchmake into sessions you host and you cannot join theirs; you stop hearing and seeing their chat; rarely you can still meet in a third player's lobbyarrowhead.zendesk.com
ReportReport from your friends list, the Recent Players tab or the squad menu (added 1.000.300)arrowhead.zendesk.com

Abbreviations you will meet in chat (AP, D1 to D10, MO, SEAF and more) are in the Getting Started glossary.

Etiquette

Etiquette and unwritten rules

Four habits make you a welcome squadmate: say your role and bring what the squad lacks, announce your ordnance and aim it away from people, take one box from a shared Resupply, and board the shuttle last.

These are community norms from guides written in 2024 and 2025 community-tested; the mechanics behind them (the shared Resupply, duplicated samples, the boarding rules) were checked again for patch 7.1.1. Kicking and leaving have their own chapter: Kicking, leaving and host migration.

Before the drop

Plan as a squad

Say your role and read the squad's picks before you lock yours: four divers with one tool struggle ("four Flamethrowers would be horrible for all involved", GamesRadar+, September 2025). Agree on 4 different boosters, and treat the host as the leader: follow their markers, and suggest rather than override.

Stratagems

Aim away from people

Announce big strikes and throw them away from the squad. Call pods and sentries beside the squad, never on it, and put sentries high, facing away from your route. Ping your minefields and tell the squad.

When someone dies

Reinforce and return the gear

Reinforce near the fallen diver unless that spot is overrun, and let the closest diver throw it. Ask before you take a dead teammate's support weapon or backpack: they will want it back when they land.

Extraction

Board last

Do not board until everyone who can make it is close and alive: the first diver aboard starts a 20-second departure and ends reinforcements, and divers left behind lose their samples. Do not call extraction while teammates are still out collecting unless the timer forces it.

Four Helldivers holding a line against Terminids in the desert
Four Helldivers hold a line against Terminids in the desert. Official screenshot from the PlayStation.com game page.

8.1Every rule, with its source

Each norm links its source, and the Detail column names the dated guide where there is one; a norm only one source supports carries the unverified tag.

RuleDetailSource
Mix your loadoutsSay your role and read the squad's picks; do not all bring one tool ("four Flamethrowers would be horrible", community-tested, GamesRadar+ 2025-09-03; the in-game tip says to fit stratagems to your squad composition)gamesradar.com
Different boostersAgree on four different boosters in the lobbywiki
Follow the host unverifiedTreat the host as the leader: follow their markers and objective order and suggest rather than override (community-tested, ScreenRant 2024-02-14)screenrant.com
Announce ordnanceCall out big strikes and throw them away from the squad; respect red beams (community-tested, PC Gamer 2024-10-16)pcgamer.com
Pods and sentriesCall pods and sentries beside the squad, not on it; put sentries high and facing away from your route (community-tested, ScreenRant 2024-02-14; PC Gamer 2024-10-16)screenrant.com
Mark minefieldsPing and announce your minefieldswiki
One box eachTake one box from a Resupply pod unless the squad agrees otherwise, and call it where everyone can reach it (community-tested, ScreenRant 2024-02-14; the pod is 4 boxes for the squad)screenrant.com
Grab every samplePick up every sample, a fallen teammate's included; there is no need to leave any for others because they are duplicatedscreenrant.com
Ask before looting gear unverifiedAsk before taking a dead teammate's support weapon or backpack; they will want it back (community-tested, ScreenRant 2024-02-14)screenrant.com
Help reloadIf you carry the backpack or stand beside a team-weapon gunner, help reload (community-tested, GameRant 2024-03-09; the in-game Team Weapons short)gamerant.com
Share anti-tankHand a spare EAT or backpack to a teammate who has no anti-tankthegamer.com
Stay togetherExplore in pairs rather than leaving teammates to fight while you loot (community-tested, GameRant 2024-03-09; the in-game tip "Don't go it alone")gamerant.com
Board lastDo not board the shuttle until everyone who can make it is close and alive; boarding starts a 20 s departure and ends reinforcementshelldivers.fandom.com
Do not rush extraction unverifiedDo not call extraction while teammates are still collecting unless the timer forces it (community-tested, GameRant 2024-03-09)gamerant.com
Kick griefers onlyDo not kick for accidents, low level or joining late (community-tested, ScreenRant 2024-02-14 and Steam threads)screenrant.com
Leave cleanly unverifiedFinish the mission; if you must go, leave between missions or after the summary, not during extractionSteam guide
Own your accidentsSay Sorry on the comms wheel and stim the diver you hurt (community-tested, ScreenRant 2024-02-14)screenrant.com
Mind the line of fireNever step in front of a teammate lining up a shot and stay out of launcher backblastscreenrant.com
Return the gesture unverifiedAnswer a teammate's hug or high-five (community-tested, ScreenRant 2024-02-14)screenrant.com
Roles

Roles and loadout coordination

Nothing in the game assigns roles, but a squad that covers anti-tank, crowd control and support beats four copies of one build. For four divers, two on anti-tank, one on crowd control and one on support who also helps with crowds (an EMS Mortar does both) is a workable split: the Field Manual's suggestion, not a game rule unverified. Whatever your role, carry one anti-armor answer.

9.1The roles

The community's working model, from dated guides (PC Gamer, October 2024; GamesRadar+, September 2025) community-tested. Against Automatons, GamesRadar+ (February 2026) says every diver should carry some anti-tank. The heavy-killers for each slot are on Heavy-killers by slot, and whole squads on Squad compositions.

RuleDetailSource
Anti-tankKills heavies and structures: Recoilless Rifle, Quasar Cannon, Spear, EAT-17, Commando, Orbital Precision Strike, Orbital Railcannon Strike, Eagle 500kg Bomb (community-tested)pcgamer.com
Crowd controlClears the swarm: Machine Gun, Stalwart, Flamethrower, Arc Thrower, Grenade Launcher, Eagle Cluster Bomb, Napalm, Strafing Run, gas, Gatling or Machine Gun sentries, EMS Mortar (community-tested)gamesradar.com
SupportKeeps the squad fighting: Supply Pack, Shield Generator Pack, Stim Pistol, Med-Kit armor, EMS Mortar, smoke and team reloading (community-tested)pcgamer.com
Scout or runner unverifiedLight armor, the Scout passive, map markers, samples and side objectives, still carrying one anti-armor answer (Field Manual call)Steam
Anti-armor against botsAgainst Automatons every diver should carry some anti-tank, and on Cyberstan a mix of anti-tank across several players is practically essential (community-tested, GamesRadar+ 2026-02-19)gamesradar.com
Suggested split unverifiedFor four divers a workable split is 2 anti-tank, 1-2 crowd control and 1 support (Field Manual call from the roles above, not a game rule)gamesradar.com
Loadout screenShows each teammate's stratagems and boosters (booster owner since 1.001.201) and their equipment (6.3.0)Steam
Weapon iconsSince 7.0.0 backpack-fed stratagem weapons show a backpack icon and non-reloadable ones a drop iconSteam

9.2Coordinating in the lobby

  1. Name the fightThe host says the front, the mission and the difficulty.
  2. Claim a roleOut loud or in chat: anti-tank, crowd control or support.
  3. Read the loadout screenIt shows every teammate's stratagems and equipment, and which diver brought which booster.
  4. Check the iconsA backpack icon marks a support weapon fed from a backpack, which wants a loader; a drop icon marks one you fire and throw away.
  5. Pick different boostersDuplicates add nothing, so agree who brings what.
  6. Agree on the danger rulesWho throws barrages, where mines and sentries go, and where the squad extracts.

The coverage check on the Loadouts tab tests one loadout against each front's heavies, crowds and spawners.

9.3Team weapons and assisted reload

If you carry the backpack, or stand next to a teammate firing a Recoilless Rifle, Spear, Autocannon, Airburst or W.A.S.P., help reload. Since patch 7.0.0 the assist works when either of you wears the backpack, and the ammunition comes from it. Stand beside the gunner, never behind (backblast), and press Interact at the prompt. Each EAT-17 call also drops a spare launcher: hand it to a teammate with no anti-tank.

Two Helldivers working a backpack-fed launcher together
Two Helldivers work a backpack-fed launcher together, apparently an assisted reload. Official screenshot from the Xbox store page.

Solo and assisted reload times: the Recoilless Rifle gains the most from a loader, the W.A.S.P. the least.

RuleDetailSource
Assisted reload ruleA teammate can assist-reload as long as either the wielder or the helper carries the backpack; the ammo comes from the backpack (7.0.0)Steam
GR-8 Recoilless Rifle6.1 s solo (5.5 s with Payroll Management System), 1.7 s assisted; backblast 2-6 mwiki
FAF-14 Spear4.65 s solo (4.2 s), 2.1 s assistedwiki
AC-8 AutocannonAbout 4.5 s from empty (Arrowhead 6.1.0; the wiki times 4 s), 0.66 s per 5-round clip assistedwiki
RL-77 Airburst Rocket Launcher5.1 s solo (4.6 s), 1.8 s assisted; backblastwiki
StA-X3 W.A.S.P. Launcher4.9 s solo (4.4 s), 3.33 s assistedwiki

9.4Boosters in a squad

Each diver brings one booster and its effect covers the whole squad, so a full squad runs 4 different ones and a duplicate adds nothing. New squads can't go wrong with the four boosters from the free Helldivers Mobilize! warbond that GameRant put in its top tier (February 2026) community-tested:

  • Hellpod Space Optimization: Divers leave every hellpod (first drop and each reinforce) with full ammo, grenades and stims, up to their armor's capacity.
  • Vitality Enhancement: Minor damage reduction for all divers (about 10% per the wiki) and fewer limb injuries.
  • Stamina Enhancement: More maximum stamina and faster stamina regen for all divers (wiki.gg: +22.5% and +40%; Fandom lists 30% and 23%) unverified.
  • Muscle Enhancement: Less slowdown in snow, mud, water, foliage, barbed wire, blizzards, sandstorms and acid (not slopes or tremors).

Hellpod Space Optimization (page 3) and Vitality Enhancement (page 4) unlock early on the warbond; Stamina Enhancement (page 7) and Muscle Enhancement (page 9) come much later, and the purchase order ranks what to buy first.

Situational picks: Increased Reinforcement Budget for a squad that dies a lot, Surplus EAT Allocation when nobody brought anti-tank, Flexible Reinforcement Budget for a duo. Leave Firebomb Hellpods at home, since every pod landing sets fire to whatever is near, teammates included. Every booster is listed on the Armor tab; the squad rules for boosters follow.

RuleDetailSource
One eachEach diver equips one booster and its effect applies to every diver in the missionwiki
Four differentUp to four unique boosters per mission; a duplicate adds nothingwiki
Who brought whatThe loadout screen shows which diver equipped each booster (1.001.201)Steam
SoloA solo diver gets only their own boosterwiki
Squad core setHellpod Space Optimization, Vitality Enhancement, Stamina Enhancement and Muscle Enhancement, all on the free Helldivers Mobilize! warbond (community-tested, GameRant 2026-02-05)gamerant.com
Situational picksIncreased Reinforcement Budget for squads that die a lot; Surplus EAT Allocation when nobody brought anti-tank; Flexible Reinforcement Budget for solo or duo; Sample Scanner or Extricator while the squad needs samples; Integrated Extinguishers against the Incineration Corps or in flamethrower-heavy squadswiki
Skip in squadsFirebomb Hellpods sets fire at every pod landing, teammates includedwiki
Commando missionsReinforcement boosters cannot be chosen for Commando missionswiki
Free boosterOn the planet under the DSS Orbital Blockade everyone gets Hellpod Space Optimization without equipping itwiki

9.5Shared tools

Some gear is built for more than one diver: vehicles seat a driver, a gunner and passengers who can shoot and call stratagems, bunker doors need two divers pressing both buttons at once, and in Mega Cities several divers can each recruit SEAF soldiers.

RuleDetailSource
VehiclesFRVs carry a driver, a gunner and passengers who can shoot and call stratagems; the Bastion and Maelstrom tanks take a driver, a gunner and 2 passengers; enemies ignore empty vehicles since 7.1.0wiki
BunkersTwo divers press the two buttons at the same time (or one uses a Warp Pack) to open a bunker's 3 special loot slotswiki
SEAF squadsMore than one diver can recruit SEAF soldiers; up to 8 per diver in Mega Citieswiki
Squad size

Squad size and difficulty

With a squad, play one step above the difficulty you can clear alone. The harder difficulties are tuned for co-op, rewards are never split, and every diver adds reinforcements and a booster. Move in pairs rather than alone.

What grows with the squad: the reinforcement pool (5 per diver), the boosters (one per diver), the extraction XP and the patrols. What stays fixed: the Resupply pod, the mission timer and the Commando reinforcements. Since patch 7.1.0, Evacuate High-Value Assets also sends more enemies when more divers are present. Which difficulty pays what is on Difficulty and rewards.

The scaling rules, graded; the 2024 community patrol timings predate patch 7.1.0 and are marked unverified.

RuleDetailSource
Tuned for squadsThe harder difficulties are tuned for co-op; solo divers may struggle with higher-level contentarrowhead.zendesk.com
PatrolsPatrol spawning scales with squad size: 1.000.300 raised it for squads under four and 1.000.400 restored the older squad-size scaling with small tweaksSteam
Patrol timing (2024) unverifiedA 2024 community study timed patrols: 2 divers shortened the interval about 17% and 3 divers 25% (4 not measured)helldivers.fandom.com
Enemy pressureSince 7.1.0 spawns are balanced per diver by nearby enemy count and distance; at the enemy cap new spawns favor a diver under low pressure and far enemies despawn when over budgetSteam
Split squads (2024) unverifiedThe 2024 study found each group more than 75 m apart got its own patrol timer; 7.1.0 moved to per-diver balancing, so the old multipliers are stalewiki
Evacuate High-Value AssetsSince 7.1.0 the mission adds more encounter points when more players are presentSteam
Fixed per missionThe Resupply pod (4 boxes), Commando reinforcements (12) and mission timers do not change with squad sizewiki
Per diverReinforcements (5 each), boosters (1 each) and extraction XP (20 per diver aboard) grow with squad sizewiki
Rewards not splitMission rewards do not shrink with more divers; each gets the full amountwiki

10.1Splitting up

Since patch 7.1.0 the game balances spawns per diver: it measures the enemy pressure on each diver, favors a diver under low pressure when it has to spawn more, and despawns far-away enemies when the map is over budget. The 2024 community multipliers for split squads no longer apply. Pairs are still the sweet spot: two divers can clear a side objective and open a two-button bunker, while a diver who dies alone comes back wherever a teammate throws the beacon, far from their gear and samples (the Field Manual's call). At extraction, one diver within 50 m of the beacon keeps the shuttle coming while the rest finish up.

10.2Lifelines for solo and duo play

  • The SOS Beacon. It pulls public divers into your mission (The SOS Beacon).
  • Flexible Reinforcement Budget. Once the budget runs out, each new reinforcement comes 25% sooner (120 -> 90 s).
  • SEAF squadmates (Heavy SEAF Presence): unavailable since September 21, 2026. No official post says when, or whether, it returns. A planet modifier since 7.0.0: Pelicans drop SEAF squads (a leader, 2 riflemen, 2 specialists and a medic) on divers facing heavy fighting, aimed at solo players and short-handed squads. Arrowhead calls them "a genuine lifeline" for short squads.
  • SEAF in Mega Cities. Mega City maps still start with a SEAF squad you can recruit, up to 8 per diver; Follow Me on the comms wheel, or the Casual Salute or Lockstep emote, brings them along. SEAF medics stim wounded divers; their stims are weaker than yours and ignore Experimental Infusion.
Why SEAF squadmates are gone (a Galactic War story beat) -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open

The Blazing Electorate campaign failed, and SEAF battalions were recalled from the front to guard the re-vote.

SEAF soldiers fighting beside a Helldiver in a Super Earth mega-city
SEAF soldiers fight beside a Helldiver in a Super Earth mega-city. Official image from Arrowhead's Heart of Democracy announcement (May 2025).
Leaving

Kicking, leaving and host migration

Kick griefers, not beginners: never for an accident, a low level or a late join. If you have to go, leave between missions or after the summary screen, never during extraction. If the host leaves, the mission carries on under a new host.

11.1Kicking

Only the host can kick, and a kick costs the kicked diver nothing: since Escalation of Freedom (2024) they carry on in a copy of the mission as its host, with the team's loot, and can still extract for full rewards, while the squad keeps its own loot and sees a chat message. The host can also mute or kick a joiner who is still in the loadout screen, and every kick, block and unfriend asks for confirmation.

RuleDetailSource
Host onlyOnly the host can kick; 1.000.302 fixed non-hosts kicking anyone, the host includedSteam
Grief protectionA kicked diver continues in a copy of the mission as host, with the team's loot and full rewards; the squad keeps its loot and sees a chat message (since 1.001.002)Steam
Kick in the loadoutThe host can kick or mute a joiner who is still in the loadout (fixed 1.002.200)Steam
ConfirmationKick, block and unfriend ask for confirmation (1.001.002); Remove Friend and Block are hold-to-confirm (1.000.402)Steam

11.2Leaving and host migration

When the host leaves, another diver becomes host and the mission continues; the SOS Beacon is destroyed so the new host can decide whether to throw another. Only the host's Abandon Mission With Squad ends the mission for everyone. When a client leaves, their booster's effect reportedly ends (extra reinforcements from Increased Reinforcement Budget stay), and their samples reportedly drop where they stood unverified. Quickplay or an SOS can fill the empty slot.

RuleDetailSource
Host leavesHost migration: another diver becomes host and the mission continues; the SOS Beacon is destroyedSteam
Abandon with squadThe host's Abandon Mission With Squad takes everyone out; hidden when playing alone since 1.002.001Steam
Booster on leaving unverifiedA leaving diver's booster stops working (Fandom), but Increased Reinforcement Budget's extra reinforcements stay (wiki.gg)helldivers.fandom.com
Samples on leaving unverifiedPlayers report that a diver who leaves or disconnects drops the samples they carriedSteam guide
Crash rejoinAfter a crash you can rejoin your last match (1.002.001)Steam

AFK timer. 15 minutes idle sends a diver back to the title screen (1.000.11, 2024-02-22).

Crashed mid-mission?

Relaunch the game: you can rejoin your last match (possible since patch 1.002.001), and, if your squad is still in it, the mission carries on while you are away.

Troubleshooting

Connection problems

If you can log in but cannot join anyone, suspect peer-to-peer reachability on your side (a strict or double NAT, carrier-grade NAT, a VPN) rather than Arrowhead's servers. Turn on UPnP, play wired, update your network drivers, and work down the steps below.

Why: the game talks to two places at once. Arrowhead's servers hold your profile (level, unlocks, currencies), while the match itself runs peer-to-peer with the host's machine as the server. That is also why the host's connection affects everyone in the squad (What the host controls).

12.1Try these in order

  1. Rule out matchmakingSet your privacy to Public, pick a busy planet and let Quickplay retry, or host and throw an SOS.
  2. Restart the networkRestart the modem and router (off for 5-7 minutes).
  3. Open the pathTurn on UPnP on the router. Fix a double NAT (put a second router in access-point mode, or the ISP modem in bridge mode), or ask your ISP for a public IPv4 address if you are behind carrier-grade NAT.
  4. Steady the linkPlay wired and update your network drivers: some Intel and Realtek 2.5 Gb adapters are known to drop the link.
  5. Fix name lookupsFlush the DNS cache (ipconfig /flushdns) and switch to a public DNS server.
  6. Drop the middlemenA VPN has to allow peer-to-peer traffic, and DPI bypass tools break the login and can trip the anti-cheat. Close them while you play.
  7. Then the game itselfVerify the files, delete the Helldivers 2 folder in %APPDATA%\Arrowhead, and if nothing helps, open a ticket with Arrowhead quoting your Account ID.

12.2Symptoms and fixes

Every connection fault the research found, with its fix and source, error codes included. The Hellbomb Script row is a community tool, not Arrowhead's: read it before you run it.

RuleDetailSource
Cannot join othersIf you can log in but not join or host, suspect peer-to-peer reachability: strict NAT, CGNAT, double NAT or a VPN that blocks P2Pwiki
NAT typePS5 NAT Type 2 is the target and Type 3 means strict; Xbox should read Open; turn on UPnP on the routerwiki
CGNAT and double NATAsk the ISP for a public IPv4, use a paid VPN that allows P2P, or set a second router to access-point mode (or the ISP modem to bridge)wiki
Power cycleRestart the modem and router (off for 5-7 minutes)arrowhead.zendesk.com
DNSFlush the DNS cache and use 1.1.1.1 / 1.0.0.1 or 8.8.8.8 / 8.8.4.4 for IPv4 and IPv6wiki
IPv6Disable IPv6 on the adapter for DS-Lite or Starlink trouble (Starlink UTR-211: router IPv6 set to autoconfigure)wiki
Network driversIntel i225/i226 and Realtek 2.5 Gb adapters drop the link; update drivers (Event Viewer ID 27 shows the drops); play wiredwiki
VPN and DPI toolsA VPN must allow P2P (free VPNs rarely do); DPI bypass tools break login and can trigger anti-cheat error 10002039wiki
Poor-connection threshold1.001.102 doubled the poor-connection threshold after weak joiners could get existing players disconnectedSteam
Social tab stuckFor Please Wait Democratically on PC, delete the Helldivers 2 folder in %APPDATA%\Arrowhead and make your Steam profile public; on PS5 clear the cachewiki
Social tab crashes unverifiedSome PC and PS5 players stop Social-tab crashes by turning crossplay offwiki
PlayFab Error 35Login fails because the system clock drifted; resync Windows time (w32tm /resync)wiki
Error 1600Status Code 400 or Error 1600 comes from special characters in the Steam name; use letters and digits onlywiki
Error 114GameGuard: run as administrator (Windows 8 compatibility mode on Windows 11), reinstall GameGuard, add antivirus and firewall exceptionsarrowhead.zendesk.com
Error 0x44415441Out-of-date files, usually mods: purge mods, delete the data folder and verify filesarrowhead.zendesk.com
New account stuck unverifiedIf quickplay and difficulty choice are missing, play a mission on Azur Secundus (Sten sector) if it is available, otherwise contact supportwiki
General fixesVerify files, update drivers, delete %APPDATA%\Arrowhead, reinstall, then open a ticket with your Account ID (Esc then the Options tab)arrowhead.zendesk.com
Known issues scopeArrowhead's known-issues list leaves out most crash, performance and connectivity problems because those are always being worked onarrowhead.zendesk.com
Hellbomb Script unverifiedA community PC diagnostic (open source on GitHub) for DNS, NAT and settings, promoted by the wiki; not Arrowhead's, so read it before runningwiki
Known issue, September 26, 2026

With a high ping you can die landing on an Automaton fabricator, so do not aim your hellpod at one when your connection is poor. Arrowhead's Known Issues list leaves out most crash and connection problems because those are always being worked on, so report yours with your Account ID.

More fixes: the community wiki's Network Troubleshooting page, and Known bugs on the Community tab.

Checklist

First night in multiplayer: the checklist

Everything above as a pre-flight list. Work down it once and you will not be the problem diver.

13.1Before you launch

  • Options, Gameplay: Matchmaking Privacy Public (or Friends Only with friends), and crossplay on.
  • Audio: pick Push to Talk (or an open microphone), and move the talk key off Caps Lock if you type in chat.
  • Learn the squad keys: ping, comms wheel, map marker, chat, Interact and the drop wheel (the key list).
  • Bluetooth headset? Use a separate microphone, or voice will wreck your game audio.

13.2On the ship

  • Friends on another platform: open the Social menu, Generate your friend code and have them search for it (the steps).
  • Pick a difficulty you can clear alone, or one step above it with a squad; you can join harder missions than you have unlocked.
  • Quickplay on a busy planet (the Major Order or campaign planets), or host and throw the SOS Beacon (↑ ↓ → ↑) once you land.

13.3In the loadout

  • Claim a role in chat: anti-tank, crowd control or support. Read the squad's picks before you lock yours.
  • Bring one anti-armor answer anyway: an EAT-17 or a Recoilless Rifle is enough (support weapons).
  • Choose a booster nobody else has. Unsure? Hellpod Space Optimization or Vitality Enhancement, and later Stamina or Muscle Enhancement.

13.4On the ground

  • Ping everything: enemies, samples, objectives. Answer a teammate's ping by pinging it.
  • Stay within sight of the squad, in pairs at least. No microphone? Wait and Follow Me are on the comms wheel.
  • Call it before you throw it: strikes, barrages, mines and sentries. Never step in front of a teammate's gun or behind a launcher.
  • Resupply is shared (4 boxes every 180 seconds): take one box.
  • Stim wounded teammates (Interact at the Stim prompt), and say Sorry if you hurt one.
  • Pick up every sample, a fallen teammate's too: the squad's total goes to everyone.
  • Reinforce (↑ ↓ → ← ↑) near where the teammate died unless it is overrun; when you are the one dropping in, steer your pod onto a big enemy.
  • Help reload a teammate's Recoilless, Spear or Autocannon when you are close.

13.5At extraction

  • The shuttle takes 120 seconds to arrive: one diver holds the zone (within 50 m of the beacon) while the rest defend it.
  • Board last: the first diver aboard starts a 20-second departure and ends reinforcements.

13.6After the mission

  • Stay for the mission summary before you leave.
  • Add good squadmates from Recent Players; block or report griefers there.
  • Do not kick for accidents or late joins: the kicked diver keeps the loot anyway.
  • Connection trouble? Work down Connection problems.

Roadmap03

Progression & Currencies

What every level unlocks and what every currency buys -- Requisition, Medals, Super Credits and samples with their caps -- plus the ship modules to buy first.

5 chapters~25 min readapprox3community5unverified9
On this page5 chapters
Start here · checked for 7.1.1

Currencies and caps: what each one buys first

Each currency has one main job, and most of them stop at a cap, so spend as you go: Requisition on stratagems, Medals on warbond pages (Helldivers Mobilize! first), Super Credits on a premium warbond, and samples on ship modules. Whatever you earn above a cap is thrown away.

250
Medal cap
50,000
Requisition cap
500
Common sample cap
750SC
Claimable in Mobilize!
Requisition · cap 50,000

Buy stratagems as you level

Start with the Eagle Airstrike and the EAT-17, then add a stratagem at each unlock that fills a gap in your loadout. Later, Requisition pays for weapon attachments and the top two tiers of ship modules. The shopping list

Medals · cap 250

Spend them on warbond pages

Medals buy warbond items and nothing else, and spending them inside a warbond is what opens its next page. Start with the Super Credit stacks in Helldivers Mobilize!, and never sit at the cap. What to buy

Super Credits · cap: none

Save for one premium warbond

Claim the stacks inside warbonds and pick them up in missions until you have 1,000, then unlock Democratic Detonation, rated S by GamesRadar (August 13, 2026) and S+ by a u.gg-based Steam guide (August 19, 2026) community-tested. The ranked order

Samples · caps 500 / 250 / 100

Upgrade your ship

Your first 300 common samples buy four tier-1 ship modules. Rare samples start at difficulty 4 and super samples at 6, and none of them count until they are extracted. The module order

1.1Every currency at a glance

Where each one comes from and what it pays for. Pickups count for every diver in the mission the moment one of you grabs them; samples count only when the squad extracts.

CurrencyCapWhere it comes fromWhat it buysFrom difficulty
Requisition Slips50,000Objectives, destroyed outposts, slips on the map (100 each), some Major OrdersRequisition stratagems, weapon attachments, tier-4 and tier-5 ship modules, space station donations1
Medals250Every mission, Medal cases (1 to 3), the daily Personal Order (15), won Major OrdersWarbond items only1
Super CreditsnoneStacks on warbond pages, pickups on the map (10, rarely 100), real moneyPremium and legendary warbonds, the Superstore1, densest at 1 to 3
Common samples500The map, once extractedShip modules of every tier, space station donations1
Rare samples250The map, plus extra ones in pods, containers and bunkers, once extractedShip modules from tier 2 (plus two tier-1 modules), space station donations4
Super samples100Super sample rocks, city statues, burning convoys and difficulty-10 High-Value Pickups, once extractedShip modules from tier 3 (plus two tier-2 modules)6

1.2Requisition Slips

  • Earning: a main objective pays 500 Requisition and 100 XP, an optional one 200 Requisition and 50 XP, and destroyed outposts pay 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP, from light to giant. The difficulty bonus lifts Requisition and XP by 0, 0, 25, 50, 75, 100, 150, 200, 250 and 300 percent at difficulties 1 to 10. Each slip you find adds 100 for every diver present, and the odd one holds 1,000.
  • Spending, in the order you will meet it: the 60 stratagems that unlock by level (two are free; the rest cost 449,000 in all), weapon attachments from level 10, the tier-4 and tier-5 ship modules (20,000 to 35,000 each), and donations to the Democracy Space Station.
  • The cap: the wallet stops at 50,000, so buy as you level instead of saving for everything at once. The most expensive single stratagem, the TD-220 Bastion tank, costs 35,000.
  • A penalty: killing a civilian or a SEAF soldier costs you 25 Requisition each, before the difficulty multiplier.

1.3Medals

  • Earning: every mission pays Medals, more for each later mission of an operation and more on harder difficulties: a whole operation pays 1, 2, 6, 8, 18, 21, 24, 29, 33 and 36 at difficulties 1 to 10. Medal cases hold 1 to 3, the daily Personal Order pays 15, and a won Major Order usually 35 to 55.
  • Spending: warbond items only. A page opens once you have spent enough Medals in that warbond, so a full wallet opens nothing.
  • The cap: 250. Spend down before a Major Order pays out.
  • The best trade in the game: Helldivers Mobilize! sells 100 SC for 1, 2, 3, 6 and 10 Medals (pages 1-5), then 50 SC for 15, 15, 20, 25 and 50 Medals (pages 6-10). Each premium warbond holds three 100-SC stacks for 7, 12 and 32 Medals.

The Medal-by-Medal plan is on Warbonds: the short answer, and every Medal source on Earning Medals and Super Credits.

1.4Super Credits

  • From warbonds: 750 in Helldivers Mobilize! and 300 in each premium warbond, 7,050 across every warbond; the legendary crossovers hold none.
  • In missions: stacks of 10 (rarely 100) in pods, cargo containers and bunkers at points of interest, credited to every diver present, even if you never extract. They are densest on difficulties 1 to 3, Eradicate missions have none, and factory worlds have held them since patch 7.0.0.
  • For money: the 1,000-SC pack costs US$9.99 on the PlayStation Store. Money buys Super Credits, not warbonds, with one exception: the Super Citizen Edition and its upgrade include a Premium Warbond Token that unlocks one warbond (premium warbonds only).
  • Spending: a premium warbond costs 1,000 (700 once you claim the stacks inside it), a legendary one 1,500, and the Superstore sells armor, some weapons and cosmetics (Superstore and free gear).
  • No wallet cap, but since July 9, 2026 an undisclosed limit on how fast Super Credits can be earned stops exploiters, and Arrowhead says normal play, even a weekend-long grind, never reaches it (Arrowhead on Steam). It plans to extend the limit to Medals, samples and Requisition; whether it has is not confirmed unverified.

1.5Samples

Three kinds, each with its own cap and its own starting difficulty. The Galactic War screen shows which kinds an operation offers before you launch.

SampleOn the mapFound asFrom difficultyCap
CommonA green circle split down the middleCases and machinery in structures, alien bulbs, corpse worms at graves, Illuminate cuboctahedra1500
RareAn orange square with its lower-left corner split offCrystallized E-710, Legendarium and Black Saffron, each with its own sound, plus extra ones in pods, containers and bunkers4250
SuperFour pink squaresSuper Uranium, a pool of gray liquid under a floating blob that clicks like a Geiger counter, at super sample rocks, Helldiver statues in cities and burning convoys in colonies6100
  • Keep them: samples count only when they reach the shuttle, and a diver who is not aboard loses what they carry. They are handed over as you board, so dying inside the shuttle loses nothing.
  • Share them: everything the squad extracts is credited in full to every member; if the squad extracts 10, each diver gets 10.
  • Pick up the dead: a fallen diver drops their samples, and anyone can pick them up.
  • Grab faster: starting a sprint cancels the pickup animation community-tested.
  • After the modules: once you own every module, common and rare samples have one use left, donations to the Democracy Space Station, up to 75 common samples, 50 rare samples and 50,000 Requisition in 24 hours; super samples have none.
Levels and Requisition

Levels and unlocks: what to buy as you level

Levels unlock Requisition stratagems, and Requisition buys them. Buy the Eagle Airstrike first, the EAT-17 at level 3, a reusable anti-tank weapon at level 5 and the AC-8 Autocannon at level 10. Arrowhead says the gear that matters for a loadout is all unlocked by the time you reach about 25 (only the TD-220 Bastion tank may come later, at level 30 unverified); the levels after that, up to 300, are prestige.

300
Level cap
7,100
XP to level 10
35,900
XP to level 25
449,000
Req for every stratagem

2.1Your Requisition shopping list

This order is the Field Manual's own analysis, not a community ranking: two of its research dossiers built it separately from unlock levels, costs and the enemies each difficulty adds, and arrived at the same first purchases. How each stratagem does on each front is on Stratagems and Beginner loadouts.

  1. Eagle Airstrike, first4,000 Requisition, open from your first visit to the ship. One call handles a patrol, a bug hole or a fabricator, and the Hangar ship modules make it better still.
  2. EAT-17 Expendable Anti-Tank, at level 33,000 Requisition for the cheapest anti-tank weapon: two launchers per call, back every 70 seconds.
  3. A cheap filler for the fourth slotThe Orbital Gatling Barrage (1,500), the A/MG-43 Machine Gun Sentry (1,500) or the Eagle Strafing Run (1,500), all open from the first visit. The Gatling Barrage is the cheapest answer to a bug breach or a bot drop.
  4. Level 5: a Recoilless Rifle or a Grenade LauncherThe GR-8 Recoilless Rifle (6,000) is reusable anti-tank carried with a backpack; the GL-21 Grenade Launcher (6,000) clears crowds and closes bug holes. Add the A/G-16 Gatling Sentry (4,000, level 5) for holding objectives and extraction.
  5. Level 10: AC-8 Autocannon7,000 Requisition for a flexible answer to medium armor, fabricators and flying enemies, which also closes bug holes from range. Weapon attachments unlock at level 10 too.
  6. Level 15: heavy removalThe Eagle 500kg Bomb (10,000) or the Orbital Laser (10,000, level 15; 3 per mission) removes a heavy without aiming a launcher; the A/MLS-4X Rocket Sentry (7,500, level 15) goes for heavies first.
  7. Level 18: LAS-99 Quasar Cannon7,500 Requisition: anti-tank with no ammunition to manage and no backpack.
  8. Level 20: the single-target killers and a shieldThe Orbital Railcannon Strike (10,000), the FAF-14 Spear (9,000) and the SH-32 Shield Generator Pack (10,000).
  9. Level 25: exosuits and the FRVThe EXO-45 Patriot (20,000) and EXO-49 Emancipator (20,000) exosuits and the M-102 Gunner FRV (25,000). The TD-220 Bastion tank (35,000) comes last, at level 30 unverified: the community wiki has listed it at 25, then 1, then 30, the second wiki says 25, and no patch note gives a level.

A dated outside view: DualShockers' early list (February 16, 2024) picked the Strafing Run, Airstrike, Supply Pack, EAT, Recoilless Rifle, Grenade Launcher and Guard Dog Rover first community-tested. Balance has moved a lot since (patches 4.1.0 and 6.3.0), so read it as history.

2.2Milestones

  • Level 2, on arrival: basic training pays exactly the 100 XP that level 2 needs, so every stratagem the wikis place at level 1 or 2 is open on your first visit to the ship.
  • Level 10 (7,100 XP in all): weapon attachments, and the rank title Sergeant.
  • Level 25 (35,900 XP in all): by Arrowhead's count, the gear that matters for a loadout is unlocked around here, and everything after it is for the long haul.
  • Level 300 (11,080,000 XP in all): the cap. It was 50 at launch, 150 from April 2, 2024 and 300 from August 12, 2026. Arrowhead says reaching 300 takes more than twice as long as reaching 150, and XP earned past the old cap was banked and paid out as levels.
  • Rank titles: one every 5 levels up to 50 and one every 10 after that, 36 in all, from Cadet at level 1 to Skull Admiral at 50 and Rank 300 at the cap. Equip one under Armory, Character, Title.

2.3How XP is earned

Mission XP is tallied at the end, win or lose, and multiplied by the difficulty bonus (0, 0, 25, 50, 75, 100, 150, 200, 250 and 300 percent at difficulties 1 to 10).

  • A main objective: 500 Requisition and 100 XP.
  • An optional objective: 200 Requisition and 50 XP (Destroy High-Value Target pays 222 XP and no Requisition).
  • Outposts: 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP, from light to giant.
  • Extraction: 20 XP for each diver aboard, plus 1 XP for each percent of the mission time left.

For a sense of pace: a full squad at difficulty 5 that completes three optional objectives and a handful of outposts and extracts with half its time left earns about 760 XP. At that rate level 10 takes about 10 missions and level 25 about 47 approx; this is an illustration from the wiki's XP values, not a measurement.

2.4Weapon levels and attachments

From level 10, your primaries level up as you use them (a weapon earns XP while it is in your loadout), up to weapon level 25. Each weapon level unlocks attachments that you then buy with Requisition: open the Armory, pick a weapon and choose Customize. Only primaries take attachments, and not all of them do (Arrowhead support).

  • The long Requisition sink: an attachment costs from nothing to 25,000 Requisition. Everything for the AR-23 Liberator comes to 124,000 across its 14 paid options, with the 4x Combat Scope and the Drum Magazine at 25,000 each unverified (the community wiki's figures, with no second source).
  • Keep your setup: turn on the player-settings option that keeps your chosen customization after death.
  • A known issue: some attachment stats do not preview until you buy and equip the attachment (Arrowhead's known-issues list).

2.5Stratagems you do not buy with Requisition

  • Warbond stratagems (29 of them) cost Medals on the page of a warbond you own, and need no level.
  • Campaign rewards: a won Galactic War Campaign gives its reward, sometimes a stratagem, to everyone who took part. A stratagem reward shows up in your mission loadout, not in the Ship Management list (Orders and their rewards).
  • The M-103 Supply FRV, a campaign reward, becomes a Requisition purchase for everyone in October 2026; its level and price are not announced.
  • Temporary permits: Major Orders and strategic opportunities sometimes lend every diver a stratagem for a set time, without taking a slot.

2.6Every Requisition unlock

All 60 stratagems that unlock by level, each with its level and Requisition cost, are in the generated tables on the Stratagems tab: orbitals, Eagles, support weapons and backpacks, sentries, emplacements and mines, and vehicles and exosuits. The paid ones come to 449,000 Requisition, so with a 50,000 wallet you buy them level by level.

Samples · checked for 7.1.1

Ship modules: which to buy first

Put your first 300 common samples into the four tier-1 modules that need no rare samples: Donation Access License, Liquid-Ventilated Cockpit, Targeting Software Upgrade and Exploding Shrapnel. Next comes Pit Crew Hazard Pay, then Expanded Weapons Bay as soon as you have super samples, if you call Eagles.

3.1How modules work

  • Where: the Ship Management terminal, under Ship Module.
  • Structure: 30 modules in six sections of five tiers, and each tier needs the one below it in the same section.
  • Cost: samples for every tier, plus Requisition for tiers 4 and 5. Buying all of them costs 3,830 common, 2,920 rare and 305 super samples plus 335,000 Requisition.
  • Who benefits: only the diver who bought the module, with one exception that works through objects: squadmates get full refills from your Resupply boxes if you own Superior Packing Methodology.
  • Stable since 2024: no module has been added or repriced since July 2024. Arrowhead announced an overhaul with new ships on June 4, 2026, but gave no date unverified.

3.2Phase A: common samples only (difficulties 1 to 3)

300 common samples for four modules that pay off from the next mission on.

  1. Donation Access LicensePatriotic Administration Center, tier 1 · 60 common. Support weapons arrive with all the spare ammunition you can carry.
  2. Liquid-Ventilated CockpitHangar, tier 1 · 80 common. Halves the 15-second wait between two Eagle calls.
  3. Targeting Software UpgradeBridge, tier 1 · 60 common. Orbitals land sooner, the free Precision Strike included.
  4. Exploding ShrapnelOrbital Cannons, tier 1 · 100 common. Orbital blasts keep full damage over a wider core.

3.3Phase B: first rare samples (difficulties 4 and 5)

440 more common and 210 rare samples, for faster Eagles and shorter cooldowns.

  1. Pit Crew Hazard PayHangar, tier 2 · 80 common, 40 rare. A faster Eagle rearm, and the way to Expanded Weapons Bay.
  2. Streamlined Request ProcessPatriotic Administration Center, tier 2 · 80 common, 40 rare. Shorter support-weapon cooldowns.
  3. Synthetic SupplementationEngineering Bay, tier 1 · 60 common, 10 rare. Shorter Resupply, sentry and emplacement cooldowns.
  4. Dynamic TrackingRobotics Workshop, tier 1 · 60 common, 20 rare. Sentries drop in faster.
  5. Nuclear RadarBridge, tier 2 · 80 common, 40 rare. Your minimap shows enemies farther out.
  6. More GunsOrbital Cannons, tier 2 · 80 common, 60 rare. Barrages fire an extra salvo, and it is the way to Zero-G Breech Loading.

3.4Phase C: first super samples (difficulty 6 and up)

640 more common, 560 rare and 65 super samples; this is where Eagle users get their biggest upgrade.

  1. Expanded Weapons BayHangar, tier 3 · 80 common, 80 rare, 10 super. One more use of every Eagle strike per rearm.
  2. Zero-G Breech LoadingOrbital Cannons, tier 3 · 80 common, 80 rare, 10 super. Shorter orbital cooldowns.
  3. Hand CartsPatriotic Administration Center, tier 3 · 80 common, 60 rare, 5 super. Shorter backpack cooldowns, and the way to Superior Packing Methodology.
  4. Shock Absorption GelRobotics Workshop, tier 2 · 80 common, 40 rare, 5 super. More sentry ammunition.
  5. Advanced ConstructionEngineering Bay, tier 2 · 80 common, 60 rare, 5 super. Tougher sentries.
  6. High-Quality LubricantRobotics Workshop, tier 3 · 80 common, 80 rare, 10 super. Sentries turn faster, and the way to Blast Absorption.
  7. Power SteeringBridge, tier 3 · 80 common, 80 rare, 10 super. Better hellpod steering, and the way to the Bridge's top tiers.
  8. Rapid Launch SystemEngineering Bay, tier 3 · 80 common, 80 rare, 10 super. Emplacements drop in faster, and the way to the Engineering Bay's top tiers.

3.5Phase D: tiers 4 and 5 (Requisition too)

Each of these also costs Requisition, shown here; the sample costs are in the full table. Buy them in this order as your wallet allows.

  1. XXL Weapons Bay (25,000): one more bomb from the Airstrike, Cluster Bomb, Napalm and Smoke Eagles.
  2. Superior Packing Methodology (20,000): your Resupply fully refills support weapons, your squadmates' too.
  3. Enhanced Combustion (25,000): stronger fire from stratagems, and the way to Morale Augmentation.
  4. Morale Augmentation (35,000): every stratagem cooldown shorter, mission stratagems included.
  5. Circuit Expansion (20,000): arcs jump to more enemies, and the way to Streamlined Launch Process.
  6. Streamlined Launch Process (30,000): support weapons drop in faster.
  7. Payroll Management System (30,000): faster support-weapon reloads.
  8. Advanced Crew Training (30,000): a faster rearm when you call Eagle Rearm early.
  9. Atmospheric Monitoring (25,000): tighter HE barrages.
  10. High-Density Explosives (35,000): bigger orbital blasts.
  11. Blast Absorption (25,000): sentries shrug off explosions.
  12. Cross-Platform Compatibility (35,000): mortar sentries fire on what you mark.

3.6Variants by playstyle

  • Eagle-heavy: finish the Hangar first: Liquid-Ventilated Cockpit, Pit Crew Hazard Pay, Expanded Weapons Bay, XXL Weapons Bay, Advanced Crew Training.
  • Orbital-heavy: pull Zero-G Breech Loading and Atmospheric Monitoring forward.
  • Sentries and emplacements: pull the Robotics Workshop (Dynamic Tracking, Shock Absorption Gel, High-Quality Lubricant, Blast Absorption, Cross-Platform Compatibility) and the Engineering Bay's Synthetic Supplementation and Advanced Construction forward; take Cross-Platform Compatibility early if you run mortars.
  • Everyone ends up with all of them: the tier-4 and tier-5 modules need the weaker tier-2 and tier-3 modules below them.

3.7What the community rates highest

Two dated lists, both opinions community-tested. Both put Donation Access License, Liquid-Ventilated Cockpit and Targeting Software Upgrade near the top, as Phase A does.

  • VideoGamer's tier list (updated October 11, 2024): S tier for Donation Access License, Dynamic Tracking, Expanded Weapons Bay, Liquid-Ventilated Cockpit, Synthetic Supplementation and Targeting Software Upgrade; C tier for Hand Carts, More Guns and Rapid Launch System.
  • games.gg's order (June 9, 2026): Donation Access License, Targeting Software Upgrade, Liquid-Ventilated Cockpit, Pit Crew Hazard Pay, Expanded Weapons Bay, Dynamic Tracking and Shock Absorption Gel, with Rapid Launch System, Power Steering and More Guns called skippable. The same page gets two sample facts wrong (it puts super samples at difficulty 7 and up, and rare samples "reliably" at 5 to 6), so weigh it lightly.

3.8How long it takes

Estimates that assume your squad finds and extracts every sample on the map; a squad covers more ground than a solo diver, and each member receives the full count approx.

PhaseSamples it needsMissions at a sensible difficulty
A300 commonAbout 17 to 20 at difficulty 3, or 11 to 14 at 4 to 5
B440 common, 210 rareAbout 11 to 18 at difficulty 4 to 5
C640 common, 560 rare, 65 superAbout 22 to 33 at difficulty 6, 17 to 22 at 7, or 9 to 13 at 8 to 10
Everything3,830 common, 2,920 rare and 305 super samples plus 335,000 RequisitionFor the super samples alone, about 51 at difficulty 9 or 44 at 10; the Requisition comes in alongside

3.9Every module

All 30, grouped by section. Within a section, read the Tier column: each tier needs the one before it. Three rows are graded likely because the sources disagree: the super-sample cost of Advanced Crew Training and of Streamlined Launch Process (25 on most records, 20 on one; only 25 adds up to the published total) and the effect of Circuit Expansion (one extra enemy on most records, two on its own wiki page).

ModuleTierCategoryEffectCommonRareSuperRequisitionSource
Enhanced Combustion4BridgeFire damage from stratagems +25% (direct and burn)2001501525,000wiki
Morale Augmentation5BridgeEvery stratagem cooldown -5% (mission stratagems included)2502002035,000wiki
Nuclear Radar2BridgeMinimap enemy radius +50% (50 to 75 m)804000wiki
Power Steering3BridgeBetter Hellpod steering during the drop (about double)8080100wiki
Targeting Software Upgrade1BridgeOrbital stratagem call-in time -1 s60000wiki
Advanced Construction2Engineering BaySentry health +50%806050wiki
Circuit Expansion4Engineering BayArcs from weapons and turrets jump to 1 additional enemy (in-game text per 4 sources; one wiki page says 2 since a 2025-09-14 edit)2001502020,000wiki
Rapid Launch System3Engineering BayEmplacements launch immediately once called in (about 3 s faster)8080100wiki
Streamlined Launch Process5Engineering BaySupport weapons launch immediately once called in (about 3 s faster); super cost 25 per both wiki records and Fandom, 20 per GamesRadar+2502002530,000wiki
Synthetic Supplementation1Engineering BaySentry, emplacement and Resupply cooldown -10%601000wiki
Advanced Crew Training5HangarEagle Rearm a further -10% when called with uses left (120 to 108 s); super cost 25 per the summary table, Fandom and GamesRadar+, 20 on its own wiki page2002502530,000wiki
Expanded Weapons Bay3Hangar+1 use of every Eagle stratagem per rearm8080100wiki
Liquid-Ventilated Cockpit1HangarEagle stratagem cooldown -50% (15 to 7.5 s between calls; rearm unchanged)80000wiki
Pit Crew Hazard Pay2HangarEagle Rearm time -20% (150 to 120 s)804000wiki
XXL Weapons Bay4HangarEagles that drop several bombs drop 1 more (Airstrike, Cluster Bomb, Napalm, Smoke)1501501525,000wiki
Atmospheric Monitoring4Orbital CannonsOrbital 120mm and 380mm HE Barrage spread -15%2001501525,000wiki
Exploding Shrapnel1Orbital CannonsLess damage falloff on orbital explosions (inner radius +50%)100000wiki
High-Density Explosives5Orbital CannonsOrbital explosion radius +10% (inner and outer)2502002035,000wiki
More Guns2Orbital CannonsBarrage orbitals (Gatling, 120mm, 380mm, Walking, Napalm) fire 1 extra salvo806000wiki
Zero-G Breech Loading3Orbital CannonsOrbital stratagem cooldown -10%8080100wiki
Donation Access License1Patriotic Administration CenterSupport weapons deploy with the maximum carriable magazines (e.g. MG-43 2 to 3 spares, Railgun 10 to 20 rounds)60000wiki
Hand Carts3Patriotic Administration CenterBackpack stratagem cooldown -10%806050wiki
Payroll Management System5Patriotic Administration CenterSupport weapon reload time -10%2002002030,000wiki
Streamlined Request Process2Patriotic Administration CenterSupport weapon stratagem cooldown -10%804000wiki
Superior Packing Methodology4Patriotic Administration CenterYour Resupply boxes refill support weapons to the maximum carriable magazines (about half without it); squadmates benefit; the Supply Pack is not affected1501501520,000wiki
Blast Absorption4Robotics WorkshopSentries take 50% less damage from explosions1501502025,000wiki
Cross-Platform Compatibility5Robotics WorkshopMortar sentries prioritize the targets you mark (your own pings only)2502003035,000wiki
Dynamic Tracking1Robotics WorkshopSentries launch immediately once called in (about 3 s faster)602000wiki
High-Quality Lubricant3Robotics WorkshopSentries turn to new targets faster (about 50-60%)8080100wiki
Shock Absorption Gel2Robotics WorkshopSentry ammo +50%804050wiki
Income

Earning fast: where each currency is densest

Farm each currency where it is densest: Super Credits and Medal cases on difficulties 1 to 3; Medals, XP and Requisition from full operations at the highest difficulty your squad clears reliably; rare samples at 5 to 7 and super samples at 8 to 10. Take the Personal Order every day, whatever you farm.

The sample counts behind this table are the community wiki's per-difficulty ranges, measured with every sample found approx.

GoalWhereWhy
Super Credits and Medal casesDifficulties 1 to 3, any mission but EradicateBelow difficulty 4, rare samples do not compete for the loot spots, and Eradicate maps have no points of interest. Factory worlds have held Super Credits since patch 7.0.0, and patch 7.1.0 improved the reward caches in Mega Cities.
Medals from missionsThe highest difficulty you clear reliably, as full operationsA full operation pays 1, 2, 6, 8, 18, 21, 24, 29, 33 and 36 Medals at difficulties 1 to 10, and one failed mission fails the rest of the operation.
XP and RequisitionThe highest difficulty you clearThe difficulty bonus: 0, 0, 25, 50, 75, 100, 150, 200, 250 and 300 percent at difficulties 1 to 10.
Common samplesDifficulty 4 and upAbout 21 to 29 per map at difficulties 4 and 5, against 12 to 18 at 1 to 3.
Rare samplesDifficulties 5 to 7About 17 to 30 per map.
Super samplesDifficulties 8 to 10About 5 to 8 per map, against 2 or 3 at difficulty 6. At difficulty 10, High-Value Pickups (a Mutated Egg in a Terminid Mega Nest, Confidential Data in an Automaton Fortress) add 2 super and 4 rare samples per extraction.

The difficulty-10 count is the least certain: a map there holds about 40 common, 35 to 41 rare and 7 super samples on the best reading of the sources, which put the super samples anywhere from 3 to 9 unverified.

4.1Medals

  • Every day: the Personal Order, 15 Medals. It resets daily; the community wiki names 09:00 UTC, but player reports disagree unverified. A mission you started before the reset still counts.
  • Every Major Order you help win: usually 35 to 55 Medals in 2026, paid to everyone who played while it ran.
  • Every operation: Medals per mission climb through an operation, so the last mission pays the most. Finish the whole operation.
  • Before a big payout: spend down; anything above 250 is lost.

The Medal sources in detail, and GamesRadar's Super Credit farming loop, are on Earning Medals and Super Credits.

4.2Super Credits without paying

  1. Claim the warbond stacks500 SC for 22 Medals on the first five pages of Helldivers Mobilize!, then three 100-SC stacks for 7, 12 and 32 Medals in each premium warbond you own.
  2. Loot points of interest on difficulties 1 to 3Pods, cargo containers and bunkers hold 10 Super Credits (rarely 100), credited to every diver present at once and kept even if the mission fails.
  3. Finish the main objective, then searchThe mission still pays its rewards, and the map is yours to comb.

Guide sites quote Super-Credits-per-hour rates on Trivial; none is backed by a measurement, so none is repeated here unverified.

4.3Samples

  • Squads earn more per hour: four divers cover more ground, and every extracted sample is credited to each member in full.
  • Pick up the dead: a fallen diver drops what they carried.
  • Boosters that add samples: Sample Scanner (Masters of Ceremony): 15% chance to double the samples from a pickup (all rarities). Sample Extricator (Borderline Justice): Large enemies can drop common samples on death (capped at 10 per mission).
  • Grab faster: starting a sprint cancels the pickup animation community-tested.
  • Check before you launch: the Galactic War screen shows which sample types an operation offers.

4.4XP and Requisition

Both grow with difficulty, and completed objectives pay even when a mission fails, so play the highest difficulty you can finish and take the optional objectives and outposts on the way. What each one pays is in Levels and unlocks.

Orders · checked for 7.1.1

Orders and their rewards

Take the Personal Order every day (15 Medals), and while a Major Order runs, play on its planets: a won order pays Medals to everyone who took part, and a won Galactic War Campaign adds a free item. There is no separate daily or weekly order system beyond these.

A Helldiver gives a thumbs-up to an officer across a round galaxy-map table whose territories glow red, violet and yellow
A Helldiver and an officer at the galaxy-map table aboard a Super Destroyer, from the 6.3.0 patch notes that introduced Galactic War Campaigns and the Control Center (June 2026). Official image from an Arrowhead Steam post.
OrderHow oftenRewardHow you qualify
Personal OrderOne a day, for 24 hours15 MedalsFinish its task; squadmates' progress counts, and a mission started before the reset still counts
Major OrderUsually 3 to 7 days in 2026, one for the whole communityUsually 35 to 55 Medals; sometimes Requisition or an itemThe community meets the goal, and you played while it ran
Galactic War CampaignAbout two weeks, usually three Major OrdersOne item (a stratagem, weapon, armor piece or cape), plus each order's MedalsLog in and play while it runs; the community must win a majority of the campaign's Major Orders
Minor Order, Strategic Opportunity, Threat or ImperativeA day or two, alongside a Major OrderUsually no Medals; more often a temporary stratagem for everyone, or an effect on the Major OrderThe community meets the goal

5.1Personal Order tasks

  • Gather: extract with 10 common or 5 rare samples.
  • Exterminate: kill a number of one faction's enemies or of one enemy type, or kill a number with a named weapon or stratagem (200 with the MG-43, for example, or 10 with the EAT-17).
  • Extract: extract from 3 successful missions, or complete 6 optional objectives.
  • What counts as a kill: a fatal hit on the main health pool. Fabricators and Spore Spewers count; bug holes and dropship thrusters do not.

5.2Major Orders and Campaigns

  • Where to look: the Control Center terminal, across from the Armory, lists current and past campaigns with their orders and rewards. It shows the community's result, not whether you personally qualified.
  • What they paid in 2026: the Major Orders that paid Medals from January to September offered 2,135 in all, and the community won most of them.
  • Campaign rewards so far include the M-103 Supply FRV, the R-4 Hyena primary, the KDM-500 Outrider armor and helmet, the IX-Voidwalker helmet and the Eagle Gas Airstrike. Missed rewards are not granted on request (Arrowhead support); only the Supply FRV has an announced return, as a Requisition purchase in October 2026.
  • Coming, without a date: Arrowhead has promised Personal Campaign Progression, a personal reward track for each campaign that replaces Personal Orders, for 2026; it is not live as of patch 7.1.1 unverified.

The live orders change daily, so this manual does not list them: the live war maps do. How the war counts your missions, and what each order asks, is on Major Orders and Campaigns.

Buyer's guide04

Warbonds & Purchase Order

Where to spend Medals and Super Credits: the free warbond first, then every premium warbond ranked for a new diver, with a planner that tracks what you own.

11 chapters~114 min readapprox8community8unverified22
On this page11 chapters
Start here · checked for 7.1.1

The short answer: what to buy with what you have

Spend your first Medals in the free Helldivers Mobilize! warbond, make Democratic Detonation your first premium warbond, and never let your Medals sit at the cap. Find your row below and buy down the list.

1.1If you have N Medals right now

Start at the top and stop when your Medals run out. Each row assumes you bought the rows above it; the third column is what you will have spent in Mobilize by the end of the row, and a page opens as soon as that total reaches its gate. Already own something? Skip it and keep the order. The numbers in parentheses are Medals.

Medals to spendBuy, in this orderSpent in MobilizeWhat you get
1 to 8Page 1: 100 Super Credits (1), SG-8 Punisher (4), G-6 Frag (2), the Independence Bringer player card (1)8100 Super Credits, a pump shotgun that staggers, a wide-blast grenade; page 2 opens
9 to 35Page 2: 100 Super Credits (2), FS-05 Marksman armor (6), P-19 Redeemer (5), R-63 Diligence (8); then page 1's SC-34 Infiltrator armor (3), its helmet (2) and the Clapping pose (1)35Fortified heavy armor (explosive resistance), a machine pistol and a marksman rifle for the bot front; page 3 opens
36 to 63Page 3: 100 Super Credits (3), Hellpod Space Optimization (15), CE-35 Trench Engineer armor (10)63The booster to own first (your squad drops and reinforces fully stocked) and Engineering Kit armor (more grenades)
64 to 161SMG-37 Defender (15), whose purchase opens page 4; page 4: 100 Super Credits (6), Vitality Enhancement (20), CM-09 Bonesnapper armor (15), SG-225 Breaker (20); the FS-05 and CE-35 helmets (5 and 7), which open page 5; page 5: 100 Super Credits (10)161A second top booster, Med-Kit armor (more stims), an automatic shotgun, and all five 100-SC stacks claimed (500 SC for 22 Medals)
162 to 206Page 5: DP-40 Hero of the Federation armor (25), G-16 Impact (20)206Democracy Protects armor (a chance to survive a killing blow) and a grenade that explodes on impact
More than thatThe key item of your first premium warbond (the ranked order names it); otherwise keep filling Mobilize: page 7's Stamina Enhancement (75) is the top booster and page 10's PLAS-1 Scorcher (75) its best gun--The later pages open at the totals in How warbonds work
Close to 250Spend now, on anything on an open page--Medals above the cap of 250 are thrown away
Example: 65 Medals, nothing bought yet

Rows 1 to 3 cost 63. Bank the other 2 toward the SMG-37 Defender: its purchase opens page 4, where Vitality Enhancement, the next booster worth owning, waits.

1.2If you have Super Credits right now

Super CreditsDo this
Under 1,000Claim Mobilize's five cheap stacks first (500 SC for 22 Medals; rows 1 to 4 above), then pick up Super Credits in missions, 10 at a time and densest on difficulties 1 to 3 (how). If you own the Super Citizen Edition, its Premium Warbond Token unlocks one premium warbond for nothing.
1,000 or moreBuy Democratic Detonation. Claim its page-1 and page-2 stacks (7 and 12 Medals) as soon as their pages open: every premium returns 300 Super Credits, so the next one needs only 700 new ones.
1,500 or moreStill buy a premium, not a legendary: a legendary costs 1,500, returns nothing and cannot be unlocked with the token.

1.3The plan in five lines

  • Free first. Helldivers Mobilize! costs nothing, its first five pages hold 500 SC for 22 Medals (the best Super Credit rate in the game), and it sells the cheapest armor passives and all four boosters Game Rant rates S.
  • Then Democratic Detonation. Its G-123 Thermite puts anti-tank power in your grenade slot for 15 Medals, and its Eruptor and Grenade Pistol close bug holes and fabricators. Servants of Freedom and Dust Devils come next community-tested.
  • Then buy for your front. Redacted Regiment for the Automatons; Entrenched Division for the Terminids and the Illuminate.
  • Legendaries last. A legendary costs 1,500 Super Credits and gives none back; a premium costs 1,000 and returns 300.
  • Spend before the cap. Medals stop at 250; everything above it is lost.
Tool · warbond planner

Plan your purchases

This chapter will become an interactive planner: tick the warbonds and items you own, enter your Medals, Super Credits and front, and it will name your next purchase, list the five to seven after it with running Medal totals, warn you before the 250-Medal cap and tell you how many Super Credits the next warbond still needs, saving only in your own browser. Until then, the table below is the plan it walks, top to bottom: the free Mobilize steps first, then each premium warbond in ranked order, each followed by its buy sequence or its key item, with Mobilize's later pages slotted in after Democratic Detonation and Entrenched Division. Skip any row you already own; a filler row only buys the Medals that open the next page, and the Cost column reads Medals for an item and Super Credits for a warbond. Rows that return to Mobilize wait for its page gates (0, 8, 35, 75, 150, 260, 420, 650, 850, 1200 Medals spent there, pages 1 to 10); the table does not list the items that reach them, so fill the gap with Mobilize items you want anyway.

#BuyWarbondPageCostWhyConsensus (dated)Source
1100 Super Credits (page 1)Helldivers Mobilize!11 MedalThe best SC-per-Medal rate in the game.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
2SG-8 PunisherHelldivers Mobilize!14 MedalsA pump shotgun with strong stagger, a serviceable first primary.GamesRadar 2026-08-14 (B-C); research/02 8.1gamesradar.com
3G-6 FragHelldivers Mobilize!12 MedalsA frag grenade with a wide blast.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
4Independence Bringer (player card)Helldivers Mobilize!11 MedalA filler that opens page 2.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
5100 Super Credits (page 2)Helldivers Mobilize!22 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
6FS-05 Marksman (armor)Helldivers Mobilize!26 MedalsFortified heavy armor, cheap here and good against bots.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
7P-19 RedeemerHelldivers Mobilize!25 MedalsA full-auto machine pistol.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
8R-63 DiligenceHelldivers Mobilize!28 MedalsA marksman rifle for the bot front.GamesRadar 2026-08-14 (A vs bots); Steam guide 2026-08-19 (S)gamesradar.com
9SC-34 Infiltrator (armor)Helldivers Mobilize!13 MedalsA filler toward page 3: light armor with the Scout passive.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
10SC-34 Infiltrator (helmet)Helldivers Mobilize!12 MedalsA filler toward page 3.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
11ClappingHelldivers Mobilize!11 MedalA filler that opens page 3.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
12100 Super Credits (page 3)Helldivers Mobilize!33 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
13Hellpod Space OptimizationHelldivers Mobilize!315 MedalsA top booster: the squad drops with full ammo, grenades and stims.Steam guide 2026-08-19 (S+ vs bugs and bots); GamesRadar boosters 2025-08-26 (3rd)Steam guide
14CE-35 Trench Engineer (armor)Helldivers Mobilize!310 MedalsEngineering Kit armor: two extra grenades.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
15SMG-37 DefenderHelldivers Mobilize!315 MedalsA one-handed SMG whose purchase opens page 4.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
16100 Super Credits (page 4)Helldivers Mobilize!46 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
17Vitality EnhancementHelldivers Mobilize!420 MedalsA squad booster: less damage and fewer injuries.Steam guide 2026-08-19 (S every front)Steam guide
18CM-09 Bonesnapper (armor)Helldivers Mobilize!415 MedalsMed-Kit armor: two extra stims that last longer.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
19SG-225 BreakerHelldivers Mobilize!420 MedalsA shotgun upgrade: magazine-fed and fully automatic.GamesRadar 2026-08-14 (B-C); research/02 8.1gamesradar.com
20FS-05 Marksman (helmet)Helldivers Mobilize!25 MedalsA filler toward page 5.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
21CE-35 Trench Engineer (helmet)Helldivers Mobilize!37 MedalsA filler that opens page 5.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
22100 Super Credits (page 5)Helldivers Mobilize!510 MedalsThe fifth cheap stack completes the SC of Mobilize pages 1-5.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
23DP-40 Hero of the Federation (armor)Helldivers Mobilize!525 MedalsDemocracy Protects armor: a chance to survive lethal damage.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
24G-16 ImpactHelldivers Mobilize!520 MedalsA Heavy-pen grenade that explodes on impact.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki
25Democratic DetonationDemocratic Detonation--1,000 SCThermite is anti-tank power on page 1, and the Eruptor and Grenade Pistol close holes and fabricators.GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
26G-123 ThermiteDemocratic Detonation115 MedalsAn anti-tank grenade on page 1: it kills armor without a support slot.GamesRadar S (2026-08-13) and Steam guide S+ (2026-08-19) for the warbondwiki
27100 Super Credits (page 1)Democratic Detonation17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
28CE-27 Ground Breaker (armor)Democratic Detonation118 MedalsEngineering Kit armor: two extra grenades.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
29BR-14 AdjudicatorDemocratic Detonation120 MedalsA hard-hitting Medium-pen rifle whose purchase opens page 2.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
30100 Super Credits (page 2)Democratic Detonation212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
31R-36 EruptorDemocratic Detonation260 MedalsAn explosive rifle that closes bug holes and fabricators.GamesRadar 2026-08-14 (A/S/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
32GP-31 Grenade PistolDemocratic Detonation360 MedalsA grenade sidearm that closes nests and fabricators, freeing the grenade slot.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
33CB-9 Exploding CrossbowDemocratic Detonation380 MedalsA one-handed explosive crossbow, strong on every front.GamesRadar 2026-08-14 (A/A/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
3450 Super Credits (page 6)Helldivers Mobilize!615 MedalsClaim this SC stack once page 6 opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
35AR-23P Liberator PenetratorHelldivers Mobilize!640 MedalsAn armor-piercing Liberator on page 6.GamesRadar 2026-08-14 (B-C); research/02 8.1gamesradar.com
36Stamina EnhancementHelldivers Mobilize!775 MedalsThe top booster on every front: come back to Mobilize for page 7.Steam guide 2026-08-19 (S+ every front); GamesRadar boosters 2025-08-26 (1st)Steam guide
37Servants of FreedomServants of Freedom--1,000 SCAn anti-tank sidearm that also levels spawners, the Portable Hellbomb, and the cheapest S-tier warbond to complete.GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
38LAS-17 Double-Edge SickleServants of Freedom135 MedalsAn energy rifle whose penetration rises with heat; it burns you when hot.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
39100 Super Credits (page 1)Servants of Freedom17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
40IE-3 Martyr (armor)Servants of Freedom145 MedalsIntegrated Explosives armor: two extra grenades, but you explode after death.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
41Fre Liberam (cape)Servants of Freedom18 MedalsA filler that opens page 2.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
42GP-20 UltimatumServants of Freedom240 MedalsA one-shot anti-tank sidearm that also levels bug holes and fabricators.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
43100 Super Credits (page 2)Servants of Freedom212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
44B-100 Portable HellbombServants of Freedom3110 MedalsA Hellbomb you carry and set off yourself.Steam guide 2026-08-19 (S+ vs bots)Steam guide
45G-50 SeekerServants of Freedom365 MedalsA drone grenade that hunts nearby or pinged enemies.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
46Dust DevilsDust Devils--1,000 SCA top primary against bugs and squids, plus the Speargun and Desert Stormer armor.GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
47AR-2 CoyoteDust Devils135 MedalsA Medium-pen incendiary rifle, a top primary against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
48100 Super Credits (page 1)Dust Devils17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
49DS-42 Federation's Blade (armor)Dust Devils145 MedalsDesert Stormer heavy armor: resists fire, gas, acid and arc.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
50DS-42 Federation's Blade (helmet)Dust Devils130 MedalsA filler that opens page 2.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
51S-11 SpeargunDust Devils285 MedalsA harpoon plus gas; the EAT-700 Expendable Napalm is the alternative.GamesRadar 2026-08-14 (S vs bugs and bots, A vs squids)gamesradar.com
52100 Super Credits (page 2)Dust Devils212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
53 unverifiedMS-11 Solo SiloDust Devils3110 MedalsA guided missile silo that kills the biggest targets with one body hit.the lists split: GamesRadar 2026-08-14 (D/A/D); Steam guide 2026-08-19 (S/S/A)wiki
54Redacted RegimentRedacted Regiment--1,000 SCA top bot primary, Reduced Signature armor and the C4 Pack.GamesRadar S (2026-08-13); Steam guide S (2026-08-19)gamesradar.com
55R-72 CensorRedacted Regiment135 MedalsA suppressed marksman rifle, a top pick against bots.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
56RS-89 Shadow Paragon (armor)Redacted Regiment145 MedalsReduced Signature light armor: quieter, and enemies spot you later.Steam guide 2026-08-19 (S+ vs bots, S vs squids)Steam guide
57P-35 Re-EducatorRedacted Regiment120 MedalsA cheap Heavy-pen gas pistol.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
58100 Super Credits (page 1)Redacted Regiment17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
59RS-89 Shadow Paragon (helmet)Redacted Regiment130 MedalsA filler toward page 2, which needs nearly all of page 1.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
60Pillar of the Abyss (cape)Redacted Regiment18 MedalsA filler that opens page 2.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
61100 Super Credits (page 2)Redacted Regiment212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
62RS-67 Null Cipher (armor)Redacted Regiment255 MedalsReduced Signature medium armor.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
63Triangulation Veil (player card)Redacted Regiment27 MedalsA filler that opens page 3.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
64B/MD C4 PackRedacted Regiment3110 MedalsRemote-detonated AT III charges, a top pick against bots.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
65Entrenched DivisionEntrenched Division--1,000 SCThe Stoker and Cremator fire kit for bugs and squids, with Sapper armor on page 1.GamesRadar S (2026-08-13); Steam guide A (2026-08-19)gamesradar.com
66SMG/FLAM-34 StokerEntrenched Division135 MedalsAn SMG with an under-barrel flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids)gamesradar.com
67CPG-48 Sapper (armor)Entrenched Division145 MedalsGrenadier armor: explosive resistance plus two extra grenades.Steam guide 2026-08-19 (S+ vs bots)Steam guide
68100 Super Credits (page 1)Entrenched Division17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
69CQC-73 Entrenchment ToolEntrenched Division120 MedalsA cheap melee sidearm on the way to page 2.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
70Heritage Olive Hellpod patternEntrenched Division120 MedalsA filler that opens page 2.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
71G-48 Giga GrenadeEntrenched Division250 MedalsA big-blast AT I grenade, two carried.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
72A/GM-17 Gas Mortar SentryEntrenched Division285 MedalsA gas mortar sentry on a short cooldown.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
73100 Super Credits (page 2)Entrenched Division212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
74B/FLAM-80 CrematorEntrenched Division3110 MedalsA backpack flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs, A vs squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
75PLAS-1 ScorcherHelldivers Mobilize!1075 MedalsThe keeper of Mobilize: an explosive plasma rifle strong on every front.GamesRadar 2026-08-14 (A/S/A); Steam guide 2026-08-19 (S every front)gamesradar.com
76Increased Reinforcement BudgetHelldivers Mobilize!10150 MedalsOne more reinforcement per diver, and the priciest item in any warbond.research/02 3.1 and 8.1; 02-verify row 59 (checked 2026-09-26)wiki
77 unverifiedControl GroupControl Group--1,000 SCThe Warp Pack, a top backpack on every front, though it takes practice.GamesRadar A (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
78LIFT-182 Warp PackControl Group3110 MedalsA short-range teleport backpack, a top pick on every front.Steam guide 2026-08-19 (S+ every front); GamesRadar 2026-08-13 (a best backpack)wiki
79 unverifiedPolar PatriotsPolar Patriots--1,000 SCOne excellent item: the Purifier, the only primary rated S or better everywhere in both lists.GamesRadar C (2026-08-13); Steam guide S (2026-08-19)gamesradar.com
80PLAS-101 PurifierPolar Patriots380 MedalsA charge-up explosive primary rated S or better on every front in both lists.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com
81Siege BreakersSiege Breakers--1,000 SCThe Leveller, an expendable anti-tank rocket that closes Bile Titan holes.GamesRadar A (2026-08-13); Steam guide S (2026-08-19)gamesradar.com
82EAT-411 LevellerSiege Breakers285 MedalsAn expendable anti-tank rocket that closes Bile Titan holes and destroys spawners.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)wiki
83Exo ExpertsExo Experts--1,000 SCTwo exosuits cheaply, plus the Missile Pistol.GamesRadar A (2026-08-13); Steam guide S (2026-08-19)gamesradar.com
84EXO-51 Lumberer ExosuitExo Experts250 MedalsAn exosuit with a flamethrower and an anti-tank cannon.GamesRadar 2026-08-13 (both exosuits great); Steam guide S (2026-08-19) for the warbondgamesradar.com
85Urban LegendsUrban Legends--1,000 SCSiege-Ready armors and the Anti-Tank Emplacement.GamesRadar A (2026-08-13); Steam guide A (2026-08-19)gamesradar.com
86SR-24 Street Scout (armor)Urban Legends140 MedalsSiege-Ready light armor: faster primary reloads and more ammo.Steam guide 2026-08-19 (S every front); GamesRadar 2026-08-13Steam guide
87Freedom's FlameFreedom's Flame--1,000 SCA fire kit for bugs and squids, and the cheapest premium warbond to complete.GamesRadar A (2026-08-13); Steam guide A (2026-08-19)gamesradar.com
88FLAM-66 TorcherFreedom's Flame240 MedalsA flamethrower primary, a top pick against bugs.GamesRadar 2026-08-14 (S vs bugs, A vs squids, C vs bots); Steam guide 2026-08-19 (S+ vs squids)gamesradar.com
89Borderline JusticeBorderline Justice--1,000 SCA top bot sidearm, the Talon, and the Hover Pack.GamesRadar B (2026-08-13); Steam guide A (2026-08-19)gamesradar.com
90LAS-58 TalonBorderline Justice240 MedalsA laser revolver that uses heat instead of ammo, a top pick against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
91Cutting EdgeCutting Edge--1,000 SCAn easy all-rounder primary, the Sickle.GamesRadar B (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
92LAS-16 SickleCutting Edge120 MedalsA laser rifle with heat instead of reloads, an easy pick for new players.GamesRadar 2026-08-14 (A vs bugs, B vs bots and squids)gamesradar.com
93Truth EnforcersTruth Enforcers--1,000 SCA top sidearm against bots and squids, the Loyalist.GamesRadar B (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
94PLAS-15 LoyalistTruth Enforcers345 MedalsA plasma pistol with a charged explosive shot.GamesRadar 2026-08-14 (S vs bots and squids, A vs bugs)gamesradar.com
95 unverifiedIronclad DemocracyIronclad Democracy--1,000 SCAn AT III sidearm, the AT Seeker and free EATs, but no dated list has tested it yet.no dated list yet: GamesRadar had not tested it (2026-09-22); Game Rant 2026-09-23gamerant.com
96 unverifiedP-34 BreacherIronclad Democracy250 MedalsAn AT III sticky incendiary missile pistol that no dated list has tested yet.no dated list yet: GamesRadar had not tested it (2026-09-22); Game Rant 2026-09-23wiki
97 unverifiedCastellan's CreedCastellan's Creed--1,500 SCThe Meltagun and True Grit armor are excellent, but this legendary costs 1,500 SC with none back.GamesRadar B (2026-08-13); Steam guide S (2026-08-19)gamesradar.com
9840-K MeltagunCastellan's Creed3110 MedalsA short-range AT III thermal beam.GamesRadar 2026-08-14 (S vs bots, A vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
99Python CommandosPython Commandos--1,000 SCThe Hot Dog drone, and the One-Two improved in 7.1.0.GamesRadar B (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
100AX/FLAM-75 "Guard Dog" Hot DogPython Commandos175 MedalsA flamethrower drone backpack.Steam guide 2026-08-19 (S+ every front)Steam guide
101Steeled VeteransSteeled Veterans--1,000 SCOne strong sidearm, the Senator.GamesRadar C (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
102P-4 SenatorSteeled Veterans115 MedalsA Heavy-pen revolver, a top sidearm against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
103Viper CommandosViper Commandos--1,000 SCOne strong booster, Experimental Infusion.GamesRadar C (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
104Experimental InfusionViper Commandos380 MedalsA booster: stims also add speed and damage resistance.Steam guide 2026-08-19 (S+ every front); GamesRadar boosters 2025-08-26 (2nd)Steam guide
105Chemical AgentsChemical Agents--1,000 SCOne strong grenade, the Gas grenade.GamesRadar C (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
106G-4 GasChemical Agents130 MedalsA gas grenade for strong crowd control.GamesRadar 2026-08-13 ('fantastic')gamesradar.com
107Force of LawForce of Law--1,000 SCOne strong support weapon for bugs and squids, the De-Escalator.GamesRadar C (2026-08-13); Steam guide C (2026-08-19)gamesradar.com
108GL-52 De-EscalatorForce of Law285 MedalsAn arc grenade launcher that stuns groups.GamesRadar 2026-08-14 (S vs bugs and squids, A vs bots)gamesradar.com
109Masters of CeremonyMasters of Ceremony--1,000 SCLittle of note beyond the Amendment and the Pyrotech.GamesRadar D (2026-08-13); Steam guide C (2026-08-19)gamesradar.com
110R-2 AmendmentMasters of Ceremony135 MedalsA marksman rifle with a bayonet, the pick of a weak warbond.GamesRadar 2026-08-14 (A vs bots)gamesradar.com
111Obedient Democracy Support TroopersObedient Democracy Support Troopers--1,500 SCA legendary that asks 1,500 SC for middling gear and gives no SC back.GamesRadar C (2026-08-13); Steam guide D (2026-08-19)gamesradar.com
112M90A ShotgunObedient Democracy Support Troopers365 MedalsA high-damage shotgun, good but not great.GamesRadar 2026-08-14 (B vs bugs and squids)gamesradar.com
113Righteous RevenantsRighteous Revenants--1,500 SCSkip unless it came free: two D-tier guns for 1,500 SC.GamesRadar D (2026-08-13); Steam guide D (2026-08-19)gamesradar.com
114PLAS-39 Accelerator RifleRighteous Revenants250 MedalsA plasma sniper rifle, the one standout gun here.GamesRadar 2026-08-14 (C vs bots)gamesradar.com
The ranking · dated lists of August 2026

Ranked purchase order

Buy the warbond whose best item fixes a problem you have on every front, and reach that item for the fewest Medals. For a new diver those problems are armor your gun cannot hurt, spawners your bullets cannot close, and running out of lives before extraction.

How the order is built: free items first; then gear that works on all three fronts; then how few Medals reach the key item; then value per Super Credit. Every step is checked against two dated community lists, shortened below to GR, GamesRadar's warbond tier list (updated August 13, 2026), and SG, a Steam guide that mirrors u.gg's tiers (updated August 19, 2026). Item ratings are GamesRadar's weapon lists of August 14, 2026 (primaries, secondaries, support weapons) unless another source is named. Ratings credited to u.gg come from its own per-front lists, read September 26, 2026 (the primary list is stamped for 7.1.1 and the support list for 7.0.2; the secondary and throwable lists carry no patch). The order itself is this manual's reading of those opinions community-tested, and both lists predate patch 7.1.0 (what changed since).

3.1Free first: Helldivers Mobilize!

Mobilize costs nothing and pays for your first premium: its first five pages hold 500 SC for 22 Medals. It is also the cheapest source of the passives a new diver wants: Fortified on the FS-05 Marksman (6 Medals), Engineering Kit on the CE-35 Trench Engineer (10), Med-Kit on the CM-09 Bonesnapper (15) and Democracy Protects on the DP-40 (25), where a Superstore body armor costs 150 Super Credits or more. It holds all four boosters that Game Rant rates S (February 5, 2026): Hellpod Space Optimization, Vitality Enhancement, Stamina Enhancement and Muscle Enhancement community-tested. Its keeper gun waits on the last page: the PLAS-1 Scorcher (75 Medals), rated S on all three fronts by u.gg. Work through pages 1 to 5 with the quick guide, then come back for page 7's Stamina Enhancement once your first premium is going.

3.2The paid warbonds, best first

  1. Democratic Detonation · GR S · SG S+Anti-tank in your grenade slot. The G-123 Thermite (page 1, 15 Medals) sticks, burns, then explodes at penetration 7 (anti-tank III): Chargers, Hulks, tanks and turrets go down without you spending a support slot, and u.gg rates it S+ on all three fronts. The R-36 Eruptor (page 2) and GP-31 Grenade Pistol (page 3) close bug holes and fabricators with one explosive hit, and its armors carry Engineering Kit (CE-27, CE-07) and Fortified (FS-55). Buy the Thermite, the page-1 stack and the CE-27 Ground Breaker armor; the BR-14 Adjudicator's purchase then opens page 2 for the Eruptor. Every item
  2. Servants of Freedom · GR S · SG S+Anti-tank in your sidearm slot. The GP-20 Ultimatum (page 2, 40 Medals) fires a single mini-nuke that levels bug holes (Bile Titan holes included) and fabricators from outside; penetration: 6 (anti-tank II) blast. The catch is one round per reload and a short, arcing range. GamesRadar rates it S on all three fronts. Buy the LAS-17 Double-Edge Sickle, the page-1 stack, the IE-3 Martyr armor and one cape, and page 2 opens for it; page 3 adds the B-100 Portable Hellbomb and the G-50 Seeker. The cheapest S-tier warbond to complete (598 Medals). Squad warning, its Integrated Explosives armor: The armor explodes 1.5 s after the wearer dies (2,000 damage, AP5, demolition 30); +2 throwables. Every item
  3. Dust Devils · GR S · SG S+A top rifle for bugs and squids. The AR-2 Coyote (page 1, 35 Medals) has penetration 3 (medium) and sets what it hits on fire: GR S against the Terminids and the Illuminate, B against the Automatons, whose small bots take half damage from fire. Page 2 brings the S-11 Speargun (a harpoon plus gas; GR S against bugs and bots) or the EAT-700 Expendable Napalm, and Desert Stormer armor that resists fire, gas, acid and arc. The MS-11 Solo Silo (page 3) kills a Bile Titan, Factory Strider or Vox Engine with one body hit, but the lists split on it (SG S against bugs and bots, GR D against bugs and squids) unverified, so treat it as a bonus, not the reason to buy. Every item
  4. Redacted Regiment · GR S · SG SThe pick for the bot front and for stealth. The R-72 Censor (page 1, 35 Medals) is a suppressed marksman rifle GR rates S against the Automatons; its Reduced Signature armors make you quieter and harder to spot (SG S+ against bots); the B/MD C4 Pack (page 3) is remote-detonated charges at penetration 7 (anti-tank III). GamesRadar calls the set arguably essential for Commando missions. Page 2 opens only after nearly all of page 1, so buy page 1 through before you plan page 2. Every item
  5. Entrenched Division · GR S · SG AThe fire kit for bugs and squids. The SMG/FLAM-34 Stoker (page 1, 35 Medals) hangs a flamethrower under an SMG (GR S against the Terminids and the Illuminate), the B/FLAM-80 Cremator (page 3) is a backpack flamethrower (SG S+ against both), and page 1's CPG-48 Sapper armor gives 50% explosive resistance; +2 throwables (starting and carried). It is the priciest premium to complete (888 Medals): buy pages 1 and 2, then come back for the Cremator. Every item
  6. Control Group · GR A · SG S+One superb backpack. The LIFT-182 Warp Pack (page 3, 110 Medals) teleports you a short hop: SG S+ on every front, one of GamesRadar's best backpacks, and its blast even opens cargo containers on a Super Credit run. It sits on page 3, so you reach it after about 430 Medals in this warbond approx. The PLAS-45 Epoch and VG-70 Variable are strong but can hurt you. The two lists are two tiers apart on the warbond, so its place here is provisional unverified. Every item
  7. Polar Patriots · GR C · SG SOne excellent gun. Its PLAS-101 Purifier (page 3, 80 Medals), a charge-up explosive plasma rifle, is the only primary rated S or better on all three fronts in both dated lists. The Purifier waits on page 3, about 310 Medals in approx; the CW-22 Kodiak (Fortified) and G-13 Incendiary Impact on page 2 are worth having on the way. The rest is middling, so the lists split on the warbond and its place here is provisional unverified. Every item
  8. Siege Breakers · GR A · SG SExpendable anti-tank. The EAT-411 Leveller (page 2, 85 Medals) is a throwaway rocket, penetration 6 (anti-tank II), every 140 seconds, that also destroys spawners and Bile Titan holes from outside (GR S and SG S+ against bots). Page 1 holds the CQC-20 Breaching Hammer and the LAS-13 Trident laser shotgun, whose recoil 7.1.0 cut; the GL-28 Belt-Fed Grenade Launcher underwhelms. Every item
  9. Exo Experts · GR A · SG STwo exosuits for the price of guns. The EXO-51 Lumberer (page 2, 50 Medals; flamethrower plus anti-tank cannon) and EXO-55 Breakthrough (page 3, 50; flak cannon plus shield) are both great by GamesRadar's account, on a 420-second cooldown. The MGX-42 Bullet Storm (SG S+ against squids) and P-33 Missile Pistol (GR S against bots) round it out. Its gates were never recorded page by page; the wiki's all-pages figure fits this manual's estimate unverified. Every item
  10. Urban Legends · GR A · SG AFaster reloads. The Siege-Ready armors (SR-24 light on page 1, 40 Medals; SR-18 heavy on page 2) carry a passive SG rates S on every front. Siege-Ready: Primary reload 30% faster; +20% ammo for all weapons (not weapon backpacks, underbarrels or the Ultimatum). The E/AT-12 Anti-Tank Emplacement (page 3) shreds big targets at range (SG S+ against bots). Its page-3 gate is uncertain unverified. Every item
  11. Freedom's Flame · GR A · SG AA cheap fire kit for the bug front. The FLAM-66 Torcher (page 2, 40 Medals) and P-72 Crisper (page 3) are GR S against the Terminids, its Inflammable armor gives 75% fire damage resistance, and at 569 Medals it is the cheapest premium to complete. Weak against bots. Every item
  12. Borderline Justice · GR B · SG AA top bot sidearm. The LAS-58 Talon (page 2, 40 Medals) is a laser revolver that runs on heat instead of ammo (GR S against bots). The R-6 Deadeye, TED-63 Dynamite, LIFT-860 Hover Pack and Sample Extricator booster fill it out, and its Gunslinger armor suits sidearm builds. Every item
  13. Cutting Edge · GR B · SG BAn easy first rifle. GamesRadar calls the LAS-16 Sickle (page 1, 20 Medals) one of the best primaries for new players: no reloads, only heat. The SG-8P Punisher Plasma and G-23 Stun on page 2 are good; the LAS-7 Dagger is not. Every item
  14. Truth Enforcers · GR B · SG BOne strong pistol: the PLAS-15 Loyalist (page 3, 45 Medals; GR S against bots and squids). More than half of this warbond's Medals buy cosmetics, the largest share of any premium approx. Every item
  15. Ironclad Democracy · not rated yetReleased 2026-09-22, it holds a provisional place unverified. Its anti-armor kit answers the same need as Thermite and the Ultimatum: the P-34 Breacher (page 2, 50 Medals) is an incendiary missile pistol; penetration: 7 (anti-tank III) sticky charge. The G-60 Anti-Tank Seeker (page 3) is a homing anti-tank grenade, and Surplus EAT Allocation (page 2) is a booster that hands the squad free EAT call-ins. No dated warbond list has ranked it yet; the first item ratings are strong (How the rankings move). Every item
  16. Castellan's Creed (legendary) · GR B · SG SExcellent gear at a bad price. The 40-K Meltagun (page 3, 110 Medals; GR S against bots), a short-range beam with penetration 7 (anti-tank III), and True Grit armor (SG S+ on every front) are top picks, but the warbond costs 1,500 Super Credits, returns none and cannot be unlocked with the token. The lists split on it, so its place here is provisional unverified. Every item
  17. Python Commandos · GR B · SG BThe AX/FLAM-75 "Guard Dog" Hot Dog (page 1, 75 Medals), a flamethrower drone SG rates S+ on every front, and an AR/GL-21 One-Two that got more grenades in 7.1.0. The M-1000 Maxigun and CQC-9 Defoliation Tool disappoint. Every item
  18. Steeled Veterans · GR C · SG BOne gun: the P-4 Senator (page 1, 15 Medals), a revolver with penetration 4 (heavy) that GR rates S against bots. Buy it late, for the Senator. Every item
  19. Viper Commandos · GR C · SG BOne booster: Experimental Infusion (page 3, 80 Medals) makes your stims add speed and damage resistance for a while (SG S+ on every front; second in GamesRadar's booster ranking, August 26, 2025). Every item
  20. Chemical Agents · GR C · SG BOne grenade: the G-4 Gas (page 1, 30 Medals), which GamesRadar calls fantastic crowd control. The TX-41 Sterilizer and P-11 Stim Pistol rate D. Every item
  21. Force of Law · GR C · SG COne support weapon: the GL-52 De-Escalator (page 2, 85 Medals), an arc grenade launcher GR rates S against bugs and squids. The AR-32 Pacifier rates D. Every item
  22. Masters of Ceremony · GR D · SG CLittle of note: the R-2 Amendment (GR A against bots), the G-142 Pyrotech and the Sample Scanner booster for ship-module farming. GamesRadar calls its CQC-1 One True Flag downright useless. Every item
  23. Obedient Democracy Support Troopers (legendary) · GR C · SG D1,500 Super Credits for middling gear: the M90A Shotgun is good but not great, and the Feet First armor and suppressed M7S SMG and M6C/SOCOM Pistol suit stealth. GamesRadar calls the price hard to justify. Every item
  24. Righteous Revenants (legendary) · GR D · SG DSkip it unless it came free: anyone who bought a Killzone item in the 2024 Superstore got it with those items unlocked. Only the PLAS-39 Accelerator Rifle and the Acclimated armor stand out. Every item

3.3What a Medal and a Super Credit buy

  • Per Super Credit, premiums win. A premium costs 1,000 Super Credits and returns 300 through its pages, so it really costs 700; a legendary costs 1,500 and returns nothing, more than twice as much. That is why good legendary gear still ranks low.
  • Per Medal, page-1 key items win. The Thermite (15), the Senator (15) and the Sickle (20) cost almost nothing, while a page-3 item waits behind most of pages 1 and 2: the Warp Pack and the Meltagun each take about 425 to 430 Medals in their warbond approx.
  • Completing a premium costs 569 to 888 Medals, and cosmetics fill the gates: about a quarter of Redacted Regiment's Medals, more than half of Truth Enforcers' approx. The lower the cosmetic share, the more of your Medals buy gear.
  • The cheapest Super Credits cost Medals. Mobilize sells 100 SC for 1, 2, 3, 6 and 10 Medals (pages 1-5), then 50 SC for 15, 15, 20, 25 and 50 Medals (pages 6-10); a premium's three 100-SC stacks cost 7, 12 and 32 Medals. Claim the first two as soon as their pages open.
Variants · budget, front, squad

Variants: your budget, your front, your squad

The ranked order assumes you buy Super Credits now and then and fight on every front. Change it when that is not you: here is the order for a diver who never pays, the order for each front, and what to settle with your squad.

4.1If you never buy Super Credits

Your first premium is free if you are patient. Mobilize's first five pages hold 500 SC for 22 Medals (rows 1 to 4 of the quick guide); the other 500 come from mission pickups, or from the Premium Warbond Token if you own the Super Citizen Edition. After that, claim each premium's cheap stacks as soon as their pages open, so every further premium needs only 700 new Super Credits; Mobilize's pages 6 to 10 add a little more. Keep scarce Super Credits away from legendaries and Superstore sets until the top three premiums are yours. The steps, in order:

#BuyWarbondPageCostWhyConsensus (dated)Source
1100 Super Credits (page 1)Helldivers Mobilize!11 MedalThe best SC-per-Medal rate in the game.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
2100 Super Credits (page 2)Helldivers Mobilize!22 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
3100 Super Credits (page 3)Helldivers Mobilize!33 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
4100 Super Credits (page 4)Helldivers Mobilize!46 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
5100 Super Credits (page 5)Helldivers Mobilize!510 MedalsThe fifth cheap stack completes the SC of Mobilize pages 1-5.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
6Democratic DetonationDemocratic Detonation--1,000 SCThe first premium: Mobilize's free SC plus mission pickups, or the Super Citizen token.research/02 8.4 on GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
7100 Super Credits (page 1)Democratic Detonation17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
8100 Super Credits (page 2)Democratic Detonation212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
9Servants of FreedomServants of Freedom--1,000 SCThe second pick for a player who does not buy SC.research/02 8.4 on GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
10100 Super Credits (page 1)Servants of Freedom17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
11100 Super Credits (page 2)Servants of Freedom212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
12Dust DevilsDust Devils--1,000 SCThe third pick; after it choose by front, and leave legendaries and Superstore sets for later.research/02 8.4 on GamesRadar S (2026-08-13); Steam guide S+ (2026-08-19)gamesradar.com
13100 Super Credits (page 1)Dust Devils17 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
14100 Super Credits (page 2)Dust Devils212 MedalsA cheap SC stack: claim it as soon as its page opens.arithmetic on the wiki's costs and gates (checked 2026-09-26)wiki
1550 Super Credits (page 6)Helldivers Mobilize!615 MedalsMobilize pages 6-10 add more SC toward the next warbond.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
1650 Super Credits (page 7)Helldivers Mobilize!715 MedalsMobilize pages 6-10 add more SC toward the next warbond.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
1750 Super Credits (page 8)Helldivers Mobilize!820 MedalsMobilize pages 6-10 add more SC toward the next warbond.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
1850 Super Credits (page 9)Helldivers Mobilize!925 MedalsMobilize pages 6-10 add more SC toward the next warbond.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki
1950 Super Credits (page 10)Helldivers Mobilize!1050 MedalsMobilize pages 6-10 add more SC toward the next warbond.arithmetic on the wiki's Mobilize costs and gates (rev. 2026-09-09)wiki

4.2Against the Terminids

Bugs come in crowds and out of holes, with Chargers and Bile Titans on top, so buy fire or sustained fire, an explosive that closes holes, and anti-tank. First Dust Devils (Coyote, Speargun), then Entrenched Division (Stoker, Cremator), then Democratic Detonation (three hole-closers, and Thermite for Chargers); Freedom's Flame and Servants of Freedom are worth adding. The full list, with the items to buy in each warbond:

#BuyWarbondPageCostWhyConsensus (dated)Source
1Dust DevilsDust Devils--1,000 SCFirst against Terminids: the Coyote and the Speargun.GamesRadar 2026-08-14 (Coyote S, Speargun S vs bugs)gamesradar.com
2AR-2 CoyoteDust Devils135 MedalsA Medium-pen incendiary rifle, a top primary against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
3S-11 SpeargunDust Devils285 MedalsA harpoon plus gas; the EAT-700 Expendable Napalm is the alternative.GamesRadar 2026-08-14 (S vs bugs and bots, A vs squids)gamesradar.com
4Entrenched DivisionEntrenched Division--1,000 SCSecond against Terminids: the Stoker and the Cremator.GamesRadar 2026-08-14 (Stoker S, Cremator S vs bugs)gamesradar.com
5SMG/FLAM-34 StokerEntrenched Division135 MedalsAn SMG with an under-barrel flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids)gamesradar.com
6B/FLAM-80 CrematorEntrenched Division3110 MedalsA backpack flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs, A vs squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
7Democratic DetonationDemocratic Detonation--1,000 SCThird against Terminids: three guns that close holes, and Thermite for Chargers.research/02 8.5: wiki item pages (hole closing); GamesRadar 2026-08-14wiki
8G-123 ThermiteDemocratic Detonation115 MedalsAn anti-tank grenade on page 1: it kills armor without a support slot.GamesRadar S (2026-08-13) and Steam guide S+ (2026-08-19) for the warbondwiki
9R-36 EruptorDemocratic Detonation260 MedalsAn explosive rifle that closes bug holes and fabricators.GamesRadar 2026-08-14 (A/S/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
10GP-31 Grenade PistolDemocratic Detonation360 MedalsA grenade sidearm that closes nests and fabricators, freeing the grenade slot.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
11CB-9 Exploding CrossbowDemocratic Detonation380 MedalsA one-handed explosive crossbow, strong on every front.GamesRadar 2026-08-14 (A/A/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
12Freedom's FlameFreedom's Flame--1,000 SCWorth adding against Terminids: the Torcher and the Crisper.GamesRadar 2026-08-14 (Torcher S, Crisper S vs bugs)gamesradar.com
13FLAM-66 TorcherFreedom's Flame240 MedalsA flamethrower primary, a top pick against bugs.GamesRadar 2026-08-14 (S vs bugs, A vs squids, C vs bots); Steam guide 2026-08-19 (S+ vs squids)gamesradar.com
14P-72 CrisperFreedom's Flame345 MedalsA flamethrower sidearm.GamesRadar 2026-08-14 (S vs bugs)gamesradar.com
15Servants of FreedomServants of Freedom--1,000 SCWorth adding against Terminids: the Ultimatum closes Bile Titan holes.research/02 8.5: wiki GP-20 Ultimatum page; GamesRadar 2026-08-14 (S)wiki
16GP-20 UltimatumServants of Freedom240 MedalsA one-shot anti-tank sidearm that also levels bug holes and fabricators.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
17Polar PatriotsPolar Patriots--1,000 SCOnce the top three are owned: the Purifier fits any front.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com
18PLAS-101 PurifierPolar Patriots380 MedalsA charge-up explosive primary rated S or better on every front in both lists.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com

Unit by unit: the Terminid playbook.

4.3Against the Automatons

Bots shoot back from range with armor, rockets and cannons, so buy precise Medium or Heavy penetration for heads and vents, explosive resistance, and anti-tank for Hulks and tanks. Fire is weaker here: small bots take half damage from it. First Democratic Detonation (Eruptor, Thermite, the Fortified FS-55 armor), then Redacted Regiment (Censor, Reduced Signature, C4), then Siege Breakers (Leveller); Castellan's Creed, Borderline Justice, Steeled Veterans and Entrenched Division each add one bot-front standout:

#BuyWarbondPageCostWhyConsensus (dated)Source
1Democratic DetonationDemocratic Detonation--1,000 SCFirst against Automatons: the Eruptor, Thermite for tanks and Hulks, and Fortified armor.GamesRadar 2026-08-14 (Eruptor S vs bots)gamesradar.com
2G-123 ThermiteDemocratic Detonation115 MedalsAn anti-tank grenade on page 1: it kills armor without a support slot.GamesRadar S (2026-08-13) and Steam guide S+ (2026-08-19) for the warbondwiki
3R-36 EruptorDemocratic Detonation260 MedalsAn explosive rifle that closes bug holes and fabricators.GamesRadar 2026-08-14 (A/S/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
4FS-55 Devastator (armor)Democratic Detonation364 MedalsFortified heavy armor: half damage from explosions.research/02 8.5 on GamesRadar (2026-08-14) and Steam guide (2026-08-19) per-front tierswiki
5Redacted RegimentRedacted Regiment--1,000 SCSecond against Automatons: the Censor, Reduced Signature armor and the C4 Pack.GamesRadar 2026-08-14 (Censor S, C4 S vs bots); Steam guide 2026-08-19 (Reduced Signature S+)gamesradar.com
6R-72 CensorRedacted Regiment135 MedalsA suppressed marksman rifle, a top pick against bots.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
7RS-89 Shadow Paragon (armor)Redacted Regiment145 MedalsReduced Signature light armor: quieter, and enemies spot you later.Steam guide 2026-08-19 (S+ vs bots, S vs squids)Steam guide
8B/MD C4 PackRedacted Regiment3110 MedalsRemote-detonated AT III charges, a top pick against bots.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
9Siege BreakersSiege Breakers--1,000 SCThird against Automatons: the Leveller.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
10EAT-411 LevellerSiege Breakers285 MedalsAn expendable anti-tank rocket that closes Bile Titan holes and destroys spawners.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)wiki
11Castellan's CreedCastellan's Creed--1,500 SCWorth adding against Automatons: the Meltagun.GamesRadar 2026-08-14 (Meltagun S vs bots)gamesradar.com
1240-K MeltagunCastellan's Creed3110 MedalsA short-range AT III thermal beam.GamesRadar 2026-08-14 (S vs bots, A vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
13Borderline JusticeBorderline Justice--1,000 SCWorth adding against Automatons: the Talon.GamesRadar 2026-08-14 (Talon S vs bots)gamesradar.com
14LAS-58 TalonBorderline Justice240 MedalsA laser revolver that uses heat instead of ammo, a top pick against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
15Steeled VeteransSteeled Veterans--1,000 SCWorth adding against Automatons: the Senator.GamesRadar 2026-08-14 (Senator S vs bots)gamesradar.com
16P-4 SenatorSteeled Veterans115 MedalsA Heavy-pen revolver, a top sidearm against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
17Entrenched DivisionEntrenched Division--1,000 SCWorth adding against Automatons: the Sapper armor.Steam guide 2026-08-19 (Sapper armor S+ vs bots)Steam guide
18CPG-48 Sapper (armor)Entrenched Division145 MedalsGrenadier armor: explosive resistance plus two extra grenades.Steam guide 2026-08-19 (S+ vs bots)Steam guide
19Polar PatriotsPolar Patriots--1,000 SCOnce the top three are owned: the Purifier fits any front.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com
20PLAS-101 PurifierPolar Patriots380 MedalsA charge-up explosive primary rated S or better on every front in both lists.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com

Unit by unit: the Automaton playbook.

4.4Against the Illuminate

The Illuminate send hordes of Voteless, shielded walkers and fliers, so crowd fire comes first, and dedicated anti-tank launchers matter less: u.gg's support list (read September 26, 2026, stamped 7.0.2) drops the Recoilless, EAT, Quasar and Spear to C on this front. First Dust Devils (Coyote), then Entrenched Division (Stoker, Cremator), then Servants of Freedom (Ultimatum); Force of Law, Truth Enforcers, Freedom's Flame and Exo Experts each add one standout:

#BuyWarbondPageCostWhyConsensus (dated)Source
1Dust DevilsDust Devils--1,000 SCFirst against the Illuminate: the Coyote.GamesRadar 2026-08-14 (Coyote S vs squids); Steam guide 2026-08-19 (S+)gamesradar.com
2AR-2 CoyoteDust Devils135 MedalsA Medium-pen incendiary rifle, a top primary against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
3Entrenched DivisionEntrenched Division--1,000 SCSecond against the Illuminate: the Stoker and the Cremator.GamesRadar 2026-08-14 (Stoker S); Steam guide 2026-08-19 (Cremator S+)gamesradar.com
4SMG/FLAM-34 StokerEntrenched Division135 MedalsAn SMG with an under-barrel flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids)gamesradar.com
5B/FLAM-80 CrematorEntrenched Division3110 MedalsA backpack flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs, A vs squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
6Servants of FreedomServants of Freedom--1,000 SCThird against the Illuminate: the Ultimatum.GamesRadar 2026-08-14 (Ultimatum S vs squids)gamesradar.com
7GP-20 UltimatumServants of Freedom240 MedalsA one-shot anti-tank sidearm that also levels bug holes and fabricators.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
8Force of LawForce of Law--1,000 SCWorth adding against the Illuminate: the De-Escalator.GamesRadar 2026-08-14 (De-Escalator S vs squids)gamesradar.com
9GL-52 De-EscalatorForce of Law285 MedalsAn arc grenade launcher that stuns groups.GamesRadar 2026-08-14 (S vs bugs and squids, A vs bots)gamesradar.com
10Truth EnforcersTruth Enforcers--1,000 SCWorth adding against the Illuminate: the Loyalist.GamesRadar 2026-08-14 (Loyalist S vs squids)gamesradar.com
11PLAS-15 LoyalistTruth Enforcers345 MedalsA plasma pistol with a charged explosive shot.GamesRadar 2026-08-14 (S vs bots and squids, A vs bugs)gamesradar.com
12Freedom's FlameFreedom's Flame--1,000 SCWorth adding against the Illuminate: the Torcher.Steam guide 2026-08-19 (Torcher S+ vs squids)Steam guide
13FLAM-66 TorcherFreedom's Flame240 MedalsA flamethrower primary, a top pick against bugs.GamesRadar 2026-08-14 (S vs bugs, A vs squids, C vs bots); Steam guide 2026-08-19 (S+ vs squids)gamesradar.com
14Exo ExpertsExo Experts--1,000 SCWorth adding against the Illuminate: the Bullet Storm.Steam guide 2026-08-19 (Bullet Storm S+ vs squids)Steam guide
15MGX-42 Bullet StormExo Experts175 MedalsAn expendable rotary gun, two per pod.Steam guide 2026-08-19 (S+ vs squids)Steam guide
16Polar PatriotsPolar Patriots--1,000 SCOnce the top three are owned: the Purifier fits any front.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com
17PLAS-101 PurifierPolar Patriots380 MedalsA charge-up explosive primary rated S or better on every front in both lists.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com

Unit by unit: the Illuminate playbook. The front picks are this manual's reading of GamesRadar's weapon lists (August 14, 2026) and the Steam guide's per-front tables (August 19, 2026) community-tested.

4.5Buying for a squad

  • Your booster is the squad's booster. Each diver brings one and it works for everyone, but a duplicate adds nothing, so a full squad runs up to 4 different ones. The four S-rated boosters on Mobilize (Hellpod Space Optimization, Vitality Enhancement, Stamina Enhancement, Muscle Enhancement) make a complete squad set: buy them before premium boosters, and say in the lobby which one you bring community-tested.
  • Gear is not shared, drops are. You bring only what you own, but anyone can pick up a support weapon or backpack a teammate drops. Friends who buy different warbonds widen what the squad can call in.
  • Pickups are shared. Super Credits and Medal cases credit every diver in the mission at once, so a squad farms them together (how).
  • An anti-tank booster. Ironclad Democracy's Surplus EAT Allocation: Two free EAT-17 call-ins per mission (two launchers each, one per diver in a full squad); cannot be rearmed. Worth bringing when nobody packed anti-tank.

Roles and loadout coordination: Multiplayer & Squads; how boosters stack: Boosters in a squad.

Variants · playstyle

Variants by playstyle

Know the job you want in the squad? Buy for it. Each list gives the warbonds in order and the items that earn them their place; the ratings behind them are the same dated lists as the main order community-tested.

5.1Anti-tank without a backpack

Anti-tank power in the grenade and sidearm slots or an expendable launcher, so your backpack stays free for a shield or a supply pack: Thermite, the Ultimatum, the Leveller, then Ironclad Democracy's untested kit.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Democratic DetonationDemocratic Detonation--1,000 SCThermite puts anti-tank power in the grenade slot.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2G-123 ThermiteDemocratic Detonation115 MedalsAn anti-tank grenade on page 1: it kills armor without a support slot.GamesRadar S (2026-08-13) and Steam guide S+ (2026-08-19) for the warbondwiki
3Servants of FreedomServants of Freedom--1,000 SCThe Ultimatum puts it in the sidearm slot.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
4GP-20 UltimatumServants of Freedom240 MedalsA one-shot anti-tank sidearm that also levels bug holes and fabricators.GamesRadar 2026-08-14 (S/S/S)gamesradar.com
5Siege BreakersSiege Breakers--1,000 SCThe Leveller is an expendable rocket, no backpack needed.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6EAT-411 LevellerSiege Breakers285 MedalsAn expendable anti-tank rocket that closes Bile Titan holes and destroys spawners.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)wiki
7 unverifiedIronclad DemocracyIronclad Democracy--1,000 SCThe Breacher, AT Seeker and free EATs, all still untested by the dated lists.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
8 unverifiedP-34 BreacherIronclad Democracy250 MedalsAn AT III sticky incendiary missile pistol that no dated list has tested yet.no dated list yet: GamesRadar had not tested it (2026-09-22); Game Rant 2026-09-23wiki
9 unverifiedSurplus EAT AllocationIronclad Democracy255 MedalsA booster that adds two free EAT call-ins a mission.no dated list yet: GamesRadar had not tested it (2026-09-22); Game Rant 2026-09-23wiki
10 unverifiedG-60 Anti-Tank SeekerIronclad Democracy365 MedalsA homing AT I drone grenade, unreliable on Bile Titans.no dated list yet: GamesRadar had not tested it (2026-09-22); Game Rant 2026-09-23wiki

5.2Anti-tank specialist

The squad's heavy-killer, on top of the Recoilless Rifle or Quasar Cannon you buy with Requisition (support weapons): the Leveller, the Meltagun, the Solo Silo and the Anti-Tank Emplacement.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Siege BreakersSiege Breakers--1,000 SCThe Leveller.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2EAT-411 LevellerSiege Breakers285 MedalsAn expendable anti-tank rocket that closes Bile Titan holes and destroys spawners.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)wiki
3Castellan's CreedCastellan's Creed--1,500 SCThe Meltagun.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
440-K MeltagunCastellan's Creed3110 MedalsA short-range AT III thermal beam.GamesRadar 2026-08-14 (S vs bots, A vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
5 unverifiedDust DevilsDust Devils--1,000 SCThe Solo Silo.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6 unverifiedMS-11 Solo SiloDust Devils3110 MedalsA guided missile silo that kills the biggest targets with one body hit.the lists split: GamesRadar 2026-08-14 (D/A/D); Steam guide 2026-08-19 (S/S/A)wiki
7Urban LegendsUrban Legends--1,000 SCThe Anti-Tank Emplacement.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
8E/AT-12 Anti-Tank EmplacementUrban Legends3110 MedalsA manned anti-tank cannon that shreds big targets at range.Steam guide 2026-08-19 (S+ vs bots, S vs bugs and squids)Steam guide

5.3Horde clearing and fire

Fire and gas for the Terminid and Illuminate fronts (fire is weaker against bots): Entrenched Division, Freedom's Flame, the Hot Dog drone and the Gas grenade.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Entrenched DivisionEntrenched Division--1,000 SCThe Stoker, the Gas Mortar Sentry and the Cremator.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2SMG/FLAM-34 StokerEntrenched Division135 MedalsAn SMG with an under-barrel flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs and squids)gamesradar.com
3A/GM-17 Gas Mortar SentryEntrenched Division285 MedalsA gas mortar sentry on a short cooldown.research/02 8.3 plan on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) ratingswiki
4B/FLAM-80 CrematorEntrenched Division3110 MedalsA backpack flamethrower, a top pick against bugs and squids.GamesRadar 2026-08-14 (S vs bugs, A vs squids); Steam guide 2026-08-19 (S+ vs bugs and squids)gamesradar.com
5Freedom's FlameFreedom's Flame--1,000 SCThe Torcher and the Crisper.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6FLAM-66 TorcherFreedom's Flame240 MedalsA flamethrower primary, a top pick against bugs.GamesRadar 2026-08-14 (S vs bugs, A vs squids, C vs bots); Steam guide 2026-08-19 (S+ vs squids)gamesradar.com
7P-72 CrisperFreedom's Flame345 MedalsA flamethrower sidearm.GamesRadar 2026-08-14 (S vs bugs)gamesradar.com
8Python CommandosPython Commandos--1,000 SCThe Hot Dog drone.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
9AX/FLAM-75 "Guard Dog" Hot DogPython Commandos175 MedalsA flamethrower drone backpack.Steam guide 2026-08-19 (S+ every front)Steam guide
10Chemical AgentsChemical Agents--1,000 SCThe Gas grenade.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
11G-4 GasChemical Agents130 MedalsA gas grenade for strong crowd control.GamesRadar 2026-08-13 ('fantastic')gamesradar.com

5.4Stealth and Commando missions

Quiet guns, armor that keeps you unseen and smoke on landing: Redacted Regiment first, the ODST legendary only if you want its look.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Redacted RegimentRedacted Regiment--1,000 SCThe Censor, Reduced Signature armor, the C4 Pack and Concealed Insertion.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2R-72 CensorRedacted Regiment135 MedalsA suppressed marksman rifle, a top pick against bots.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
3RS-89 Shadow Paragon (armor)Redacted Regiment145 MedalsReduced Signature light armor: quieter, and enemies spot you later.Steam guide 2026-08-19 (S+ vs bots, S vs squids)Steam guide
4B/MD C4 PackRedacted Regiment3110 MedalsRemote-detonated AT III charges, a top pick against bots.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
5Concealed InsertionRedacted Regiment340 MedalsA booster: hellpods pop smoke on landing.research/02 8.6; GamesRadar 2026-08-13 (the gear is 'arguably essential' for Commando)gamesradar.com
6Obedient Democracy Support TroopersObedient Democracy Support Troopers--1,500 SCFeet First armor and a suppressed SMG and pistol.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
7A-9 Helljumper (armor)Obedient Democracy Support Troopers145 MedalsFeet First armor: quieter steps and no leg injuries.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
8M7S SMGObedient Democracy Support Troopers250 MedalsA suppressed SMG.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
9M6C/SOCOM PistolObedient Democracy Support Troopers375 MedalsA suppressed pistol.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki

5.5Marksman

Head-shooters, strongest on the bot front: the Censor, the Deadeye and the Hot-Shot, plus the Diligence you already get in Mobilize.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Redacted RegimentRedacted Regiment--1,000 SCThe Censor.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2R-72 CensorRedacted Regiment135 MedalsA suppressed marksman rifle, a top pick against bots.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
3Borderline JusticeBorderline Justice--1,000 SCThe Deadeye.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
4R-6 DeadeyeBorderline Justice135 MedalsA lever-action marksman rifle.GamesRadar 2026-08-14 (A vs bots)gamesradar.com
5Castellan's CreedCastellan's Creed--1,500 SCThe Hot-Shot.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6R/40-K Hot-Shot Marksman RifleCastellan's Creed135 MedalsAn energy marksman rifle.GamesRadar 2026-08-14 (A vs bots)gamesradar.com
7Helldivers Mobilize!Helldivers Mobilize!----The Diligence, free in Mobilize.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
8R-63 DiligenceHelldivers Mobilize!28 MedalsA marksman rifle for the bot front.GamesRadar 2026-08-14 (A vs bots); Steam guide 2026-08-19 (S)gamesradar.com

5.6Sidearm-first

Builds around the pistol: Gunslinger armor and the Talon, the Senator, the Loyalist.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Borderline JusticeBorderline Justice--1,000 SCGunslinger armor and the Talon.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2GS-17 Frontier Marshal (armor)Borderline Justice145 MedalsGunslinger armor: faster sidearm reloads and draws, less recoil.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
3LAS-58 TalonBorderline Justice240 MedalsA laser revolver that uses heat instead of ammo, a top pick against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
4Steeled VeteransSteeled Veterans--1,000 SCThe Senator.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
5P-4 SenatorSteeled Veterans115 MedalsA Heavy-pen revolver, a top sidearm against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
6Truth EnforcersTruth Enforcers--1,000 SCThe Loyalist.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
7PLAS-15 LoyalistTruth Enforcers345 MedalsA plasma pistol with a charged explosive shot.GamesRadar 2026-08-14 (S vs bots and squids, A vs bugs)gamesradar.com

5.7Mobility and scouting

Getting around the map: the Warp Pack, the Hover Pack and Oxygenator armor.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Control GroupControl Group--1,000 SCThe Warp Pack.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2LIFT-182 Warp PackControl Group3110 MedalsA short-range teleport backpack, a top pick on every front.Steam guide 2026-08-19 (S+ every front); GamesRadar 2026-08-13 (a best backpack)wiki
3Borderline JusticeBorderline Justice--1,000 SCThe Hover Pack.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
4LIFT-860 Hover PackBorderline Justice3110 MedalsA hover jump pack for getting around.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
5Exo ExpertsExo Experts--1,000 SCOxygenator armor.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6O-3 Free Spirit (armor)Exo Experts145 MedalsOxygenator light armor: faster movement and longer slides.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki

5.8Support and survival

Keeping yourself and the squad alive: Experimental Infusion, Adreno-Defibrillator armor (a one-time revive) and Mobilize's Med-Kit armor.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Viper CommandosViper Commandos--1,000 SCExperimental Infusion.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2Experimental InfusionViper Commandos380 MedalsA booster: stims also add speed and damage resistance.Steam guide 2026-08-19 (S+ every front); GamesRadar boosters 2025-08-26 (2nd)Steam guide
3Control GroupControl Group--1,000 SCAdreno-Defibrillator armor.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
4AD-26 Bleeding Edge (armor)Control Group145 MedalsAdreno-Defibrillator armor: a one-time revive on death.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
5Helldivers Mobilize!Helldivers Mobilize!----Med-Kit armor, free in Mobilize.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6CM-09 Bonesnapper (armor)Helldivers Mobilize!415 MedalsMed-Kit armor: two extra stims that last longer.research/02 8.1 plan on Steam guide (2026-08-19) and GamesRadar (2026-08-14) ratingswiki

5.9Exosuits and vehicles

Exo Experts' two exosuits; Ironclad Democracy's tank patterns are cosmetic only.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Exo ExpertsExo Experts--1,000 SCTwo exosuits; the tank patterns in Ironclad Democracy are cosmetic only.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2EXO-51 Lumberer ExosuitExo Experts250 MedalsAn exosuit with a flamethrower and an anti-tank cannon.GamesRadar 2026-08-13 (both exosuits great); Steam guide S (2026-08-19) for the warbondgamesradar.com
3EXO-55 Breakthrough ExosuitExo Experts350 MedalsAn exosuit with a flak cannon and a shield.GamesRadar 2026-08-13 (both exosuits great); Steam guide S (2026-08-19) for the warbondgamesradar.com

5.10Melee

Rock Solid armor, the Breaching Hammer and Peak Physique armor. Patch 6.0.1 cut the melee passives by more than half, which is why melee warbonds rank low overall.

#BuyWarbondPageCostWhyConsensus (dated)Source
1Python CommandosPython Commandos--1,000 SCRock Solid armor.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
2RS-20 Constrictor (armor)Python Commandos145 MedalsRock Solid light armor: more melee damage, resists knockdown.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
3Siege BreakersSiege Breakers--1,000 SCThe Breaching Hammer.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
4CQC-20 Breaching HammerSiege Breakers175 MedalsA hammer with an explosive head for melee builds.GamesRadar 2026-08-14 (A vs bots)gamesradar.com
5Viper CommandosViper Commandos--1,000 SCPeak Physique armor.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tiersgamesradar.com
6PH-9 Predator (armor)Viper Commandos140 MedalsPeak Physique light armor: more melee damage, less weapon drag.research/02 8.6 on GamesRadar (2026-08-13/14) and Steam guide (2026-08-19) tierswiki
Save your Medals

The skip list

Until the top three premiums are yours, skip the legendaries and the warbonds with a single standout, unless that one item is exactly what you want. Never spend Medals on a D-rated item except to open a page.

Warbonds first, then single items, each with the exception that would make it worth buying:

#BuyWarbondPageCostWhyConsensus (dated)Source
1Righteous RevenantsRighteous Revenants--1,500 SCSkip unless it came free with a 2024 Killzone item: two D-tier guns for 1,500 SC.GamesRadar D (2026-08-13); Steam guide D (2026-08-19)gamesradar.com
2Obedient Democracy Support TroopersObedient Democracy Support Troopers--1,500 SCSkip unless you want the Halo look or a stealth set: 1,500 SC and no SC back.GamesRadar C (2026-08-13); Steam guide D (2026-08-19)gamesradar.com
3Masters of CeremonyMasters of Ceremony--1,000 SCSkip unless you want the Sample Scanner for module farming.GamesRadar D (2026-08-13); Steam guide C (2026-08-19); One True Flag D everywhere (2026-08-14)gamesradar.com
4Force of LawForce of Law--1,000 SCSkip unless you fight bugs or squids and want the De-Escalator.GamesRadar C (2026-08-13); Steam guide C (2026-08-19); Pacifier D everywhere (2026-08-14)gamesradar.com
5Chemical AgentsChemical Agents--1,000 SCSkip unless you want the Gas grenade; its Sterilizer and Stim Pistol rate D.GamesRadar C (2026-08-13); Steam guide B (2026-08-19); GamesRadar weapon lists 2026-08-14gamesradar.com
6Steeled VeteransSteeled Veterans--1,000 SCBuy it late, for its one standout, the Senator.GamesRadar C (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
7Viper CommandosViper Commandos--1,000 SCBuy it late, for its one standout, Experimental Infusion.GamesRadar C (2026-08-13); Steam guide B (2026-08-19)gamesradar.com
8AR-23C Liberator ConcussiveSteeled Veterans120 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
9SMG-72 PummelerPolar Patriots260 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
10AR-32 PacifierForce of Law135 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
11StA-52 Assault RifleRighteous Revenants135 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
12StA-11 SMGRighteous Revenants365 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
13P-11 Stim PistolChemical Agents380 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
14TX-41 SterilizerChemical Agents285 MedalsRated D on every front: buy it only to fill a gate.GamesRadar 2026-08-14 (D/D/D)gamesradar.com
15CQC-1 One True FlagMasters of Ceremony3110 MedalsRated D on every front ('downright useless'): buy it only to fill a gate.GamesRadar 2026-08-13 and 2026-08-14 (D/D/D)gamesradar.com
16M-1000 MaxigunPython Commandos3110 MedalsRated D against bugs and C elsewhere: buy it only to fill a gate.GamesRadar 2026-08-14 (D/C/C)gamesradar.com
17GL-28 Belt-Fed Grenade LauncherSiege Breakers3110 MedalsRated D against bugs and C elsewhere: buy it only to fill a gate.GamesRadar 2026-08-14 (D/C/C)gamesradar.com
18LAS-5 ScytheHelldivers Mobilize!530 MedalsRated D against bugs and squids: buy it only to fill a gate.GamesRadar 2026-08-14 (D/C/D)gamesradar.com
19SG-225SP Breaker Spray&PrayHelldivers Mobilize!960 MedalsRated C against bugs and D elsewhere: buy it only to fill a gate.GamesRadar 2026-08-14 (C/D/D)gamesradar.com
Fillers are fine

A skip-list item still has one use: when a page gate is a few Medals away and nothing better is open, it is as good a filler as a cape. The gate counts Medals spent, not what they bought.

The rules · checked for 7.1.1

How warbonds work

Super Credits unlock a warbond; Medals buy what is inside it, page by page. A page opens once you have spent enough Medals in that warbond, and your wallet stops at 250 Medals, so plan the spending, not the saving.

7.1Three kinds of warbond

Free · everyone owns it

Helldivers Mobilize!

10 pages and 2,015 Medals of items, with 750 Super Credits to claim along the way.

Premium · 1,000 SC

21 premium warbonds

Three pages each and 300 Super Credits to claim back (7, 12 and 32 Medals for the three stacks), so each really costs 700.

Legendary · 1,500 SC

3 crossover warbonds

The Halo: ODST, Killzone and Warhammer 40,000 tie-ins: three pages, no Super Credits inside, and the Premium Warbond Token cannot unlock them.

  • There are 25 warbonds in all. None expires, and you can fill several at once, in any order.
  • You cannot buy a single item without owning its warbond, and money buys Super Credits, not warbonds.
  • The Super Citizen Edition and its upgrade include one Premium Warbond Token, good for premium warbonds only; it is not sold on its own. Spend it on your first premium pick.
  • Anyone who bought a Killzone item in the 2024 Superstore got Righteous Revenants free, with those items already unlocked.

7.2Pages open as you spend in that warbond

The game counts the Medals you have spent in one warbond, cumulatively; Medals spent in another do not count, and a locked page shows how many more it needs. So you never save up for a page: you spend your way to it, filling the gap with the cheapest items you would buy anyway.

  • Mobilize opens pages 1 to 10 at these totals of Medals spent inside it: 0, 8, 35, 75, 150, 260, 420, 650, 850, 1200 (graded likely; the Fandom wiki reads 430 for page 7).
  • Premium and legendary warbonds open page 2 after roughly three quarters of page 1's value, and page 3 after roughly three quarters of pages 1 and 2 approx; the first 2024 premiums open page 2 at a flat, lower gate. Each warbond's gates are on its card in the catalog.
  • Page 3 is uncertain for most warbonds since Dust Devils (September 2025): the recorded figure is either a total or "this many more after page 2". This manual plans with the higher reading, so if the lower one is right, page 3 simply opens early unverified.

7.3The Medal cap

You can hold 250 Medals; anything you earn above that is thrown away. Spend down before a big Major Order pays out, and keep a warbond with open pages on hand as a place to put Medals (Mobilize is one until you have spent all 2,015 Medals in it).

7.4What your Medals buy

  • Body armor carries the passive. Helmets and capes are cosmetic, so a helmet is a filler, never a need (passives by job).
  • Boosters: all 20 come from warbonds, six of them from Mobilize (every booster).
  • Stratagems: 29 come from warbonds, cost Medals and need no player level; most of the rest are bought with Requisition as you level (how stratagems work).
  • Cosmetics: capes, player cards, emotes, victory poses, titles and vehicle patterns change nothing in a fight; Ironclad Democracy's patterns fit only the Bastion and Maelstrom tanks.
Income

Earning Medals and Super Credits

Medals: play the hardest difficulty your squad finishes reliably, take the daily Personal Order and join the Major Order. Super Credits: claim the cheap warbond stacks, then loot the points of interest on easy missions.

8.1Medals

Where Medals come from, biggest steady source first. The operation totals climb steeply with difficulty, and so do the Medals per mission:

SourceMedalsWorth knowing
A whole operation1, 2, 6, 8, 18, 21, 24, 29, 33 and 36 at difficulties 1 to 10Missions per operation: 1 at difficulties 1-2, 2 at 3-4 and 3 from 5
A Medal case1 to 3Found at points of interest; every diver present gets it, and cases are more common on difficulties 1 to 3
The daily Personal Order15A new one every 24 hours; squadmates' kills count toward yours. Arrowhead plans to replace Personal Orders later in 2026
A won Major Orderusually 35 to 55Paid only when the community wins; the 2026 orders offered 2,135 Medals from January to September
A won Galactic War Campaigngear, not MedalsSee free gear

What a premium costs in play: 569 to 888 Medals to finish, roughly 24 to 37 operations at difficulty 7 before any orders approx; daily and Major Orders shorten that. Near the cap, spend before an order pays out.

8.2Super Credits

  • Claim the stacks first. Mobilize sells 100 SC for 1, 2, 3, 6 and 10 Medals (pages 1-5), then 50 SC for 15, 15, 20, 25 and 50 Medals (pages 6-10), and every premium holds three 100-SC stacks for 7, 12 and 32 Medals. Across all warbonds that is 7,050 Super Credits.
  • Then pick them up. Sealed pods, locked cargo containers and bunkers at minor points of interest hold 10 Super Credits (rarely 100). A pickup credits every diver in the mission at once and stays yours even if the squad never extracts. Minor points of interest are densest on difficulties 1 to 3; Eradicate missions have none; factory worlds have had them since 7.0.0.
  • Squads farm faster. A bunker's two control panels need two divers at once (or one diver with a Warp Pack), and everyone present is credited.
  • Super Credit cap: none. Since July 9, 2026 an undisclosed anti-exploit limit flags only earning rates far above the best players ever recorded; normal farming never meets it (Arrowhead).

GamesRadar's farming loop (August 27, 2025) community-tested:

  1. Pick TrivialMinor points of interest spawn most densely there, and nothing threatens the run.
  2. Finish the main objectiveThe mission still pays its rewards, and the map is yours to search.
  3. Loot every point of interestBunkers first (two panels, three loot slots), then cargo containers (two slots) and pods (one).
  4. Extract and repeatYour Super Credits counted the moment you picked them up; the extraction brings home the samples.

No reliable Super-Credits-per-hour figure exists, and guide sites' claims were not used here unverified.

Buying them. The 1,000-SC pack, enough for one premium warbond, costs 9.99 US dollars on the PlayStation Store (Steam's price was not checked); bigger packs give more per dollar, up to about 30% more with the 13,000-SC pack approx. Warbonds themselves cannot be bought with money.

Every currency and its cap: Progression & Currencies; points of interest: Missions; what you keep in someone else's mission: Multiplayer & Squads.

Beyond the warbonds

Superstore and free gear

The Superstore sells armor sets and a few weapons for Super Credits only. Shop there after your core premiums, and check first whether the passive you want is not already cheap in Mobilize. Some gear is free: the starter kit and the rewards of Galactic War Campaigns.

9.1The Superstore

  • Everything stays on sale. Rotating pages: none since April 28, 2026; every set is now permanently for sale. Arrowhead announced the change on the official Discord, and no patch note records it.
  • 26 sets are for sale, 20,245 Super Credits for everything, and each is exclusive: no warbond sells its pieces. Most are armor; body armor alone costs 150 Super Credits or more, so take Fortified or Engineering Kit from Mobilize for a handful of Medals instead.
  • Weapons worth Super Credits once the core premiums are yours:
    • SG-97 Sweeper · Superstore, 400 SC. A fast pump shotgun, penetration 3 (medium); GR A on all three fronts, u.gg S against bugs and squids (September 26, 2026).
    • DBS-2 Double Freedom · Superstore, 400 SC. A two-shell burst for heavy weak spots up close; GR A on all three fronts.
    • LAS-12 Sai · Superstore (Ironclad Democracy page), 400 SC. A laser, penetration 3 (medium), that never needs an ammo pickup; u.gg S on all three fronts (September 26, 2026), too new for GamesRadar.
  • Skip the melee weapons (Machete, Combat Hatchet, Stun Baton): GR C to D.
The Acquisition Center's Superstore tab: body armor and helmets priced in Super Credits, with the CE-81 Juggernaut armor selected
The Superstore as Arrowhead showed it before launch, in its warbond explainer (January 30, 2024, captured on PS5); its layout has changed since: every set now has a permanent page.

9.2Free gear outside the warbonds

Every diver starts with the AR-23 Liberator, P-2 Peacemaker, G-12 High Explosive and MG-43 Machine Gun; most other stratagems are bought with Requisition as you level (Stratagems). Galactic War Campaigns reward everyone who logged in during a campaign, when the community wins a majority of the campaign's Major Orders. So far that has meant the M-103 Supply FRV, the R-4 Hyena marksman rifle, KDM-500 Outrider armor, the IX-Voidwalker helmet, the Eagle Gas Airstrike and the Message of Morale cape; the TD-110 Maelstrom tank is the prize of the Armored Eagle campaign, which began September 22, 2026. Missed the Supply FRV? It becomes a Requisition purchase for everyone in October 2026. How campaigns work: Rewards for taking part.

Reference · all 25 warbonds

Every warbond, page by page

Every warbond in release order: its price, pages, the Medals it takes to buy everything, its page gates, and every item on every page with its Medal cost. Choose with the ranked order; plan your Medals with this.

25
Warbonds
585
Items on their pages
19,325
Medals to own every item
25,500
SC to unlock every paid one

The overview in release order; the legendaries are the three at 1,500 Super Credits:

WarbondReleasedPrice (SC)TypePagesMedals to completeSource
Helldivers Mobilize!2024-02-080free102,015wiki
Steeled Veterans2024-02-081,000premium3686wiki
Cutting Edge2024-03-141,000premium3672wiki
Democratic Detonation2024-04-111,000premium3699wiki
Polar Patriots2024-05-091,000premium3669wiki
Viper Commandos2024-06-131,000premium3734wiki
Freedom's Flame2024-08-081,000premium3569wiki
Chemical Agents2024-09-191,000premium3814wiki
Truth Enforcers2024-10-311,000premium3686wiki
Urban Legends2024-12-131,000premium3836wiki
Servants of Freedom2025-02-061,000premium3598wiki
Borderline Justice2025-03-201,000premium3663wiki
Masters of Ceremony2025-05-151,000premium3641wiki
Force of Law2025-06-121,000premium3873wiki
Control Group2025-07-171,000premium3713wiki
Obedient Democracy Support Troopers2025-08-261,500legendary3637wiki
Dust Devils2025-09-041,000premium3863wiki
Python Commandos2025-12-021,000premium3788wiki
Righteous Revenants2025-12-181,500legendary3562wiki
Redacted Regiment2026-01-221,000premium3628wiki
Siege Breakers2026-02-031,000premium3853wiki
Entrenched Division2026-03-171,000premium3888wiki
Exo Experts2026-04-281,000premium3778wiki
Castellan's Creed2026-08-121,500legendary3657wiki
Ironclad Democracy2026-09-221,000premium3803wiki

How to read each warbond below: the card gives its price, its page gates and the community tiers (GR and SG, defined with the ranked order; opinions, community-tested); the table lists every item page by page. Rows typed "super credits" are the Super Credit stacks; helmets, capes, player cards, emotes, victory poses, titles and patterns are cosmetic.

10.1Helldivers Mobilize!

Launch key art: Helldivers under a Super Earth flag charge through yellow smoke beside the Helldivers 2 logo
The launch key art, which Mobilize's in-game cover also uses; no official post gives the free warbond art of its own (official, January 30, 2024).
Free · released 2024-02-08

10 pages · buy it first

2,015 Medals buy every item. Page gates, pages 1 to 10: 0, 8, 35, 75, 150, 260, 420, 650, 850, 1200 Medals spent here (graded likely). Its ten stacks hold 750 Super Credits.

Buy first: the Super Credit stacks on pages 1 to 5, Hellpod Space Optimization (page 3) and the cheap armor passives. Keep going for Stamina Enhancement (page 7) and the PLAS-1 Scorcher (page 10); the LAS-5 Scythe and Breaker Spray&Pray are fillers at best. Increased Reinforcement Budget on page 10 is the priciest item in any warbond.

PageItemTypeMedalsNotesSource
1Clappingvictory pose1cosmeticwiki
1Independence Bringer (player card)player card1cosmeticwiki
1100 Super Credits (page 1)super credits1100 SC for 1 Medals (100.0 SC per Medal)wiki
1G-6 Fragthrowable2Medium pen; frag grenade; wide blastwiki
1Independence Bringer (cape)cape2cosmeticwiki
1SC-34 Infiltrator (helmet)helmet2cosmetic; helmets carry no passivewiki
1SC-34 Infiltrator (armor)armor3light (armor 70, speed 530); passive Scout: map markers radar-scan every 2 s; enemy detection range -30%wiki
1SG-8 Punisherprimary4shotgun; Light pen; pump action; strong staggerwiki
2Liberty's Herald (player card)player card1cosmeticwiki
2Finger Gunsvictory pose2cosmeticwiki
2100 Super Credits (page 2)super credits2100 SC for 2 Medals (50.0 SC per Medal)wiki
2Liberty's Herald (cape)cape3cosmeticwiki
2P-19 Redeemersecondary5pistol; Light pen; full-auto machine pistolwiki
2FS-05 Marksman (helmet)helmet5cosmetic; helmets carry no passivewiki
2FS-05 Marksman (armor)armor6heavy (armor 150, speed 450); passive Fortified: 50% explosive resistance; -30% recoil crouched or pronewiki
2R-63 Diligenceprimary8marksman rifle; Light pen; semi-auto, 25 roundswiki
3Tideturner (player card)player card2cosmeticwiki
3100 Super Credits (page 3)super credits3100 SC for 3 Medals (33.3 SC per Medal)wiki
3Tideturner (cape)cape5cosmeticwiki
3CE-35 Trench Engineer (helmet)helmet7cosmetic; helmets carry no passivewiki
3Explosive Handshakeemote8cosmeticwiki
3CE-35 Trench Engineer (armor)armor10medium (armor 100, speed 500); passive Engineering Kit: +2 throwables; -30% recoil crouched or pronewiki
3SMG-37 Defenderprimary15SMG; Light pen; one-handed SMG (works with a shield)wiki
3Hellpod Space Optimizationbooster15squad drops and reinforces with full ammo, grenades and stimswiki
4Stars and Suffrage (player card)player card2cosmeticwiki
4100 Super Credits (page 4)super credits6100 SC for 6 Medals (16.7 SC per Medal)wiki
4The Cape of Stars and Suffrage (cape)cape8cosmeticwiki
4CM-09 Bonesnapper (helmet)helmet12cosmetic; helmets carry no passivewiki
4CM-09 Bonesnapper (armor)armor15medium (armor 100, speed 500); passive Med-Kit: +2 stims; stims last 2 s longerwiki
4SG-225 Breakerprimary20shotgun; Light pen; magazine-fed, fully automaticwiki
4Vitality Enhancementbooster20squad takes less damage and fewer injurieswiki
4Hugemote20cosmeticwiki
5Unblemished Allegiance (player card)player card4cosmeticwiki
5100 Super Credits (page 5)super credits10100 SC for 10 Medals (10.0 SC per Medal)wiki
5Unblemished Allegiance (cape)cape12cosmeticwiki
5G-16 Impactthrowable20Heavy pen; explodes on impactwiki
5DP-40 Hero of the Federation (helmet)helmet20cosmetic; helmets carry no passivewiki
5High-Fiveemote20cosmeticwiki
5DP-40 Hero of the Federation (armor)armor25medium (armor 100, speed 500); passive Democracy Protects: 50% chance to survive lethal damage; no chest bleedingwiki
5LAS-5 Scytheprimary30energy weapon; Light pen; continuous beam; heat, no reloadswiki
6Judgment Day (player card)player card6cosmeticwiki
6Flexvictory pose10cosmeticwiki
6Judgment Day (cape)cape15cosmeticwiki
650 Super Credits (page 6)super credits1550 SC for 15 Medals (3.3 SC per Medal)wiki
6FS-23 Battle Master (helmet)helmet25cosmetic; helmets carry no passivewiki
6FS-23 Battle Master (armor)armor35heavy (armor 150, speed 450); passive Fortified: 50% explosive resistance; -30% recoil crouched or pronewiki
6AR-23P Liberator Penetratorprimary40assault rifle; Medium pen; armor-piercing Liberatorwiki
6UAV Recon Boosterbooster40squad radar range about +50%wiki
7Cresting Honor (player card)player card7cosmeticwiki
7Cresting Honor (cape)cape15cosmeticwiki
750 Super Credits (page 7)super credits1550 SC for 15 Medals (3.3 SC per Medal)wiki
7SC-30 Trailblazer Scout (helmet)helmet35cosmetic; helmets carry no passivewiki
7Scout Handshakeemote35cosmeticwiki
7R-63CS Diligence Counter Sniperprimary40marksman rifle; Medium pen; harder-hitting Diligence, 15 roundswiki
7SC-30 Trailblazer Scout (armor)armor50light (armor 50, speed 550); passive Scout: map markers radar-scan every 2 s; enemy detection range -30%wiki
7Stamina Enhancementbooster75squad +22.5% max stamina, +40% stamina regenwiki
8Mantle of True Citizenship (player card)player card10cosmeticwiki
850 Super Credits (page 8)super credits2050 SC for 20 Medals (2.5 SC per Medal)wiki
8G-3 Smokethrowable25smoke screen; no damagewiki
8Mantle of True Citizenship (cape)cape25cosmeticwiki
8SA-04 Combat Technician (helmet)helmet40cosmetic; helmets carry no passivewiki
8Rock Paper Scissorsemote50cosmeticwiki
8SG-8S Sluggerprimary60shotgun; Medium pen; slugs; staggerwiki
8SA-04 Combat Technician (armor)armor60medium (armor 100, speed 500); passive Scout: map markers radar-scan every 2 s; enemy detection range -30%wiki
9Blazing Samaritan (player card)player card15cosmeticwiki
950 Super Credits (page 9)super credits2550 SC for 25 Medals (2.0 SC per Medal)wiki
9Blazing Samaritan (cape)cape30cosmeticwiki
9Loosen Upvictory pose30cosmeticwiki
9CM-14 Physician (helmet)helmet50cosmetic; helmets carry no passivewiki
9SG-225SP Breaker Spray&Prayprimary60shotgun; Light pen; many weak pelletswiki
9Muscle Enhancementbooster70squad slowed less by snow, mud and acidwiki
9CM-14 Physician (armor)armor70medium (armor 100, speed 500); passive Med-Kit: +2 stims; stims last 2 s longerwiki
10Light of Eternal Liberty (player card)player card20cosmeticwiki
10Light of Eternal Liberty (cape)cape40cosmeticwiki
10Big Whoopvictory pose50cosmeticwiki
1050 Super Credits (page 10)super credits5050 SC for 50 Medals (1.0 SC per Medal)wiki
10PLAS-1 Scorcherprimary75energy weapon; Light/Medium pen; explosive plasma boltswiki
10DP-11 Champion of the People (helmet)helmet75cosmetic; helmets carry no passivewiki
10DP-11 Champion of the People (armor)armor100medium (armor 100, speed 500); passive Democracy Protects: 50% chance to survive lethal damage; no chest bleedingwiki
10Increased Reinforcement Budgetbooster150+1 reinforcement per diver (5 to 6)wiki

10.2Steeled Veterans

A Helldiver in white-and-orange armor holds the JAR-5 Dominator against a desert sky
No official post carries key art for this warbond; Arrowhead's warbond explainer showed its JAR-5 Dominator (official, January 30, 2024, captured on PS5).
Premium · released 2024-02-08

1,000 SC · #18 of 24

686 Medals buy every item. Page gates: 0, 60, 200 Medals spent here (graded confirmed). Community tiers: GR C · SG B.

Buy it for the P-4 Senator (page 1). The SG-225IE Breaker Incendiary and JAR-5 Dominator are solid; the AR-23C Liberator Concussive is a filler.

PageItemTypeMedalsNotesSource
1Tyrant Hunter (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Super Personvictory pose8cosmeticwiki
1Tyrant Hunter (cape)cape8cosmeticwiki
1SA-25 Steel Trooper (helmet)helmet12cosmetic; helmets carry no passivewiki
1P-4 Senatorsecondary15pistol; Heavy pen; 6-shot revolverwiki
1SA-25 Steel Trooper (armor)armor18medium (armor 100, speed 500); passive Servo-Assisted: +30% throw range; +50% limb healthwiki
1AR-23C Liberator Concussiveprimary20assault rifle; Light pen; knockback, slow firewiki
2Cloak of Posterity's Gratitude (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Roll 'Emvictory pose15cosmeticwiki
2Cloak of Posterity's Gratitude (cape)cape16cosmeticwiki
2Drape of Glory (cape)cape16cosmeticwiki
2G-10 Incendiarythrowable25Medium pen; fire grenadewiki
2SA-12 Servo Assisted (helmet)helmet35cosmetic; helmets carry no passivewiki
2SA-12 Servo Assisted (armor)armor45medium (armor 100, speed 500); passive Servo-Assisted: +30% throw range; +50% limb healthwiki
2SG-225IE Breaker Incendiaryprimary60shotgun; Light pen; incendiary pelletswiki
3Bastion of Integrity (player card)player card16cosmeticwiki
3Bastion of Integrity (cape)cape20cosmeticwiki
3You're Nextvictory pose32cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3SA-32 Dynamo (helmet)helmet48cosmetic; helmets carry no passivewiki
3SA-32 Dynamo (armor)armor64heavy (armor 150, speed 450); passive Servo-Assisted: +30% throw range; +50% limb healthwiki
3Flexible Reinforcement Budgetbooster75after the budget runs out, new reinforcements come 25% faster (2:00 to 1:30)wiki
3JAR-5 Dominatorprimary80special primary; Medium pen; jet-propelled rounds; heavy staggerwiki

10.3Cutting Edge

A Helldiver in olive armor fires a blue energy rifle across a gray, rocky world
Its Steam announcement carries no key art; this is the post's image of its energy weapons in action (official, March 7, 2024, captured on PS5).
Premium · released 2024-03-14

1,000 SC · #13 of 24

672 Medals buy every item. Page gates: 0, 60, 230 Medals spent here (graded confirmed). Community tiers: GR B · SG B.

Buy it for the LAS-16 Sickle (page 1); the SG-8P Punisher Plasma and G-23 Stun are page 2's picks. The ARC-12 Blitzer is a bug-front gun; skip the LAS-7 Dagger.

PageItemTypeMedalsNotesSource
1Botslayer (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Botslayer (cape)cape8cosmeticwiki
1Head Tapvictory pose8cosmeticwiki
1EX-03 Prototype 3 (helmet)helmet12cosmetic; helmets carry no passivewiki
1Localization Confusionbooster18about 15% longer between enemy reinforcement callswiki
1EX-03 Prototype 3 (armor)armor18medium (armor 100, speed 500); passive Electrical Conduit: 95% arc resistancewiki
1LAS-16 Sickleprimary20energy weapon; Light pen; heat instead of ammowiki
2Martyris Rex (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Shotgun Showvictory pose15cosmeticwiki
2Martyris Rex (cape)cape20cosmeticwiki
2G-23 Stunthrowable25stuns enemies in the blast; no damagewiki
2EX-16 Prototype 16 (helmet)helmet35cosmetic; helmets carry no passivewiki
2EX-16 Prototype 16 (armor)armor45medium (armor 100, speed 500); passive Electrical Conduit: 95% arc resistancewiki
2SG-8P Punisher Plasmaprimary60energy weapon; Medium pen; explosive plasma shotgunwiki
3Agent of Oblivion (player card)player card16cosmeticwiki
3Agent of Oblivion (cape)cape30cosmeticwiki
3Presentablevictory pose32cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3EX-00 Prototype X (helmet)helmet48cosmetic; helmets carry no passivewiki
3LAS-7 Daggersecondary60special sidearm; Light pen; laser pistol; heat instead of ammowiki
3EX-00 Prototype X (armor)armor64light (armor 50, speed 550); passive Electrical Conduit: 95% arc resistancewiki
3ARC-12 Blitzerprimary80energy weapon; Medium pen; arc shotgun; unlimited ammo, chainswiki

10.4Democratic Detonation

Three Helldivers in dark armor with rifles walk out of a red haze beside the Democratic Detonation logo
Democratic Detonation key art (official announcement, April 4, 2024).
Premium · released 2024-04-11

1,000 SC · #1 of 24

699 Medals buy every item. Page gates: 0, 60, 230 Medals spent here (graded confirmed). Community tiers: GR S · SG S+.

Buy the G-123 Thermite first (page 1), then the R-36 Eruptor (page 2); the GP-31 Grenade Pistol and CB-9 Exploding Crossbow wait on page 3.

PageItemTypeMedalsNotesSource
1Harbinger of True Equality (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Harbinger of True Equality (cape)cape8cosmeticwiki
1Squatvictory pose8cosmeticwiki
1CE-27 Ground Breaker (helmet)helmet12cosmetic; helmets carry no passivewiki
1G-123 Thermitethrowable15AT III pen; sticky; burns, then explodes (2,000)wiki
1CE-27 Ground Breaker (armor)armor18medium (armor 100, speed 500); passive Engineering Kit: +2 throwables; -30% recoil crouched or pronewiki
1BR-14 Adjudicatorprimary20assault rifle; Medium pen; hard-hitting rifle, small magazinewiki
2Eagle's Fury (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Courtly Bowvictory pose15cosmeticwiki
2Eagle's Fury (cape)cape20cosmeticwiki
2CE-07 Demolition Specialist (helmet)helmet35cosmetic; helmets carry no passivewiki
2CE-07 Demolition Specialist (armor)armor45light (armor 64, speed 536); passive Engineering Kit: +2 throwables; -30% recoil crouched or pronewiki
2Expert Extraction Pilotbooster55extraction shuttle 30% faster (2:00 to 1:24)wiki
2R-36 Eruptorprimary60explosive weapon; Heavy/Medium pen; bolt-action explosive rifle; closes holes and fabricatorswiki
3Freedom's Tapestry (player card)player card16cosmeticwiki
3Freedom's Tapestry (cape)cape30cosmeticwiki
3Boxervictory pose32cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3FS-55 Devastator (helmet)helmet48cosmetic; helmets carry no passivewiki
3GP-31 Grenade Pistolsecondary60special sidearm; Medium pen; single-shot grenade sidearm; closes holes and fabricatorswiki
3FS-55 Devastator (armor)armor64heavy (armor 150, speed 450); passive Fortified: 50% explosive resistance; -30% recoil crouched or pronewiki
3CB-9 Exploding Crossbowprimary80explosive weapon; Medium pen; one-handed; explosive boltswiki

10.5Polar Patriots

Three Helldivers in white and blue winter armor against an icy backdrop under the Polar Patriots logo
Polar Patriots key art (official announcement, May 2, 2024).
Premium · released 2024-05-09

1,000 SC · #7 of 24

669 Medals buy every item. Page gates: 0, 60, 230 Medals spent here (graded confirmed). Community tiers: GR C · SG S.

Buy it for the PLAS-101 Purifier (page 3); the CW-22 Kodiak (Fortified heavy armor) and G-13 Incendiary Impact on page 2 are the other keepers. Skip the SMG-72 Pummeler.

PageItemTypeMedalsNotesSource
1Dissident's Nightmare (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Dissident's Nightmare (cape)cape8cosmeticwiki
1Mime Instrumentationvictory pose8cosmeticwiki
1CW-36 Winter Warrior (helmet)helmet12cosmetic; helmets carry no passivewiki
1Motivational Shocksbooster15squad recovers faster from slows (acid)wiki
1CW-36 Winter Warrior (armor)armor18heavy (armor 150, speed 450); passive Servo-Assisted: +30% throw range; +50% limb healthwiki
1AR-61 Tenderizerprimary20assault rifle; Light pen; high damage per roundwiki
2Pinions of Everlasting Glory (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Call the Helldiversvictory pose15cosmeticwiki
2Pinions of Everlasting Glory (cape)cape20cosmeticwiki
2G-13 Incendiary Impactthrowable25Medium pen; fire on impactwiki
2CW-22 Kodiak (helmet)helmet35cosmetic; helmets carry no passivewiki
2CW-22 Kodiak (armor)armor45heavy (armor 150, speed 450); passive Fortified: 50% explosive resistance; -30% recoil crouched or pronewiki
2SMG-72 Pummelerprimary60SMG; Light pen; SMG that staggers and slowswiki
3Order of the Venerated Ballot (player card)player card16cosmeticwiki
3Order of the Venerated Ballot (cape)cape30cosmeticwiki
3Distribute Ballotsvictory pose32cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3CW-4 Arctic Ranger (helmet)helmet48cosmetic; helmets carry no passivewiki
3P-113 Verdictsecondary60pistol; Medium pen; semi-auto, 10 roundswiki
3CW-4 Arctic Ranger (armor)armor64light (armor 50, speed 550); passive Scout: map markers radar-scan every 2 s; enemy detection range -30%wiki
3PLAS-101 Purifierprimary80energy weapon; Medium pen; charge-up explosive shotswiki

10.6Viper Commandos

Two Helldivers in jungle gear, one in a red beret, in front of an exosuit in a jungle under the Viper Commandos logo
Viper Commandos key art (official announcement, June 6, 2024).
Premium · released 2024-06-13

1,000 SC · #19 of 24

734 Medals buy every item. Page gates: 0, 100, 275 Medals spent here (graded unverified: GamesRadar's launch article reads the higher page-2 figure used here, both wikis 60). Community tiers: GR C · SG B.

Buy it for Experimental Infusion (page 3). The SG-22 Bushwhacker and AR-23A Liberator Carbine are adequate, and Peak Physique armor is for melee builds.

PageItemTypeMedalsNotesSource
1Mark of the Crimson Fang (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Mark of the Crimson Fang (cape)cape8cosmeticwiki
1Welcome Adorationvictory pose8cosmeticwiki
1AR-23A Liberator Carbineprimary20assault rifle; Light pen; fast fire ratewiki
1Undergrowth Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1PH-9 Predator (helmet)helmet30cosmetic; helmets carry no passivewiki
1PH-9 Predator (armor)armor40light (armor 50, speed 550); passive Peak Physique: +40% melee damage; less weapon dragwiki
2Executioner's Canopy (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Guns of Libertyvictory pose15cosmeticwiki
2Executioner's Canopy (cape)cape20cosmeticwiki
2PH-202 Twigsnapper (helmet)helmet35cosmetic; helmets carry no passivewiki
2PH-202 Twigsnapper (armor)armor45heavy (armor 150, speed 450); passive Peak Physique: +40% melee damage; less weapon dragwiki
2SG-22 Bushwhackersecondary50special sidearm; Light pen; triple-barrel sawed-off shotgunwiki
2Undergrowth Shuttle patternpattern50cosmetic; shuttle wrapwiki
3Viper Commandotitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Undergrowth Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Undergrowth Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3K-2 Throwing Knifethrowable60Medium pen; silent knives; carry 20wiki
3Test of Convictionemote70cosmeticwiki
3Experimental Infusionbooster80stims add 10% speed and 10% damage resistance for a whilewiki

10.7Freedom's Flame

Two Helldivers in fire-resistant armor stand before an orange exosuit amid flames under the Freedom's Flame logo
Freedom's Flame key art (official announcement, July 30, 2024).
Premium · released 2024-08-08

1,000 SC · #11 of 24

569 Medals buy every item. Page gates: 0, 60, 230 Medals spent here (graded confirmed). Community tiers: GR A · SG A.

Buy it for the FLAM-66 Torcher (page 2) and P-72 Crisper (page 3); Inflammable armor resists fire. The cheapest premium to complete, and weak against bots.

PageItemTypeMedalsNotesSource
1Purifying Eclipse (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Big Stretchvictory pose8cosmeticwiki
1Purifying Eclipse (cape)cape8cosmeticwiki
1Safety Orange Hellpod patternpattern10cosmetic; Hellpod wrapwiki
1I-09 Heatseeker (helmet)helmet12cosmetic; helmets carry no passivewiki
1I-09 Heatseeker (armor)armor18light (armor 50, speed 550); passive Inflammable: 75% fire resistancewiki
1SG-451 Cookoutprimary20shotgun; Light pen; incendiary pump actionwiki
2The Breach (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Deep Reflectionvictory pose15cosmeticwiki
2The Breach (cape)cape20cosmeticwiki
2Safety Orange Shuttle patternpattern25cosmetic; shuttle wrapwiki
2I-102 Draconaught (helmet)helmet35cosmetic; helmets carry no passivewiki
2FLAM-66 Torcherprimary40special primary; Heavy pen; flamethrower primarywiki
2I-102 Draconaught (armor)armor45medium (armor 100, speed 500); passive Inflammable: 75% fire resistancewiki
3Fire Safety Officertitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Thoracic Collision Exultation Maneuveremote35cosmeticwiki
3Safety Orange Exosuit patternpattern40cosmetic; exosuit wrapwiki
3P-72 Crispersecondary45special sidearm; Heavy pen; flamethrower sidearmwiki
3Safety Orange Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3Firebomb Hellpodsbooster60hellpods set enemies on fire on landingwiki

10.8Chemical Agents

Two Helldivers in hazmat armor stand before an exosuit and a drone in green gas clouds under the Chemical Agents logo
Chemical Agents key art (official announcement, September 12, 2024).
Premium · released 2024-09-19

1,000 SC · #20 of 24

814 Medals buy every item. Page gates: 0, 110, 300 Medals spent here (graded confirmed). Community tiers: GR C · SG B.

Buy it for the G-4 Gas grenade (page 1). The TX-41 Sterilizer and P-11 Stim Pistol rate D; the Dog Breath drone and Advanced Filtration armor are for gas builds.

PageItemTypeMedalsNotesSource
1Standard of Safe Distance (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Ewvictory pose8cosmeticwiki
1Standard of Safe Distance (cape)cape8cosmeticwiki
1Mustard Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1G-4 Gasthrowable30gas cloud; confuses and damageswiki
1AF-50 Noxious Ranger (helmet)helmet30cosmetic; helmets carry no passivewiki
1AF-50 Noxious Ranger (armor)armor40light (armor 50, speed 550); passive Advanced Filtration: 80% gas resistancewiki
2Patient Zero's Remembrance (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Patient Zero's Remembrance (cape)cape20cosmeticwiki
2AF-02 Haz-Master (helmet)helmet35cosmetic; helmets carry no passivewiki
2AF-02 Haz-Master (armor)armor45medium (armor 100, speed 500); passive Advanced Filtration: 80% gas resistancewiki
2Mustard Shuttle patternpattern50cosmetic; shuttle wrapwiki
2TX-41 Sterilizerstratagem85support weapon; 480 s cooldown; gas sprayer; blinds and slowswiki
3Expert Exterminatortitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Mustard Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Mustard Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3Natural Gas Extractionemote70cosmeticwiki
3P-11 Stim Pistolsecondary80special sidearm; heals teammates at range; no damagewiki
3AX/TX-13 "Guard Dog" Dog Breathstratagem110backpack; 480 s cooldown; gas-spraying dronewiki

10.9Truth Enforcers

A Helldiver in red armor and one in a white officer's uniform stand before a black-and-red exosuit under the Truth Enforcers logo
Truth Enforcers key art (official announcement, October 24, 2024).
Premium · released 2024-10-31

1,000 SC · #14 of 24

686 Medals buy every item. Page gates: 0, 90, 250 Medals spent here (graded likely; recorded by GamesRadar only). Community tiers: GR B · SG B.

Buy it for the PLAS-15 Loyalist (page 3); the Unflinching armors resist flinching and add radar scans, and the SMG-32 Reprimand is a fair SMG against bots and squids (GR B).

PageItemTypeMedalsNotesSource
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Inconspicuous Black Hellpod patternpattern10cosmetic; Hellpod wrapwiki
1SG-20 Haltprimary20shotgun; Medium/Light pen; switches stun rounds and flechetteswiki
1Dead Sprintbooster35sprint on empty stamina by spending healthwiki
1Inconspicuous Black Exosuit patternpattern50cosmetic; exosuit wrapwiki
2Pride of the Whistleblower (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Pride of the Whistleblower (cape)cape20cosmeticwiki
2UF-50 Bloodhound (helmet)helmet35cosmetic; helmets carry no passivewiki
2SMG-32 Reprimandprimary40SMG; Medium pen; hard-hitting, 25 roundswiki
2UF-50 Bloodhound (armor)armor45medium (armor 125, speed 500); passive Unflinching: less flinch; higher armor rating; map-marker radar scanswiki
2Inconspicuous Black Shuttle patternpattern50cosmetic; shuttle wrapwiki
3Proof of Faultless Virtue (player card)player card15cosmeticwiki
3Free of Thoughttitle20cosmeticwiki
3Proof of Faultless Virtue (cape)cape30cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3PLAS-15 Loyalistsecondary45special sidearm; Medium pen; plasma pistol; charged explosive shotwiki
3UF-16 Inspector (helmet)helmet45cosmetic; helmets carry no passivewiki
3At Easeemote50cosmeticwiki
3Inconspicuous Black Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3UF-16 Inspector (armor)armor65light (armor 75, speed 550); passive Unflinching: less flinch; higher armor rating; map-marker radar scanswiki

10.10Urban Legends

Two Helldivers, one swinging an electric stun lance, beside an armored vehicle in a smoky city under the Urban Legends logo
Urban Legends key art (official announcement, December 13, 2024).
Premium · released 2024-12-13

1,000 SC · #10 of 24

836 Medals buy every item. Page gates: 0, 160, 410 Medals spent here (graded unverified; page 3 may open at 250). Community tiers: GR A · SG A.

Buy it for the Siege-Ready armors (pages 1 and 2) and the E/AT-12 Anti-Tank Emplacement (page 3); the A/FLAM-40 Flame Sentry suits bugs and squids.

PageItemTypeMedalsNotesSource
1Rebar Resolve (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Greatcloak of Rebar Resolve (cape)cape8cosmeticwiki
1Concrete Jungle Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1CQC-19 Stun Lancesecondary30melee; Medium pen; reach melee; stunswiki
1SR-24 Street Scout (helmet)helmet30cosmetic; helmets carry no passivewiki
1SR-24 Street Scout (armor)armor40light (armor 50, speed 550); passive Siege-Ready: +30% primary reload speed; +20% ammo for all weaponswiki
1SH-51 Directional Shieldstratagem75backpack; 300 s cooldown; front-facing shield backpackwiki
2Holder of the Yellow Line (player card)player card5cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Holder of the Yellow Line (cape)cape20cosmeticwiki
2SR-18 Roadblock (helmet)helmet35cosmetic; helmets carry no passivewiki
2SR-18 Roadblock (armor)armor45heavy (armor 150, speed 450); passive Siege-Ready: +30% primary reload speed; +20% ammo for all weaponswiki
2Concrete Jungle Shuttle patternpattern50cosmetic; shuttle wrapwiki
2Armed Resupply Podsbooster55resupply pods double as Liberator turretswiki
2A/FLAM-40 Flame Sentrystratagem85sentry; 100 s cooldown; flamethrower turret; cost check: GamesRadar (2024) says 75; grid, table, item page and Fandom say 85wiki
3Super Pedestriantitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Concrete Jungle Exosuit patternpattern50cosmetic; exosuit wrapwiki
3This Is Democracyemote50cosmeticwiki
3Concrete Jungle Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3E/AT-12 Anti-Tank Emplacementstratagem110emplacement; 180 s cooldown; manned anti-tank cannonwiki

10.11Servants of Freedom

Two Helldivers, one hooded, walk away from a fiery explosion beside a statue under the Servants of Freedom logo
Servants of Freedom key art (official announcement, February 4, 2025).
Premium · released 2025-02-06

1,000 SC · #2 of 24

598 Medals buy every item. Page gates: 0, 95, 230 Medals spent here (graded likely). Community tiers: GR S · SG S+.

Buy it for the GP-20 Ultimatum (page 2) and the B-100 Portable Hellbomb (page 3). Its Integrated Explosives armor explodes after you die, so mind your squad.

PageItemTypeMedalsNotesSource
1Fre Liberam (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Fre Liberam (cape)cape8cosmeticwiki
1IE-3 Martyr (helmet)helmet30cosmetic; helmets carry no passivewiki
1LAS-17 Double-Edge Sickleprimary35energy weapon; pen rises Light to Heavy with heat, burning the userwiki
1IE-3 Martyr (armor)armor45medium (armor 100, speed 500); passive Integrated Explosives: you explode 1.5 s after death; +2 throwableswiki
2Per Democrasum (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Per Democrasum (cape)cape25cosmeticwiki
2GP-20 Ultimatumsecondary40special sidearm; AT II pen; one-shot mini-nuke sidearm; short rangewiki
2IE-12 Righteous (helmet)helmet45cosmetic; helmets carry no passivewiki
2IE-12 Righteous (armor)armor55medium (armor 100, speed 500); passive Integrated Explosives: you explode 1.5 s after death; +2 throwableswiki
3Servant of Freedomtitle25cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Raise Weaponemote55cosmeticwiki
3G-50 Seekerthrowable65Heavy pen; drone that hunts nearby or pinged enemieswiki
3B-100 Portable Hellbombstratagem110backpack; 300 s cooldown; carry and set off a Hellbomb (10 s fuse)wiki

10.12Borderline Justice

Two Helldivers in dusters on a dusty plain, one aiming a gold revolver, under the Borderline Justice logo
Borderline Justice key art (official announcement, March 18, 2025).
Premium · released 2025-03-20

1,000 SC · #12 of 24

663 Medals buy every item. Page gates: 0, 95, 230 Medals spent here (graded confirmed). Community tiers: GR B · SG A.

Buy it for the LAS-58 Talon (page 2); the R-6 Deadeye, TED-63 Dynamite and LIFT-860 Hover Pack round it out.

PageItemTypeMedalsNotesSource
1Reaper of Bounties (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Reaper of Bounties (cape)cape8cosmeticwiki
1GS-17 Frontier Marshal (helmet)helmet30cosmetic; helmets carry no passivewiki
1R-6 Deadeyeprimary35marksman rifle; Medium pen; lever-action riflewiki
1GS-17 Frontier Marshal (armor)armor45medium (armor 100, speed 500); passive Gunslinger: sidearm reload +40%, draw +50%, recoil -70%wiki
2Way of the Bandolier (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Way of the Bandolier (cape)cape25cosmeticwiki
2LAS-58 Talonsecondary40special sidearm; Medium pen; laser revolver; heat instead of ammowiki
2GS-66 Lawmaker (helmet)helmet45cosmetic; helmets carry no passivewiki
2GS-66 Lawmaker (armor)armor55heavy (armor 150, speed 450); passive Gunslinger: sidearm reload +40%, draw +50%, recoil -70%wiki
3Super Sherifftitle25cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Tip Hatemote55cosmeticwiki
3TED-63 Dynamitethrowable65Heavy pen; big blast; variable fusewiki
3Sample Extricatorbooster65large enemies may drop samples (max 10 a mission)wiki
3LIFT-860 Hover Packstratagem110backpack; 480 s cooldown; hover jump packwiki

10.13Masters of Ceremony

A Helldiver in a dress uniform and one holding a bayoneted rifle stand under a flyover of jets beside the Masters of Ceremony logo
Masters of Ceremony key art (official announcement, May 8, 2025).
Premium · released 2025-05-15

1,000 SC · #22 of 24

641 Medals buy every item. Page gates: 0, 95, 230 Medals spent here (graded likely). Community tiers: GR D · SG C.

Little to buy for combat: the R-2 Amendment and G-142 Pyrotech, and the Sample Scanner if you are still farming samples for ship modules. Skip the CQC-1 One True Flag.

PageItemTypeMedalsNotesSource
1Federation's Embrace (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Federation's Embrace (cape)cape8cosmeticwiki
1RE-2310 Honorary Guard (helmet)helmet30cosmetic; helmets carry no passivewiki
1R-2 Amendmentprimary35marksman rifle; Light pen; bayonetwiki
1RE-2310 Honorary Guard (armor)armor45medium (armor 100, speed 500); passive Reinforced Epaulettes: +30% primary reload; 50% limb-injury avoidance; +20% meleewiki
2Humble Regalia (player card)player card2cosmeticwiki
2Humble Regalia (cape)cape8cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2CQC-2 Sabersecondary40melee; Medium pen; swordwiki
2RE-1861 Parade Commander (helmet)helmet45cosmetic; helmets carry no passivewiki
2RE-1861 Parade Commander (armor)armor55light (armor 50, speed 550); passive Reinforced Epaulettes: +30% primary reload; 50% limb-injury avoidance; +20% meleewiki
3Decorated Herotitle25cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Lockstepemote55cosmeticwiki
3G-142 Pyrotechthrowable65AT III pen; sticky burning chargewiki
3Sample Scannerbooster6515% chance to double sample pickupswiki
3CQC-1 One True Flagstratagem110support weapon; Medium pen; 480 s cooldown; melee flagwiki

10.14Force of Law

Two police-style Helldivers, one behind a riot shield, beside an armored vehicle and an arc drone in a neon city under the Force of Law logo
Force of Law key art (official announcement, June 5, 2025).
Premium · released 2025-06-12

1,000 SC · #21 of 24

873 Medals buy every item. Page gates: 0, 125, 390 Medals spent here (graded likely). Community tiers: GR C · SG C.

Buy it for the GL-52 De-Escalator (page 2) if you fight bugs or squids; skip the AR-32 Pacifier.

PageItemTypeMedalsNotesSource
1Miranda's Legacy (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Miranda's Legacy (cape)cape8cosmeticwiki
1Signal: Holdemote20cosmetic; cost check: item page says p3/50 (copy error); grid, table and GamesRadar p1/20wiki
1True Blue Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1BP-20 Correct Officer (helmet)helmet30cosmetic; helmets carry no passivewiki
1AR-32 Pacifierprimary35assault rifle; Medium pen; stun-round riflewiki
1BP-20 Correct Officer (armor)armor45medium (armor 100, speed 500); passive Ballistic Padding: 25% chest and 25% explosive resistance; no chest bleedingwiki
2Mother Eagle's Wings (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Signal: Silenceemote20cosmeticwiki
2Mother Eagle's Wings (cape)cape25cosmeticwiki
2BP-32 Jackboot (helmet)helmet45cosmetic; helmets carry no passivewiki
2True Blue Shuttle patternpattern50cosmetic; shuttle wrapwiki
2Stun Podsbooster55hellpods stun enemies on landingwiki
2BP-32 Jackboot (armor)armor55light (armor 50, speed 550); passive Ballistic Padding: 25% chest and 25% explosive resistance; no chest bleedingwiki
2GL-52 De-Escalatorstratagem85support weapon; Heavy pen; 480 s cooldown; arc grenade launcher; stuns groupswiki
3Extra Judicialtitle20cosmeticwiki
3Signal: Group Upemote20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3True Blue Exosuit patternpattern50cosmetic; exosuit wrapwiki
3True Blue Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3G-109 Urchinthrowable65sticky stun spikeswiki
3AX/ARC-3 K-9stratagem110backpack; 480 s cooldown; arc dronewiki

10.15Control Group

Two Helldivers in gray-and-blue armor, one firing a glowing plasma weapon, beside a small turret under the Control Group logo
Control Group key art (official announcement, July 10, 2025).
Premium · released 2025-07-17

1,000 SC · #6 of 24

713 Medals buy every item. Page gates: 0, 150, 320 Medals spent here (graded confirmed). Community tiers: GR A · SG S+.

Buy it for the LIFT-182 Warp Pack (page 3); the PLAS-45 Epoch and VG-70 Variable are strong but can hurt you, and Adreno-Defibrillator armor gives a one-time revive.

PageItemTypeMedalsNotesSource
1Conductor of Brilliance (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Conductor of Brilliance (cape)cape8cosmeticwiki
1AD-26 Bleeding Edge (helmet)helmet30cosmetic; helmets carry no passivewiki
1VG-70 Variableprimary35special primary; Light pen; switchable fire-rate riflewiki
1AD-26 Bleeding Edge (armor)armor45medium (armor 100, speed 500); passive Adreno-Defibrillator: one-time revive on death; stims +2 s; 50% arc resistancewiki
1PLAS-45 Epochstratagem75support weapon; AT I pen; 480 s cooldown; charged plasma cannon; overcharge hurts the userwiki
2Over Artifice Triumphant (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Over Artifice Triumphant (cape)cape25cosmeticwiki
2AD-49 Apollonian (helmet)helmet45cosmetic; helmets carry no passivewiki
2AD-49 Apollonian (armor)armor55heavy (armor 150, speed 450); passive Adreno-Defibrillator: one-time revive on death; stims +2 s; 50% arc resistancewiki
2A/LAS-98 Laser Sentrystratagem85sentry; 150 s cooldown; laser turretwiki
3Exemplary Subjecttitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Protect Eardrumsemote55cosmeticwiki
3G-31 Arcthrowable65Heavy pen; arc blast that chainswiki
3LIFT-182 Warp Packstratagem110backpack; 480 s cooldown; short-range teleportwiki

10.16Obedient Democracy Support Troopers

Two Helldivers in Halo ODST-style armor in the rain beside the Helldivers 2 x Halo: ODST legendary warbond logo
Obedient Democracy Support Troopers, the Halo: ODST crossover, key art (official announcement, August 19, 2025).
Legendary · released 2025-08-26

1,500 SC · #23 of 24

637 Medals buy every item. Page gates: 0, 135, 280 Medals spent here (graded likely). No Super Credits inside; the token cannot unlock it. Community tiers: GR C · SG D.

Buy it only for the Halo look or a quiet set: Feet First armor, the M7S SMG and the M6C/SOCOM Pistol.

PageItemTypeMedalsNotesSource
1Honored Heirloom (player card)player card2cosmeticwiki
1Honored Heirloom (cape)cape8cosmeticwiki
1Mean Green Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1A-9 Helljumper (helmet)helmet30cosmetic; helmets carry no passivewiki
1MA5C Assault Rifleprimary35assault rifle; Medium pen; Halo crossover riflewiki
1A-9 Helljumper (armor)armor45medium (armor 100, speed 500); passive Feet First: 50% quieter; +30% point-of-interest range; no leg injurieswiki
2Eye of the Clandestine (player card)player card7cosmeticwiki
2Eye of the Clandestine (cape)cape25cosmeticwiki
2A-35 Recon (helmet)helmet45cosmetic; helmets carry no passivewiki
2M7S SMGprimary50SMG; Light pen; suppressedwiki
2Mean Green Shuttle patternpattern50cosmetic; shuttle wrapwiki
2A-35 Recon (armor)armor55medium (armor 100, speed 500); passive Feet First: 50% quieter; +30% point-of-interest range; no leg injurieswiki
3Rookietitle20cosmeticwiki
3Mean Green Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Mean Green Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3M90A Shotgunprimary65shotgun; Light pen; high damage, 6 shellswiki
3M6C/SOCOM Pistolsecondary75pistol; Light pen; suppressedwiki

10.17Dust Devils

Two Helldivers in desert armor, one firing a launcher and one holding a harpoon gun, under a dropship beside the Dust Devils logo
Dust Devils key art (official announcement, August 28, 2025).
Premium · released 2025-09-04

1,000 SC · #3 of 24

863 Medals buy every item. Page gates: 0, 110, 380 Medals spent here (graded unverified; page 3 may open at 270). Community tiers: GR S · SG S+.

Buy the AR-2 Coyote first (page 1), then the S-11 Speargun or EAT-700 Expendable Napalm (page 2); the MS-11 Solo Silo waits on page 3.

PageItemTypeMedalsNotesSource
1Rightful Occupier (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Rightful Occupier (cape)cape8cosmeticwiki
1Rattlesnake Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1DS-42 Federation's Blade (helmet)helmet30cosmetic; helmets carry no passivewiki
1AR-2 Coyoteprimary35assault rifle; Medium pen; incendiary roundswiki
1DS-42 Federation's Blade (armor)armor45heavy (armor 150, speed 450); passive Desert Stormer: 40% fire, gas, acid and arc resistance; +20% throw rangewiki
2Windswept Wayfinder (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Windswept Wayfinder (cape)cape25cosmeticwiki
2DS-191 Scorpion (helmet)helmet45cosmetic; helmets carry no passivewiki
2Rattlesnake Shuttle patternpattern50cosmetic; shuttle wrapwiki
2DS-191 Scorpion (armor)armor55medium (armor 100, speed 500); passive Desert Stormer: 40% fire, gas, acid and arc resistance; +20% throw rangewiki
2EAT-700 Expendable Napalmstratagem85support weapon; Medium pen; 140 s cooldown; expendable napalm rocketwiki
2S-11 Speargunstratagem85support weapon; AT I pen; 480 s cooldown; harpoon plus gaswiki
3Burier of Headstitle20cosmeticwiki
3Raider's Cheeremote20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Rattlesnake Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Rattlesnake Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3G-7 Pineapplethrowable65Medium pen; cluster bombletswiki
3MS-11 Solo Silostratagem110support weapon; AT III/AT V pen; 180 s cooldown; guided missile silo; one-shots the biggest targetswiki

10.18Python Commandos

Two jungle-green Helldivers, one with a minigun, beside a flamethrower drone under the Python Commandos logo
Python Commandos key art (official announcement, November 25, 2025).
Premium · released 2025-12-02

1,000 SC · #17 of 24

788 Medals buy every item. Page gates: 0, 165, 370 Medals spent here (graded unverified; page 3 may open at 205). Community tiers: GR B · SG B.

Buy it for the AX/FLAM-75 Hot Dog drone (page 1); the AR/GL-21 One-Two got more grenades in 7.1.0. The M-1000 Maxigun and CQC-9 Defoliation Tool disappoint.

PageItemTypeMedalsNotesSource
1Mark of the Constrictor (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Mark of the Constrictor (cape)cape8cosmeticwiki
1Chameleon Camo Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1RS-20 Constrictor (helmet)helmet30cosmetic; helmets carry no passivewiki
1AR/GL-21 One-Twoprimary35assault rifle; Light/Medium pen; rifle with under-barrel grenade launcher (grenades 3/5/5 since 7.1.0)wiki
1RS-20 Constrictor (armor)armor45light (armor 50, speed 550); passive Rock Solid: +40% melee damage; resists knockdownwiki
1AX/FLAM-75 "Guard Dog" Hot Dogstratagem75backpack; 480 s cooldown; flamethrower dronewiki
2Foe Rent Asunder (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Foe Rent Asunder (cape)cape25cosmeticwiki
2RS-40 Beast of Prey (helmet)helmet45cosmetic; helmets carry no passivewiki
2Chameleon Camo Shuttle patternpattern50cosmetic; shuttle wrapwiki
2RS-40 Beast of Prey (armor)armor55heavy (armor 150, speed 450); passive Rock Solid: +40% melee damage; resists knockdownwiki
2CQC-9 Defoliation Toolstratagem85support weapon; AT I pen; 480 s cooldown; chainsawwiki
3Front-Leaning Rest Positionemote20cosmeticwiki
3Python Commandotitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Chameleon Camo Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Chameleon Camo Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3M-1000 Maxigunstratagem110support weapon; Medium pen; 480 s cooldown; backpack minigunwiki

10.19Righteous Revenants

Two Helldivers in Helghast-style armor with glowing red eyes beside the Helldivers 2 x Killzone legendary warbond logo
Righteous Revenants, the Killzone crossover, key art (official announcement, December 11, 2025).
Legendary · released 2025-12-18

1,500 SC · #24 of 24

562 Medals buy every item. Page gates: 0, 105, 280 Medals spent here (graded unverified: never recorded page by page, so estimated; the wiki's all-pages figure agrees). No Super Credits inside; the token cannot unlock it. Community tiers: GR D · SG D.

Skip it unless it came free with a 2024 Killzone Superstore item; the PLAS-39 Accelerator Rifle and Acclimated armor are its only standouts.

PageItemTypeMedalsNotesSource
1Strength in Our Arms (player card)player card2cosmeticwiki
1Strength in Our Arms (cape)cape8cosmeticwiki
1Extrasolar Ash Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1AC-1 Dutiful (helmet)helmet30cosmetic; helmets carry no passivewiki
1StA-52 Assault Rifleprimary35assault rifle; Light pen; drum magazinewiki
1AC-1 Dutiful (armor)armor45medium (armor 100, speed 500); passive Acclimated: 50% fire, gas, acid and arc resistancewiki
2Defender of Our Dream (player card)player card7cosmeticwiki
2Defender of Our Dream (cape)cape25cosmeticwiki
2AC-2 Obedient (helmet)helmet45cosmetic; helmets carry no passivewiki
2PLAS-39 Accelerator Rifleprimary50energy weapon; Medium pen; plasma sniper riflewiki
2Extrasolar Ash Shuttle patternpattern50cosmetic; shuttle wrapwiki
2AC-2 Obedient (armor)armor55light (armor 50, speed 550); passive Acclimated: 50% fire, gas, acid and arc resistancewiki
3Assault Infantrytitle20cosmeticwiki
3Extrasolar Ash Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Extrasolar Ash Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3StA-11 SMGprimary65SMG; Light pen; helical magazinewiki

10.20Redacted Regiment

Two dark-armored Helldivers, one kneeling with a suppressed rifle, on a misty ridge under the Redacted Regiment logo
Redacted Regiment key art (official announcement, January 13, 2026).
Premium · released 2026-01-22

1,000 SC · #4 of 24

628 Medals buy every item. Page gates: 0, 145, 215 Medals spent here (graded likely). Community tiers: GR S · SG S.

Buy the R-72 Censor and RS-89 Shadow Paragon armor first (page 1): page 2 needs nearly all of page 1. The B/MD C4 Pack and Concealed Insertion wait on page 3.

PageItemTypeMedalsNotesSource
1Pillar of the Abyss (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Pillar of the Abyss (cape)cape8cosmeticwiki
1P-35 Re-Educatorsecondary20special sidearm; Heavy pen; gas pistolwiki
1RS-89 Shadow Paragon (helmet)helmet30cosmetic; helmets carry no passivewiki
1R-72 Censorprimary35marksman rifle; Light pen; suppressedwiki
1RS-89 Shadow Paragon (armor)armor45light (armor 50, speed 550); passive Reduced Signature: 50% quieter; enemy detection range -40%wiki
2Triangulation Veil (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Triangulation Veil (cape)cape25cosmeticwiki
2RS-67 Null Cipher (helmet)helmet45cosmetic; helmets carry no passivewiki
2AR-59 Suppressorprimary50assault rifle; Light pen; suppressedwiki
2RS-67 Null Cipher (armor)armor55medium (armor 100, speed 500); passive Reduced Signature: 50% quieter; enemy detection range -40%wiki
3Target Sightedvictory pose20cosmeticwiki
3[REDACTED]title20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Concealed Insertionbooster40hellpods pop smoke on landingwiki
3TM-1 Lure Minethrowable65AT I/Medium pen; sticky mine that draws enemies inwiki
3B/MD C4 Packstratagem110support weapon; AT III pen; 480 s cooldown; remote-detonated C4 chargeswiki

10.21Siege Breakers

Two Helldivers, one swinging a hammer, on burning Automaton wreckage under the Siege Breakers logo
Siege Breakers key art (official announcement, January 27, 2026).
Premium · released 2026-02-03

1,000 SC · #8 of 24

853 Medals buy every item. Page gates: 0, 165, 375 Medals spent here (graded unverified; page 3 may open at 210). Community tiers: GR A · SG S.

Buy it for the EAT-411 Leveller (page 2); the CQC-20 Breaching Hammer and LAS-13 Trident sit on page 1. The GL-28 Belt-Fed Grenade Launcher underwhelms.

PageItemTypeMedalsNotesSource
1Rags of the Fashionable (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Rags of the Fashionable (cape)cape8cosmeticwiki
1Churned Earth Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1SA-7 Headfirst (helmet)helmet30cosmetic; helmets carry no passivewiki
1LAS-13 Tridentprimary35energy weapon; Light pen; laser shotgun, 6 beams per shot, wide horizontal spread; heat instead of magazines (recoil cut in 7.1.0)wiki
1SA-7 Headfirst (armor)armor45medium (armor 125, speed 500); passive Supplementary Adrenaline: regain stamina when hit; higher armor ratingwiki
1CQC-20 Breaching Hammerstratagem75support weapon; Medium/AT II pen; 480 s cooldown; hammer with an explosive headwiki
2Wedgeful Tricorn (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Wedgeful Tricorn (cape)cape25cosmeticwiki
2SA-8 Ram (helmet)helmet45cosmetic; helmets carry no passivewiki
2Churned Earth Shuttle patternpattern50cosmetic; shuttle wrapwiki
2SA-8 Ram (armor)armor55heavy (armor 175, speed 450); passive Supplementary Adrenaline: regain stamina when hit; higher armor ratingwiki
2EAT-411 Levellerstratagem85support weapon; AT II pen; 140 s cooldown; expendable anti-tank rocketwiki
3Bunker Bustertitle20cosmeticwiki
3Display of Brawnemote20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Churned Earth Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Churned Earth Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3G/SH-39 Shieldthrowable65deployable shield bubblewiki
3GL-28 Belt-Fed Grenade Launcherstratagem110support weapon; Heavy pen; 480 s cooldown; backpack-fed grenade launcherwiki

10.22Entrenched Division

Two Helldivers in trench uniforms, one raising a pistol, in a muddy trench with a sentry behind them under the Entrenched Division logo
Entrenched Division key art (official announcement, March 10, 2026).
Premium · released 2026-03-17

1,000 SC · #5 of 24

888 Medals buy every item. Page gates: 0, 125, 370 Medals spent here (graded unverified; page 3 may open at 245). Community tiers: GR S · SG A.

Buy the SMG/FLAM-34 Stoker and CPG-48 Sapper armor first (page 1), then the A/GM-17 Gas Mortar Sentry and G-48 Giga Grenade (page 2); the B/FLAM-80 Cremator waits on page 3.

PageItemTypeMedalsNotesSource
1Dignity of Toil (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Dignity of Toil (cape)cape8cosmeticwiki
1CQC-73 Entrenchment Toolsecondary20melee; Medium pen; shovelwiki
1Heritage Olive Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1CPG-48 Sapper (helmet)helmet30cosmetic; helmets carry no passive; cost check: grid and GamesRadar 30; wiki table and item page 35wiki
1SMG/FLAM-34 Stokerprimary35SMG; Light/Heavy pen; SMG with under-barrel flamethrowerwiki
1CPG-48 Sapper (armor)armor45medium (armor 100, speed 500); passive Concussive Padding, Grenadier: 50% explosive resistance; +2 throwableswiki
2Crest of the Unsullied (player card)player card7cosmetic; cost check: grid and GamesRadar 7; wiki table 6wiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Crest of the Unsullied (cape)cape25cosmeticwiki
2CPH-26 Commandant (helmet)helmet45cosmetic; helmets carry no passivewiki
2G-48 Giga Grenadethrowable50AT I pen; big blast (2,000); carry 2wiki
2Heritage Olive Exosuit patternpattern50cosmetic; exosuit wrapwiki
2CPH-26 Commandant (armor)armor55light (armor 50, speed 550); passive Concussive Padding, Hazmat: 50% explosive and 25% gas resistance; -30% sidearm recoilwiki
2A/GM-17 Gas Mortar Sentrystratagem85sentry; 180 s cooldown; gas mortar turretwiki
3Mudskippertitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Diplomatic Handshakeemote55cosmeticwiki
3Heritage Olive Shuttle patternpattern55cosmetic; shuttle wrapwiki
3Heritage Olive Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3P-69 Vetosecondary65pistol; Medium pen; jet-round pistolwiki
3B/FLAM-80 Crematorstratagem110support weapon; Heavy pen; 480 s cooldown; backpack flamethrowerwiki

10.23Exo Experts

Two Helldivers in front of an exosuit firing lasers on a rocky orange world under the Exo Experts logo
Exo Experts key art (official announcement, April 21, 2026).
Premium · released 2026-04-28

1,000 SC · #9 of 24

778 Medals buy every item. Page gates: 0, 165, 385 Medals spent here (graded unverified: never recorded page by page, so estimated; the wiki's all-pages figure agrees). Community tiers: GR A · SG S.

Buy it for the two exosuits (pages 2 and 3) and the MGX-42 Bullet Storm (page 1); the P-33 Missile Pistol is a strong bot-front sidearm.

PageItemTypeMedalsNotesSource
1Free-Spirited Spangles (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Free-Spirited Spangles (cape)cape8cosmeticwiki
1Mobile White Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1O-3 Free Spirit (helmet)helmet30cosmetic; helmets carry no passivewiki
1SMG-203 Gallantprimary35SMG; Medium pen; one-handed rapid-fire SMGwiki
1O-3 Free Spirit (armor)armor45light (armor 50, speed 550); passive Oxygenator: faster walk and run; longer, faster slideswiki
1MGX-42 Bullet Stormstratagem75support weapon; Light pen; 70 s cooldown; expendable rotary gun; 2 per podwiki
2Watchful Compatriot (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Watchful Compatriot (cape)cape25cosmeticwiki
2O-2 Heavy Operator (helmet)helmet45cosmetic; helmets carry no passivewiki
2P-33 Missile Pistolsecondary50special sidearm; AT I/Medium pen; guided missile sidearmwiki
2EXO-51 Lumberer Exosuitstratagem50exosuit; flamethrower and anti-tank cannonwiki
2Mobile White Shuttle patternpattern50cosmetic; shuttle wrapwiki
2O-2 Heavy Operator (armor)armor55heavy (armor 150, speed 450); passive Oxygenator: faster walk and run; longer, faster slideswiki
3Exosuit Certifiedtitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3EXO-55 Breakthrough Exosuitstratagem50exosuit; flak cannon and shieldwiki
3Mobile White Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Mobile White Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
3Thumb of Approvalemote55cosmeticwiki

10.24Castellan's Creed

Two Helldivers in green armor, one holding up a rifle, beside the Helldivers 2 x Warhammer 40,000 legendary warbond logo
Castellan's Creed, the Warhammer 40,000 crossover, key art (official announcement, July 30, 2026).
Legendary · released 2026-08-12

1,500 SC · #16 of 24

657 Medals buy every item. Page gates: 0, 105, 315 Medals spent here (graded unverified; page 3 may open at 210). No Super Credits inside; the token cannot unlock it. Community tiers: GR B · SG S.

The 40-K Meltagun (page 3) and True Grit armor are excellent, but you pay the full legendary price with nothing back.

PageItemTypeMedalsNotesSource
1Camo Cloak (player card)player card2cosmeticwiki
1Camo Cloak (cape)cape8cosmeticwiki
1Castellans Green Hellpod patternpattern20cosmetic; Hellpod wrapwiki
1TG-8 Sharpshooter (helmet)helmet30cosmetic; helmets carry no passive; cost check: grid and GamesRadar 30; wiki table 39wiki
1R/40-K Hot-Shot Marksman Rifleprimary35energy weapon; Medium pen; energy marksman riflewiki
1TG-8 Sharpshooter (armor)armor45medium (armor 100, speed 500); passive True Grit: +30% support-weapon reload; better handlingwiki
2City Fighter's Resolve (player card)player card7cosmeticwiki
2City Fighter's Resolve (cape)cape25cosmeticwiki
2TG-122 Demo-Trooper (helmet)helmet45cosmetic; helmets carry no passivewiki
2P/40-K Bolt Pistolsecondary50special sidearm; Heavy/Medium pen; explosive-round pistol; 6 shotswiki
2G/40-K Melta Minethrowable50AT III pen; thrown thermal anti-tank minewiki
2Castellans Green Shuttle patternpattern50cosmetic; shuttle wrapwiki
2TG-122 Demo-Trooper (armor)armor55heavy (armor 150, speed 450); passive True Grit: +30% support-weapon reload; better handlingwiki
3Still Standingtitle20cosmeticwiki
3Castellans Green Exosuit patternpattern50cosmetic; exosuit wrapwiki
3Castellans Green Vehicle patternpattern55cosmetic; vehicle wrap (FRV; Bastion tank too since 6.3.0)wiki
340-K Meltagunstratagem110support weapon; AT III pen; 480 s cooldown; short-range thermal beamwiki

10.25Ironclad Democracy

Two Helldivers with a tank in tall grass, drones overhead, under the Ironclad Democracy logo
Ironclad Democracy key art (official announcement, September 15, 2026).
Premium · released 2026-09-22

1,000 SC · #15 of 24

803 Medals buy every item. Page gates: 0, 135, 360 Medals spent here (graded unverified; page 3 may open at 225). Community tiers: not rated yet.

The P-34 Breacher and Surplus EAT Allocation sit on page 2, the G-60 Anti-Tank Seeker and GL-15 Evictor on page 3. Too new for a dated warbond ranking; its three vehicle patterns fit only the tanks.

PageItemTypeMedalsNotesSource
1Standard of Rapid Evacuation (player card)player card2cosmeticwiki
1100 Super Credits (page 1)super credits7100 SC for 7 Medals (14.3 SC per Medal)wiki
1Standard of Rapid Evacuation (cape)cape8cosmeticwiki
1Verdant Camouflage (tank pattern)pattern20cosmetic; Bastion and Maelstrom tank wrap onlywiki
1BFM-16 Tanker (helmet)helmet30cosmetic; helmets carry no passivewiki
1AR-11 Arbitratorprimary35assault rifle; Light/Medium pen; rifle with 4-shell under-barrel shotgunwiki
1G-8 Immolationthrowable35firebomb; area firewiki
1BFM-16 Tanker (armor)armor45light (armor 75, speed 550); passive Blunt-Force Mitigation: resists knockdown; -30% impact damage; higher armor ratingwiki
2Shroud of the Juggernaut (player card)player card7cosmeticwiki
2100 Super Credits (page 2)super credits12100 SC for 12 Medals (8.3 SC per Medal)wiki
2Shroud of the Juggernaut (cape)cape25cosmeticwiki
2BFM-220 Ironclad (helmet)helmet45cosmetic; helmets carry no passivewiki
2P-34 Breachersecondary50special sidearm; AT III pen; sticky incendiary missile pistolwiki
2Glacial Polymer (tank pattern)pattern50cosmetic; Bastion and Maelstrom tank wrap onlywiki
2Surplus EAT Allocationbooster552 free EAT call-ins a mission (4 launchers); cost check: page 2 per grid, item page and GamesRadar; the wiki table swaps the two boosterswiki
2BFM-220 Ironclad (armor)armor55heavy (armor 175, speed 450); passive Blunt-Force Mitigation: resists knockdown; -30% impact damage; higher armor ratingwiki
3Helmet Durability Checkemote20cosmeticwiki
3Treadheadtitle20cosmeticwiki
3100 Super Credits (page 3)super credits32100 SC for 32 Medals (3.1 SC per Medal)wiki
3Executive Onyx (tank pattern)pattern55cosmetic; Bastion and Maelstrom tank wrap onlywiki
3GL-15 Evictorprimary65explosive weapon; Medium pen; pump-action grenade launcher, 4 roundswiki
3G-60 Anti-Tank Seekerthrowable65AT I pen; homing anti-tank drone grenadewiki
3Integrated Extinguishersbooster65you stop burning in about 1 s instead of 3; cost check: page 3 per grid, item page and GamesRadar; the wiki table swaps the two boosterswiki
Shelf life

How the rankings move

Trust a ranking only as far as its date. Both warbond lists behind this order were written before patch 7.1.0, so recheck the order after every balance patch, and expect the newest warbond to move once dated tests exist.

11.1Patches that move the order

7.1.0 (1.007.100) · 2026-09-22
After both lists
The AR/GL-21 One-Two's grenades went from 2 / 3 / 3 to 3 / 5 / 5 (start, spare, refill), the LAS-13 Trident's climbing recoil fell from 12 to 2, and the G/40-K Melta Mine stopped sticking to divers and vehicles, so Python Commandos, Siege Breakers and Castellan's Creed may rate higher now. Ironclad Democracy arrived the same day. Patch notes
7.0.0 (1.007.000) · 2026-08-12
Days before the lists
More ammo for short magazines and sidearms, and an assisted reload now works when either diver wears the backpack; Arrowhead's known issues say the AR-59 Suppressor's short-magazine buff did not go through. Castellan's Creed launched with it. Patch notes
6.3.0 (1.006.300) · 2026-06-16
Grenades, sentries, exosuits
Most grenades start with more in the pouch, sentries have double health (400), and exosuits got 1,800 health on a 420-second cooldown in the game data (the patch notes said 8 minutes). Patch notes
6.0.1 (1.006.001) · 2026-02-03
Melee passives cut
Peak Physique now reads: Melee damage +40% (100% before 6.0.1); weapon handling +30 ergonomics. Rock Solid took the same cut, which keeps the melee warbonds low. Patch notes
4.1.0 (1.004.100) · 2025-10-23
The penetration split
Light and medium penetration became separate jobs: any weapon ranking written before October 23, 2025 is obsolete. Patch notes
1.000.203 · 2024-04-16
Old guides, wrong passives
The CE-27 Ground Breaker launched with the wrong passive and has carried Engineering Kit since this patch; older articles can still list the old one.

11.2Ironclad Democracy: the first reports

No dated warbond list has ranked it: GamesRadar had not tested it on release day, and Game Rant called it B-tier at best the day after (September 23, 2026). The first item ratings point higher: u.gg rates the P-34 Breacher S+ against bots and bugs (A against the Illuminate), the G-60 Anti-Tank Seeker S against bots and bugs, the AR-11 Arbitrator S against bugs and squids and the GL-15 Evictor S against bots (u.gg lists, read September 26, 2026; only the primary list is stamped for 7.1.1), and Power Up Gaming ranks the AT Seeker the best of its weapons (September 24, 2026). Its kit answers the same need as Thermite and the Ultimatum, so it may climb once the warbond lists test it unverified.

11.3How to read any tier list

  • Date against patch. Set the list's date beside the patch history: a list older than a balance patch can rate a changed item wrongly.
  • Whose opinion. GamesRadar's lists are its editors' calls; the Steam guide copies u.gg rather than testing on its own; u.gg publishes no method. Tier letters are opinions, and this manual tags them community-tested.
  • Which front. One item can be S on one front and two or more tiers lower on another: GamesRadar rates the Coyote S against bugs and squids but B against bots, and u.gg drops the anti-tank launchers to C against the Illuminate. Use the front lists.

Weapon tiers by front, dated: Weapons & Comparisons.

11.4What to watch next

  • Personal Orders are due to become "Personal Campaign Progression" later in 2026, which may change the daily 15 Medals.
  • The M-103 Supply FRV becomes a Requisition purchase for everyone in October 2026.
  • The anti-exploit earning limit is being extended from Super Credits to Medals, samples and Requisition; normal play is not affected.
  • Every new warbond enters this order provisionally, tagged unverified, until dated lists have tested it.

Armory05

Weapons & Comparisons

Every primary, secondary, throwable and support weapon compared on penetration, damage, fire rate, ammo and source, with what each is best and worst at.

10 chapters~77 min readapprox3community10unverified1
On this page10 chapters
The short answer

First picks: what to carry and buy

Your weapons have three jobs: kill armor, clear crowds and close spawners. Only two primaries hit with heavy penetration as their main attack, so plan your anti-armor in the secondary, grenade or support slot, and always carry one explosive that can close a bug hole or a fabricator. You start with the AR-23 Liberator, P-2 Peacemaker, G-12 High Explosive and MG-43 Machine Gun; here is what to add, slot by slot.

Primary

Liberator, then medium penetration

Start: AR-23 Liberator (free). Cheap upgrade: AR-23P Liberator Penetrator (Helldivers Mobilize! p6, 40 Medals) or PLAS-1 Scorcher (Helldivers Mobilize! p10, 75 Medals). Save for: PLAS-101 Purifier (Polar Patriots p3, 80 Medals) or R-36 Eruptor (Democratic Detonation p2, 60 Medals).

Medium penetration gets through Devastator torsos and Hive Guard heads, where the Liberator's rounds bounce. The PLAS-101 Purifier is the only primary both dated community lists rate S or better on every front, and u.gg puts the Eruptor at S+ on all three.community-tested

Secondary

Give your sidearm a job

Start: P-2 Peacemaker (free). Cheap upgrade: P-19 Redeemer (Helldivers Mobilize! p2, 5 Medals). Save for: GP-31 Grenade Pistol (Democratic Detonation p3, 60 Medals), P-4 Senator (Steeled Veterans p1, 15 Medals) or LAS-58 Talon (Borderline Justice p2, 40 Medals).

The Grenade Pistol closes bug holes and fabricators, which frees your grenade slot for Thermite; the Senator puts heavy penetration in your holster; the Talon never needs ammo. The GP-31 Grenade Pistol is the only secondary both dated lists rate S or better on every front.community-tested

Throwable

Thermite as soon as you can

Start: G-12 High Explosive (free). Cheap upgrade: G-16 Impact (Helldivers Mobilize! p5, 20 Medals). Save for: G-123 Thermite (Democratic Detonation p1, 15 Medals).

Thermite is anti-tank in your pocket: it sticks, burns, then blows with anti-tank penetration. The G-123 Thermite is the only throwable u.gg rates S+ on all three fronts, and it comes from Democratic Detonation, the first premium warbond to buy by community consensus (S tier on GamesRadar's warbond list, August 13, 2026, and S+ in a u.gg-based Steam guide, August 19, 2026; see the ranked purchase order).community-tested

Support weapon

An anti-tank answer on every dive

Start: MG-43 Machine Gun (free). Cheap upgrade: EAT-17 Expendable Anti-Tank (Ship Management (PAC), level 3, 3,000 Req). Save for: GR-8 Recoilless Rifle (Ship Management (PAC), level 5, 6,000 Req), AC-8 Autocannon (Ship Management (PAC), level 10, 7,000 Req) or LAS-99 Quasar Cannon (Ship Management (Engineering Bay), level 18, 7,500 Req).

The EAT comes back 70 seconds after each call and needs no backpack; the Quasar never needs ammo. The AC-8 Autocannon is the only support weapon u.gg rates S+ on every front, though GamesRadar rates it B against Terminids and Automatons and C against the Illuminate.community-tested

Support weapons cost Requisition, not Medals

The base game's support weapons are stratagems: you buy each one with Requisition at your ship's terminal once you reach its level, so they never compete with warbond items for Medals. Only warbond support weapons cost Medals. Support weapons and backpacks has their codes and cooldowns, and the ranked purchase order puts every Medal purchase in order.

1.1In a squad, split the jobs

A squad covers more when each diver takes a different job. Agree on who carries what before the drop (roles and loadout coordination, squad compositions):

  • Anti-tank: anti-tank penetration on a short cycle, such as the EAT-17, Recoilless Rifle, Quasar Cannon, Spear or Leveller. The Recoilless reloads much faster when a teammate loads it.
  • Crowd control: sustained fire or area damage, such as the Stalwart, MG-43, Grenade Launcher, Belt-Fed Grenade Launcher, Flamethrower or Cremator, and the Airburst against the Illuminate.
  • Flexible middle: heavy penetration, with explosive shells on the Autocannon: the Autocannon or the Heavy Machine Gun, and the Anti-Materiel Rifle against Automatons.
  • Spawner closing: an explosive with demolition 20 or more, such as the Grenade Pistol, the One-Two, the Eruptor, the Crossbow, most explosive grenades or the Autocannon. Spawner closers lists them all.

The picks and roles are this manual's reading of the numbers on this tab and of the two dated community lists compared in Community tiers: u.gg (read September 26, 2026) and GamesRadar (updated August 14, 2026).

Read any stat table

How damage works

Every enemy part has an armor value (AV) and every attack an armor penetration value (AP). Higher AP than AV does full damage, equal AP does 65%, and lower AP bounces off and does nothing at all. That rule decides whether a weapon can hurt a target; damage, durable damage and weak points decide how fast.

100%
AP above the armor
65%
AP equal to the armor
0
AP below: it bounces
−1AP
Outer blast radius

2.1The penetration scale

In the game's weapon traits the tiers read AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank. The tables on this tab follow the wiki and number the anti-tank tiers I to VI (AP5 to AP10); that numbering is the wiki's convention, not in-game text. What each tier adds:

  • AP2, Light. Most assault rifles, SMGs and shotguns, the Peacemaker and the Stalwart. Full damage on unarmored and lightly armored parts: most Terminid and Illuminate chaff, and Automaton heads and stomachs.
  • AP3, Medium. The Liberator Penetrator, Purifier, Verdict and MG-43. Adds Devastator torsos, Hive Guard heads, Overseer helmets, Gunships and, from difficulty 6, Bile Spewer heads, all at 65%.
  • AP4, Heavy. The Eruptor, Senator, Anti-Materiel Rifle, Autocannon, Heavy Machine Gun, Laser Cannon and every fire effect. Hurts the plating of Chargers, Hulks, Bile Titans, Impalers and Harvesters at 65%.
  • AP5, Anti-Tank I. The Railgun, Missile Pistol, charged Epoch, Speargun, Giga Grenade and Anti-Tank Seeker. Full damage on that heavy plating; 65% on tank hulls, fabricators, cannon turrets and dropships.
  • AP6, Anti-Tank II. The EAT-17, Recoilless Rifle, Quasar Cannon, Commando, Ultimatum and Leveller. Full damage on tank hulls and fabricators.
  • AP7, Anti-Tank III. The Spear, Arc Thrower, Thermite, Breacher, C4 Pack and Meltagun. Full damage on Command Bunkers and a Hive Lord's head.
  • AP8 to AP10. Orbital barrages (8), the Solo Silo's impact (9), Hellbombs and a hellpod landing on a target (10). Only AP10 touches a Hive Lord's crown or an Illuminate Overship.

Two refinements matter in practice. Weak points are often softer than the body (a Hulk's back heatsink, a tank's turret heatsink, a Charger's rear), so the right answer is frequently a medium-penetration weapon aimed at the vent rather than an anti-tank weapon aimed anywhere. And a round whose AP beats a part's AV by two or more passes through into the next part or enemy, while the breakable plates on Chargers, Bile Titans, Harvesters and Factory Striders need three times their AV to be pierced, so you break the plate first. Penetration also depends on the angle: most weapons keep their full AP until a hit glances off at more than about 80 degrees.approx The least penetration each enemy needs is in Minimum penetration by enemy.

2.2Standard damage and durable damage

Every attack carries two damage numbers, and every enemy part a durability between 0% and 100%. A part takes a blend of the two: all standard damage at 0%, all durable damage at 100%, and a mix in between (standard × (1 − durability) + durable × durability). Big, soft parts such as a Charger's rear or a Bile Titan's belly are highly durable, and explosions always count as fully durable damage.

What that means in a fight: weapons with a high standard number and a low durable one shred small, soft enemies but crawl on big targets (the LAS-12 Sai deals 80 standard and 4 durable, the AR-2 Coyote 75 and 10), while heavy slugs and explosives keep their punch (the AC-8 Autocannon 325 and 260, the APW-1 Anti-Materiel Rifle 450 and 225). The weapon tables list both numbers, as Damage and Durable. Since patch 4.1.0 (October 23, 2025), light-penetration weapons carry a bigger share of durable damage than medium ones, so the two classes have different jobs.

Damage also falls off as a round slows down. Since 4.1.0, SMGs and pistols fire high-drag rounds that make them close-range weapons; lasers, rockets and missiles, and the jet-propelled rounds of the Dominator and the Veto, keep full damage at any range. Explosions do not lose damage with the distance a round has traveled.

2.3Weak points: read a part table

Enemies are built from parts, each with its own armor, health and durability. Damage to a part also drains the enemy's main health, and the enemy dies when main health runs out or a fatal part is destroyed; destroying some parts starts a bleed-out instead. There is no universal headshot bonus against enemies: heads are good targets because they are usually small, fragile and fatal, but some wear armor (Hive Guards, Overseers). Helldivers are different: you take 50% extra damage from a hit to the head.

The Hulk Bruiser shows the whole rule in one small table. Every part but the back heatsink is Heavy armor (AV 4), so a medium-penetration rifle can hurt it only from behind; a heavy-penetration Senator, Anti-Materiel Rifle or Autocannon does 65% to the eye slit; and any anti-tank weapon does full damage anywhere (the first row names the launchers that kill it in one shot).

PartArmorHealthWeak pointSource
Main (body pool)41,800main pool; EAT-17, LAS-99, GR-8 or FAF-14 Spear one-shots itwiki
Head (eye slit)4250fatal weak spotwiki
Arms (2)4500non-fatal; disarms (it then stomps)wiki
Legs (2)4500non-fatal; one cripples it, both kill it (+500 no-decay bleed)wiki
Back heatsink1900fatal weak spot from behind (downs it; 650 bleed at 50/s)wiki

Every unit's part table sits on its faction tab (Terminid heavies, Automaton heavies, Illuminate heavies), and the penetration ladder sums them up tier by tier.

2.4Explosions

A blast has three zones: an inner radius with full damage and full AP, an outer radius where the damage fades and the AP drops by one (never below AP2), and a shockwave that only staggers. Inner-radius damage reaches through cover; outer-radius damage does not. Explosions count as fully durable damage and can hit several parts at once, which is why launchers, grenades and the Autocannon do so well against big targets, though some parts resist explosions or ignore them.

They hurt you too. A diver has 125 health and takes half damage from explosions and fire; going prone, or being ragdolled, cuts the damage from a blast's outer radius by 90%. Grenade launchers need a few meters to arm, so a point-blank shot can bounce off its target and explode beside you, and the biggest hand-held blasts (the Leveller and the Solo Silo) reach far enough to catch your squad.

2.5Stagger and demolition

Stagger interrupts attacks, including a call for reinforcements. Each hit's stagger force is compared with the target's threshold and never builds up, and every shotgun pellet applies the full value, so one pellet from a Punisher staggers anything up to a Devastator or an Overseer. Thresholds climb from 1 (Scavengers, Pouncers, Voteless) and 10 (Automaton Troopers) through 20 (Warriors, Hive Guards) and 30 (Spewers, Devastators, Berserkers) to 38 (Chargers), 40 (Hulks, Harvesters, War Striders) and 50 (Impalers, Bile Titans). You stagger at 10 yourself and ragdoll at 25.

Demolition force decides whether a hit destroys a structure; armor and damage do not matter. Spawners (bug holes, Automaton fabricators, Illuminate warp-ship doors and gateways) take only explosives through the opening: demolition 20 or more closes one from inside, and 40 or more destroys a bug hole or a Bile Titan's hole from its rim. A Gunship Facility, Gazer Spire or Monolith needs 60, which only Hellbombs and the SEAF Artillery Mini-Nuke reach. Spawner closers lists every weapon that closes spawners; Spawners and structures covers the targets.

2.6Fire, gas, arc and stun

Fire · heavy penetration

Burns the main health pool

Burning damage goes straight to main health, skipping weak points, and it hits harder on bigger enemies. It still has to get past the main armor, which is why flamethrowers burn Chargers but not tanks. Since patch 6.1.0, direct flame makes small and medium enemies of every faction, and large Terminids, panic and slow down. Robots are slow to ignite, and small Automatons take reduced fire damage (about half, per the wiki).community-tested

Gas · damage over time

Confuses and slows

Gas damages over time and confuses: enemies wander and attack each other. Since patch 6.2.2, confused enemies are also 25% slower. Bile Titans, Impalers and Hive Lords are never confused, Factory Striders are never slowed, and divers take extra gas damage, so stay out of your own cloud.

Arc · chains

Jumps from target to target

Arc bolts chain to nearby enemies with a short stun, and they chain to your teammates just as readily. They can ground out on corpses and cover. Fleshmobs take extra arc damage.

Stun · freezes

Stops an enemy in place

A stun freezes an enemy and interrupts its attack. It comes in four sizes: small (1.5 s, arc weapons), medium (3 s, the Pacifier and Pummeler), large (5 s, the G-23 Stun, Urchin, the Halt's stun shells, Stun Lance and Stun Baton) and massive (10 s, the Stun Pods booster). The G-23 does not affect Tanks, Factory Striders, Impalers or Bile Titans.

How each effect plays on each front is in Fire, gas, arc and stun by front.

2.7Handling, reloads and attachments

Ergonomics (0 to 100) is how quickly your aim follows your camera. Pistols and SMGs sit near the top, most rifles in the middle and heavy weapons near the bottom (the MG-206 Heavy Machine Gun scores 0). Since patch 5.0.0 scopes cost little: 1 point for a 2x sight, 2 for a 4x and 4 for a 10x. Crouching and going prone cut recoil, and the Engineering Kit and Fortified armor passives cut it in every stance, although the in-game text says crouched only (passives by job). Noise: the suppressed AR-59, R-72, M7S and M6C/SOCOM can be heard only within about 12 to 13 m, and enemies who hear them search instead of locking on;approx the P-35 Re-Educator is nearly silent and the K-2 Throwing Knife silent.

  • Magazines: reload with a round or two left. A tactical reload is faster than an empty one and keeps the chambered round, but the rest of the dropped magazine is lost.
  • Round by round (the Punisher, Slugger, Cookout, Halt, Deadeye, Senator, Evictor and others): top up in every lull; nothing is wasted.
  • Heat sinks (the LAS weapons): fire until the sink overheats, then swap. Letting it burn out ejects it automatically, faster than a manual swap, and a holstered sink cools off. Very cold and very hot planets change the cooling.
  • No ammo at all: the Blitzer and the Arc Thrower never reload, and the Quasar Cannon charges each shot, then recharges for about 15 seconds.approx
  • Backpack-fed (the Recoilless, Autocannon, Spear, Airburst and W.A.S.P.): kneel to reload, or let a teammate load you much faster. Since patch 7.0.0 a team reload works when either of you carries the backpack.
  • Expendable (the EAT-17, Expendable Napalm, Leveller, Commando and Bullet Storm): call in, fire, drop. Call them early and keep a stack nearby.

Attachments: at level 10 (Sergeant) you can fit most primaries with optics, muzzles, magazines and underbarrels bought with Requisition, and each weapon levels up with use, to level 25. Short magazines trade capacity for spares (more so since 7.0.0); drums do the reverse. A few primaries take no attachments at all (the StA-52, StA-11, MA5C, M7S, M90A, PLAS-39 Accelerator Rifle and R-2124 Constitution), and the Coyote takes only some. A Resupply box refills a support weapon completely, while single-round secondaries such as the Missile Pistol and the Breacher get just one round back.

The in-game weapon customization screen: a Breaker shotgun with its attachment slots and handling stats
The weapon customization screen, here for a Breaker shotgun (official image, Steam news, May 2025).

2.8Reading the weapon tables

Every comparison table on this tab is generated from one dataset, so the tables always agree with each other. Column by column:

  • Penetration: the AP of the weapon's main attack, with any other part noted (a blast, sparks, a charged shot).
  • Damage and Durable: standard and durable damage of the main attack: per trigger pull (a shotgun's pellets added up), per second for beams and flames, and the blast itself for launchers and grenades.
  • RPM: rounds per minute; a dash for beams, flames, single-shot launchers, charge weapons and throwables.
  • Mag and Spares: rounds per magazine and spare magazines; spare rounds for weapons that load one round at a time; shots per sink and spare sinks for heat weapons. For throwables, Mag is the most you can carry.
  • Reload (s): the base empty reload in seconds, before armor passives and ship modules.
  • Where to get it: the level and Requisition price for base-game support weapons, the warbond page and Medal cost for warbond items, or the Superstore price in Super Credits.
  • Source: the wiki page behind the row. The numbers come from the wiki's datamine of the game files (revised September 25, 2026), checked against patch 7.1.1; a row the data grades unverified carries the unverified tag.

Sources: wiki: Damage (penetration, durable damage, explosions; revised September 18, 2026), wiki: Status Effects (stagger, fire, gas, stun), wiki: Demolition, wiki: Combat (handling, reloads), wiki: the tier labels; official notes for 1.001.100 (the 65% rule), 4.1.0 (light versus medium penetration), 6.1.0 (flame panic) and 6.2.2 (gas slow).

Tool · weapon comparator

Compare every weapon

This chapter is becoming an interactive comparator: filters for slot, minimum penetration, source and the items you own, sorting on every column, and up to four pinned weapons compared side by side. Until then it is the whole armory, all 138 weapons, in one table sorted by slot (primary, secondary, support, throwable), then type and name. Read the Penetration column first (can it hurt the target at all?), then Damage and Durable (how fast?), then the ammo columns; Reading the weapon tables explains each column, and each slot chapter below repeats its own weapons' rows with a verdict on each.

WeaponSlotTypePenetrationDamageDurableRPMMagSparesReload (s)Where to get itSource
AR-11 ArbitratorprimaryAssault Rifle2 (light)70201,2004573.75Ironclad Democracy p1, 35 Medalswiki
AR-2 CoyoteprimaryAssault Rifle3 (medium)75106004583Dust Devils p1, 35 Medalswiki
AR-23 LiberatorprimaryAssault Rifle2 (light)90226404583Starter (free)wiki
AR-23A Liberator CarbineprimaryAssault Rifle2 (light)90229204582.5Viper Commandos p1, 20 Medalswiki
AR-23C Liberator ConcussiveprimaryAssault Rifle2 (light)75354006063.5Steeled Veterans p1, 20 Medalswiki
AR-23P Liberator PenetratorprimaryAssault Rifle3 (medium)65156404583Helldivers Mobilize! p6, 40 Medalswiki
AR-32 PacifierprimaryAssault Rifle3 (medium)55107004083Force of Law p1, 35 Medalswiki
AR-59 SuppressorprimaryAssault Rifle2 (light)80208504583Redacted Regiment p2, 50 Medalswiki
AR-61 TenderizerprimaryAssault Rifle2 (light)105306003573.33Polar Patriots p1, 20 Medalswiki
AR/GL-21 One-TwoprimaryAssault Rifle2 (light); blast 395246504063.33Python Commandos p1, 35 Medalswiki
BR-14 AdjudicatorprimaryAssault Rifle3 (medium)95235503083Democratic Detonation p1, 20 Medalswiki
MA5C Assault RifleprimaryAssault Rifle3 (medium)90166403283.15Obedient Democracy Support Troopers (Halo: ODST) p1, 35 Medalswiki
StA-52 Assault RifleprimaryAssault Rifle2 (light)90227905664.2Righteous Revenants p1, 35 Medalswiki
ARC-12 BlitzerprimaryEnergy3 (medium)25017545------Cutting Edge p3, 80 Medalswiki
LAS-12 SaiprimaryEnergy3 (medium)8048005352Superstore (Ironclad Democracy page), 400 SCwiki
LAS-13 TridentprimaryEnergy2 (light)360363001032.9Siege Breakers p1, 35 Medalswiki
LAS-16 SickleprimaryEnergy2 (light)6067508732.25Cutting Edge p1, 20 Medalswiki
LAS-17 Double-Edge SickleprimaryEnergy2 (light) rising to 4 (heavy) with heat60670017532.83Servants of Freedom p1, 35 Medalswiki
LAS-5 ScytheprimaryEnergy2 (light)35070----43Helldivers Mobilize! p5, 30 Medalswiki
PLAS-1 ScorcherprimaryEnergy2 (light); blast 3100503502052.5Helldivers Mobilize! p10, 75 Medalswiki
PLAS-101 PurifierprimaryEnergy3 (medium)2001001,0001562.5Polar Patriots p3, 80 Medalswiki
PLAS-39 Accelerator RifleprimaryEnergy3 (medium)2501255509123.4Righteous Revenants p2, 50 Medalswiki
R/40-K Hot-Shot Marksman RifleprimaryEnergy3 (medium)275402101272.9Castellan's Creed p1, 35 Medalswiki
SG-8P Punisher PlasmaprimaryEnergy3 (medium) blast225225801082.5Cutting Edge p2, 60 Medalswiki
CB-9 Exploding CrossbowprimaryExplosive3 (medium)2705050583.33Democratic Detonation p3, 80 Medalswiki
GL-15 EvictorprimaryExplosive3 (medium) blast440440604322.75Ironclad Democracy p3, 65 Medalswiki
R-36 EruptorprimaryExplosive4 (heavy); blast 323011532564.67Democratic Detonation p2, 60 Medalswiki
R-2 AmendmentprimaryMarksman Rifle2 (light)200504802083.5Masters of Ceremony p1, 35 Medalswiki
R-2124 ConstitutionprimaryMarksman Rifle3 (medium)180506051001.3Liberty Day gift to all players (late October 2024; Liberty Day is October 26, wiki.gg says distributed October 27)wiki
R-4 HyenaprimaryMarksman Rifle3 (medium)220451901552.5Campaign reward: Celestial Fence (granted 2026-07-13 to participants)wiki
R-6 DeadeyeprimaryMarksman Rifle3 (medium)3001001008606.4Borderline Justice p1, 35 Medalswiki
R-63 DiligenceprimaryMarksman Rifle2 (light)165453502582.83Helldivers Mobilize! p2, 8 Medalswiki
R-63CS Diligence Counter SniperprimaryMarksman Rifle3 (medium)200503501563Helldivers Mobilize! p7, 40 Medalswiki
R-72 CensorprimaryMarksman Rifle2 (light)165454002082.5Redacted Regiment p1, 35 Medalswiki
DBS-2 Double FreedomprimaryShotgun3 (medium)8404206502401.9Superstore, 400 SCwiki
M90A ShotgunprimaryShotgun2 (light)605220806443.6Obedient Democracy Support Troopers (Halo: ODST) p3, 65 Medalswiki
SG-20 HaltprimaryShotgun3 (medium)3851108016603.7Truth Enforcers p1, 20 Medalswiki
SG-225 BreakerprimaryShotgun2 (light)330663001672.5Helldivers Mobilize! p4, 20 Medalswiki
SG-225IE Breaker IncendiaryprimaryShotgun2 (light)2401203002643Steeled Veterans p2, 60 Medalswiki
SG-225SP Breaker Spray&PrayprimaryShotgun2 (light)240643302683Helldivers Mobilize! p9, 60 Medalswiki
SG-451 CookoutprimaryShotgun2 (light)320608016606.45Freedom's Flame p1, 20 Medalswiki
SG-8 PunisherprimaryShotgun2 (light)4051088016606.45Helldivers Mobilize! p1, 4 Medalswiki
SG-8S SluggerprimaryShotgun3 (medium)330908016606.45Helldivers Mobilize! p8, 60 Medalswiki
SG-97 SweeperprimaryShotgun3 (medium)5041321507704Superstore, 400 SCwiki
M7S SMGprimarySMG2 (light)90188724873Obedient Democracy Support Troopers (Halo: ODST) p2, 50 Medalswiki
MP-98 KnightprimarySMG2 (light)90181,3805072.5Super Citizen Edition (paid upgrade)wiki
SMG-203 GallantprimarySMG3 (medium)65131,3805072.5Exo Experts p1, 35 Medalswiki
SMG-32 ReprimandprimarySMG3 (medium)140324902593.55Truth Enforcers p2, 40 Medalswiki
SMG-37 DefenderprimarySMG2 (light)110225204572.8Helldivers Mobilize! p3, 15 Medalswiki
SMG-72 PummelerprimarySMG2 (light)85174754572.8Polar Patriots p2, 60 Medalswiki
SMG/FLAM-34 StokerprimarySMG2 (light)130304204552.8Entrenched Division p1, 35 Medalswiki
StA-11 SMGprimarySMG2 (light)90181,0504872.6Righteous Revenants p3, 65 Medalswiki
FLAM-66 TorcherprimarySpecial4 (heavy)150150--10063.25Freedom's Flame p2, 40 Medalswiki
JAR-5 DominatorprimarySpecial3 (medium)275902501563.8Steeled Veterans p3, 80 Medalswiki
VG-70 VariableprimarySpecial2 (light)85235504973.58Control Group p1, 35 Medalswiki
CQC-19 Stun LancesecondaryMelee3 (medium)16583--------Urban Legends p1, 30 Medalswiki
CQC-2 SabersecondaryMelee3 (medium)18898150------Masters of Ceremony p2, 40 Medalswiki
CQC-30 Stun BatonsecondaryMelee3 (medium)12060--------Superstore, 200 SCwiki
CQC-42 MachetesecondaryMelee3 (medium)30015072------Superstore, 200 SCwiki
CQC-5 Combat HatchetsecondaryMelee3 (medium)240120100------Superstore, 200 SCwiki
CQC-73 Entrenchment ToolsecondaryMelee3 (medium)16583150------Entrenched Division p1, 20 Medalswiki
M6C/SOCOM PistolsecondaryPistol2 (light)1252890012101.5Obedient Democracy Support Troopers (Halo: ODST) p3, 75 Medalswiki
P-113 VerdictsecondaryPistol3 (medium)1403245010102Polar Patriots p3, 60 Medalswiki
P-19 RedeemersecondaryPistol2 (light)70121,1003162.15Helldivers Mobilize! p2, 5 Medalswiki
P-2 PeacemakersecondaryPistol2 (light)100329001581.8Starter (free)wiki
P-4 SenatorsecondaryPistol4 (heavy)225752006402.3Steeled Veterans p1, 15 Medalswiki
P-69 VetosecondaryPistol3 (medium)1053575012903.3Entrenched Division p3, 65 Medalswiki
P-92 WarrantsecondaryPistol3 (medium)80204501372Superstore, 300 SCwiki
GP-20 UltimatumsecondarySpecial6 (anti-tank II) blast2,0002,000--113Servants of Freedom p2, 40 Medalswiki
GP-31 Grenade PistolsecondarySpecial3 (medium)250250--161.72Democratic Detonation p3, 60 Medalswiki
LAS-58 TalonsecondarySpecial3 (medium)20020750732.4Borderline Justice p2, 40 Medalswiki
LAS-7 DaggersecondarySpecial2 (light)25050----32Cutting Edge p3, 60 Medalswiki
P-11 Stim PistolsecondarySpecial-- (heals, no damage)0070624--Chemical Agents p3, 80 Medalswiki
P-33 Missile PistolsecondarySpecial5 (anti-tank I); blast 31,0001,000--132.7Exo Experts p2, 50 Medalswiki
P-34 BreachersecondarySpecial7 (anti-tank III) sticky charge2,0002,000--122.68Ironclad Democracy p2, 50 Medalswiki
P-35 Re-EducatorsecondarySpecial4 (heavy)6010110623Redacted Regiment p1, 20 Medalswiki
P-72 CrispersecondarySpecial4 (heavy)150150--5042.35Freedom's Flame p3, 45 Medalswiki
P/40-K Bolt PistolsecondarySpecial4 (heavy); blast 3325115150642.45Castellan's Creed p2, 50 Medalswiki
PLAS-15 LoyalistsecondarySpecial3 (medium)150751,000851.9Truth Enforcers p3, 45 Medalswiki
SG-22 BushwhackersecondarySpecial2 (light)4051086503301.75Viper Commandos p2, 50 Medalswiki
APW-1 Anti-Materiel RiflesupportAnti-materiel rifle4 (heavy)450225400783.05Ship Management (PAC), level 1, 5,000 Reqwiki
FAF-14 SpearsupportAnti-tank (backpack)7 (anti-tank III); blast 34,0004,000--144.65Ship Management (PAC), level 20, 9,000 Reqwiki
GR-8 Recoilless RiflesupportAnti-tank (backpack)6 (anti-tank II) HEAT; HE shell 5, HE blast 43,2003,200--156.1Ship Management (PAC), level 5, 6,000 Reqwiki
LAS-99 Quasar CannonsupportAnti-tank (energy)6 (anti-tank II); blast 32,0002,000--------Ship Management (Engineering Bay), level 18, 7,500 Reqwiki
EAT-17 Expendable Anti-TanksupportAnti-tank (expendable)6 (anti-tank II); blast 32,0002,000--1----Ship Management (PAC), level 3, 3,000 Reqwiki
EAT-411 LevellersupportAnti-tank (expendable)6 (anti-tank II)2,5002,500--1----Siege Breakers p2, 85 Medalswiki
MLS-4X CommandosupportAnti-tank (expendable)6 (anti-tank II); blast 31,1001,1002404----Ship Management (PAC), level 15, 8,000 Reqwiki
RS-422 RailgunsupportAnti-tank (railgun)5 (anti-tank I)600225--1201.35Ship Management (PAC), level 20, 10,000 Reqwiki
MS-11 Solo SilosupportAnti-tank (silo)7 (anti-tank III); impact 9 (anti-tank V)2,5002,500--1----Dust Devils p3, 110 Medalswiki
AC-8 AutocannonsupportAutocannon (backpack)4 (heavy); blast 332526019010104.5Ship Management (PAC), level 10, 7,000 Reqwiki
CQC-72 Entrenchment ToolsupportCivilian find3 (medium)16583150------Found on the map only (graves, bunkers); cannot be called inwiki
SG-88 Break-Action ShotgunsupportCivilian find2 (light)5851176002401.55Found on the map only (graves, houses); cannot be called inwiki
B/MD C4 PacksupportDemolition (backpack)7 (anti-tank III)2,0002,000--161.1Redacted Regiment p3, 110 Medalswiki
ARC-3 Arc ThrowersupportEnergy arc7 (anti-tank III)25010060------Ship Management (Engineering Bay), level 15, 7,000 Reqwiki
LAS-98 Laser CannonsupportEnergy beam4 (heavy)350200----23.65Ship Management (Engineering Bay), level 5, 4,000 Reqwiki
40-K MeltagunsupportEnergy melta7 (anti-tank III)2,6002,600--343.75Castellan's Creed p3, 110 Medalswiki
PLAS-45 EpochsupportEnergy plasma5 (anti-tank I)800400--345.15Control Group p1, 75 Medalswiki
FLAM-40 FlamethrowersupportFlame4 (heavy)150150--15054Ship Management (PAC), level 10, 6,000 Reqwiki
B/FLAM-80 CrematorsupportFlame (backpack)4 (heavy)225225--500----Entrenched Division p3, 110 Medalswiki
TX-41 SterilizersupportGas5 (anti-tank I)3030--12544Chemical Agents p2, 85 Medalswiki
GL-21 Grenade LaunchersupportGrenade launcher3 (medium) blast4004001601033.55Ship Management (Engineering Bay), level 5, 6,000 Reqwiki
GL-52 De-EscalatorsupportGrenade launcher (arc)4 (heavy) per arc100702006405.5Force of Law p2, 85 Medalswiki
GL-28 Belt-Fed Grenade LaunchersupportGrenade launcher (backpack)4 (heavy) blast150150320120----Siege Breakers p3, 110 Medalswiki
EAT-700 Expendable NapalmsupportIncendiary (expendable)3 (medium) rocket; napalm blast 6500500--1----Dust Devils p2, 85 Medalswiki
M-105 StalwartsupportMachine gun2 (light)902285025035.9Ship Management (PAC), level 1, 3,500 Reqwiki
MG-206 Heavy Machine GunsupportMachine gun4 (heavy)1503560010025.55Ship Management (PAC), level 12, 6,000 Reqwiki
MG-43 Machine GunsupportMachine gun3 (medium)902376017534.55Ship Management (PAC), level 1, freewiki
M-1000 MaxigunsupportMachine gun (backpack)3 (medium)80181,5001,000----Python Commandos p3, 110 Medalswiki
MGX-42 Bullet StormsupportMachine gun (expendable)2 (light)100251,300300----Exo Experts p1, 75 Medalswiki
CQC-1 One True FlagsupportMelee3 (medium)200100117------Masters of Ceremony p3, 110 Medalswiki
CQC-20 Breaching HammersupportMelee (breaching charge)6 (anti-tank II) charge; hammer 32,2002,200--171Siege Breakers p1, 75 Medalswiki
CQC-9 Defoliation ToolsupportMelee (chainsaw)3 (medium) rising to 5 on sustained contact450225--------Python Commandos p2, 85 Medalswiki
StA-X3 W.A.S.P. LaunchersupportMissile launcher (backpack)6 (anti-tank II); blast 3200200500754.9Ship Management (PAC), level 20, 12,000 Reqwiki
RL-77 Airburst Rocket LaunchersupportRocket launcher (backpack)3 (medium)350350--155.1Ship Management (PAC), level 15, 8,000 Reqwiki
S-11 SpeargunsupportSpeargun5 (anti-tank I) spear; gas burst 6650275--1122.5Dust Devils p2, 85 Medalswiki
G-109 UrchinthrowableSpecial6 (anti-tank II)00--5----Force of Law p3, 65 Medalswiki
G-123 ThermitethrowableSpecial7 (anti-tank III)2,0002,000--3----Democratic Detonation p1, 15 Medalswiki
G-13 Incendiary ImpactthrowableSpecial3 (medium)150150--5----Polar Patriots p2, 25 Medalswiki
G-142 PyrotechthrowableSpecial3 (medium) blast; sparks 75050--6----Masters of Ceremony p3, 65 Medalswiki
G-16 ImpactthrowableSpecial4 (heavy)400400--5----Helldivers Mobilize! p5, 20 Medalswiki
G-23 StunthrowableSpecial6 (anti-tank II)00--5----Cutting Edge p2, 25 Medalswiki
G-3 SmokethrowableSpecial--0----5----Helldivers Mobilize! p8, 25 Medalswiki
G-31 ArcthrowableSpecial4 (heavy) per arc10070--5----Control Group p3, 65 Medalswiki
G-4 GasthrowableSpecial6 (anti-tank II)33--4----Chemical Agents p1, 30 Medalswiki
G-48 Giga GrenadethrowableSpecial5 (anti-tank I)2,0002,000--2----Entrenched Division p2, 50 Medalswiki
G-50 SeekerthrowableSpecial4 (heavy)500500--5----Servants of Freedom p3, 65 Medalswiki
G-60 Anti-Tank SeekerthrowableSpecial5 (anti-tank I)1,8001,800--3----Ironclad Democracy p3, 65 Medalswiki
G-8 ImmolationthrowableSpecial4 (heavy) fire pool; blast 02020--6----Ironclad Democracy p1, 35 Medalswiki
G-89 SmokescreenthrowableSpecial--0----5----Superstore, 300 SCwiki
G/40-K Melta MinethrowableSpecial7 (anti-tank III)2,0002,000--4----Castellan's Creed p2, 50 Medalswiki
G/SH-39 ShieldthrowableSpecial--0----4----Siege Breakers p3, 65 Medalswiki
K-2 Throwing KnifethrowableSpecial3 (medium)300150--20----Viper Commandos p3, 60 Medalswiki
TM-1 Lure MinethrowableSpecial5 (anti-tank I)1,0001,000--4----Redacted Regiment p3, 65 Medalswiki
G-10 IncendiarythrowableStandard3 (medium)300300--5----Steeled Veterans p2, 25 Medalswiki
G-12 High ExplosivethrowableStandard4 (heavy)800800--5----Starter (free)wiki
G-6 FragthrowableStandard3 (medium)500500--6----Helldivers Mobilize! p1, 2 Medalswiki
G-7 PineapplethrowableStandard3 (medium)300300--5----Dust Devils p3, 65 Medalswiki
TED-63 DynamitethrowableStandard4 (heavy)1,0001,000--4----Borderline Justice p3, 65 Medalswiki
Slot 1 · 55 primaries

Primaries

Your primary clears chaff and handles medium armor; it almost never kills heavies. Start with the Liberator, move to medium penetration (the Liberator Penetrator or the Scorcher from the free warbond) once Devastators and Hive Guards show up, and save for the Purifier or the Eruptor, the two primaries u.gg rates S+ on every front.

Only the Eruptor and the Torcher hit with heavy penetration as their main attack; the Stoker's underbarrel flamer and the Double-Edge Sickle at high heat reach it too. The Eruptor, the Crossbow, the Evictor and the One-Two's underbarrel grenade close spawners by themselves, and most SMGs are one-handed (Special jobs). Each line reads best at, bad at, then u.gg's tier letters against Automatons / Terminids / Illuminate, from its primary list read September 26, 2026 and updated for patch 7.1.1.community-tested

4.1Assault rifles

The all-rounders. The Liberator family carries the early game; move to a medium-penetration rifle (the Penetrator, Adjudicator or Coyote) before Devastators and Hive Guards arrive in numbers.

  • AR-23 Liberator · best at all-round work early on: Terminid chaff and Voteless, accurate at mid range · bad at medium armor, where its light rounds bounce off Devastator torsos and Hive Guard heads · u.gg B / A / A
  • AR-23P Liberator Penetrator · best at Automaton infantry and Hive Guards: full damage through light armor, partial damage on medium · bad at unarmored targets, which it hits softer than the plain Liberator · u.gg B / A / B
  • AR-23C Liberator Concussive · best at stagger-locking Berserkers, Stalkers and Overseers for your squad · bad at killing anything: low damage at a slow rate of fire · u.gg D / D / D
  • BR-14 Adjudicator · best at Devastators and Hive Guards through medium armor at range · bad at swarms: a small magazine and heavy recoil · u.gg B / A / B
  • AR-61 Tenderizer · best at unarmored and lightly armored targets (bugs, Voteless, Trooper heads), with the hardest-hitting rounds of the assault rifles · bad at medium armor; no extended magazines · u.gg B / A / A
  • AR-23A Liberator Carbine · best at close-to-mid bug fights: the fastest-firing Liberator · bad at long bursts (recoil on full auto) and medium armor · u.gg B / A / A
  • StA-52 Assault Rifle · best at sustained fire on Voteless and light bugs from its drum · bad at range (iron sights only) and medium armor; its empty reload is slow · u.gg C / B / A
  • AR-32 Pacifier · best at stunning Stalkers, Hunters and Overseers so a teammate can finish them · bad at raw damage: the lowest per round of the assault rifles · u.gg B / A / C
  • MA5C Assault Rifle · best at medium armor at mid range, sitting between the Penetrator and the Adjudicator · bad at big targets (low durable damage); a small magazine · u.gg C / A / A
  • AR-2 Coyote · best at bugs and the Illuminate: medium penetration that sets everything it hits on fire · bad at small Automatons, which take reduced fire damage; low durable damage · u.gg A / S+ / S+
  • AR/GL-21 One-Two · best at closing bug holes and fabricators with its underbarrel grenade, which frees your grenade slot · bad at quick aiming (poor handling) · u.gg B / A / B
  • AR-59 Suppressor · best at stealth and Commando missions: quiet head shots on Troopers · bad at range (slow rounds) and medium armor · u.gg B / B / B
  • AR-11 Arbitratornew · best at burst-fire chaff clearing, with an underslung medium-penetration shotgun as backup · bad at sustained fire (the spread widens fast) and quick aiming · u.gg A / S / S

4.2Marksman rifles

The bot front's rifles: small heads at range decide Automaton fights, so these rate far higher there than against bugs.

  • R-63 Diligence · best at Automaton infantry at range: one head shot drops a Devastator · bad at Terminid swarms and medium armor · u.gg S / C / A
  • R-63CS Diligence Counter Sniper · best at bots at range with medium penetration: Devastator bodies, Scout Strider joints, Gunship engines · bad at close quarters and bug hordes · u.gg A / C / B
  • R-2124 Constitution · best at challenge runs: a bolt-action rifle with medium-penetration shots and a bayonet · bad at sustained damage, the lowest of any primary · u.gg D / D / D
  • R-6 Deadeye · best at one-shotting Overseers and Devastators and stunning mediums · bad at reloading: a very slow full reload into a small tube · u.gg C / C / B
  • R-2 Amendment · best at big hits on unarmored mediums, with a burst mode up close · bad at medium armor: it bounces off Devastator torsos and Hive Guard heads · u.gg A / C / A
  • R-72 Censor · best at silent picks on Automaton infantry (Troopers, Commissars) · bad at medium armor; slow rounds · u.gg S / C / A
  • R-4 Hyena · best at one-shotting light enemies and setting them alight at range · bad at long fights (a small ammo pool, strong vertical recoil); so far only divers who took part in the Celestial Fence campaign have it · u.gg A / B / B

4.3Submachine guns

Close-range guns since patch 4.1.0 gave them high-drag rounds. Most are one-handed, so they pair with a Ballistic Shield or an objective in your other hand.

  • MP-98 Knight · best at point-blank damage on bugs and Voteless, one-handed · bad at range (the damage falls off fast) and ammo economy; it comes with the Super Citizen Edition · u.gg B / A / A
  • SMG-37 Defender · best at fighting behind a Ballistic Shield: controllable close fire · bad at range and medium armor · u.gg C / C / B
  • SMG-72 Pummeler · best at stunning Chargers and Stalkers up close · bad at killing (low damage), and it can't stun Bile Titans or turrets · u.gg D / C / C
  • SMG-32 Reprimand · best at medium armor up close: Hive Guards, Devastators, Overseers · bad at long fights (a small magazine, a slow empty reload); unlike most SMGs it isn't one-handed · u.gg B / A / A
  • StA-11 SMG · best at shredding bugs and Voteless up close · bad at range and medium armor · u.gg C / B / A
  • M7S SMG · best at quiet close-quarters stealth · bad at medium armor, and it has no laser sight · u.gg C / B / B
  • SMG/FLAM-34 Stoker · best at Voteless and Fleshmobs: ignite them with the underbarrel flamer, then shoot · bad at Automatons (reduced fire damage on small bots); few spare magazines · u.gg B / A / S
  • SMG-203 Gallant · best at medium armor up close, at SMG fire rates · bad at ammo economy: low damage per round at a high rate of fire · u.gg B / S / S

4.4Shotguns

Close-range crowd killers for bugs and Voteless. Every pellet carries the full stagger value, which makes the pump shotguns great at interrupting.

  • SG-8 Punisher · best at staggering bugs (Stalkers, Hunters) up close; one of the first buys in the free warbond · bad at range and medium armor · u.gg C / A / C
  • SG-225 Breaker · best at burst damage on bug and Voteless crowds · bad at ammo economy; low stagger · u.gg C / A / A
  • SG-8S Slugger · best at Hive Guard heads and Devastator torsos at mid range with a medium-penetration slug · bad at reloading (shell by shell) and long range (high drag) · u.gg D / B / D
  • SG-225SP Breaker Spray&Pray · best at clearing tiny targets (Scavengers, Voteless) · bad at anything bigger than a Brood Commander; almost no stagger · u.gg C / C / B
  • SG-225IE Breaker Incendiary · best at setting bug crowds on fire · bad at Chargers and Bile Titans (fire only drains main health); few spare drums · u.gg C / A / A
  • SG-451 Cookout · best at igniting and staggering small bugs and Voteless · bad at single-target damage · u.gg C / A / B
  • SG-20 Halt · best at stun, then kill: its stun shells halt Commanders and Overseers · bad at range: the spread opens wide past close quarters · u.gg B / A / B
  • DBS-2 Double Freedom · best at point-blank bursts on heavy weak spots (a Charger's rear, a Hulk's vent) · bad at crowds: two shells, then a reload · u.gg A / S / A
  • M90A Shotgun · best at big single hits on unarmored targets; warp-ship shields · bad at medium armor, and its tube is small · u.gg D / B / C
  • SG-97 Sweeper · best at fast medium-penetration shotgun damage on bugs and the Illuminate (hold the trigger to slam-fire) · bad at staggering: low stagger for a pump shotgun · u.gg A / S / S

4.5Explosive weapons

The primaries that do a support weapon's jobs: they close spawners and reach the weak spots of heavies, at the cost of ammo and fire rate.

  • R-36 Eruptor · best at closing holes and fabricators, one-shotting mediums, and Hulk and Charger weak spots · bad at sustained fights (a small ammo pool, the slowest fire of any primary) and point blank, where its blast hurts you · u.gg S+ / S+ / S+
  • CB-9 Exploding Crossbow · best at closing spawners and splashing packed mediums, one-handed · bad at range: the bolt is slow and drops · u.gg S+ / S+ / S
  • GL-15 Evictornew · best at bug patrols and spawners; hurting Hulks from range · bad at sustained fire: a small tube and slow cycling · u.gg S / A / A

4.6Energy weapons

Heat sinks, charged shots and plasma blasts. Several never need an ammo pickup; the plasma guns' blasts hurt you at point blank.

  • LAS-5 Scythe · best at endless work on Voteless and Fleshmobs and igniting at range, with no ammo if you manage the heat · bad at armored targets (slow) and staggering (it has none) · u.gg A / A / A
  • PLAS-1 Scorcher · best at everything medium (Devastators, Gunship engines, Hive Guards): its bolt is light but its blast is medium penetration · bad at point blank, where the blast hurts you · u.gg S / S / S
  • LAS-16 Sickle · best at sustained fire without ammo pickups · bad at big targets (very low durable damage) and medium armor · u.gg B / B / B
  • SG-8P Punisher Plasma · best at staggering groups of Devastators and Berserkers; the Jet Brigade · bad at point blank (it kills you) and range (an arcing shot) · u.gg S+ / S / S+
  • ARC-12 Blitzer · best at bugs: stun-locking Hive Guards and Stalkers with no ammo to manage · bad at Automatons at range; its arcs can ground on corpses · u.gg D / S / A
  • PLAS-101 Purifier · best at everything: u.gg and GamesRadar (August 14, 2026) both rate it S or better on every front · bad at moving while it charges (it slows you); tap-firing wastes ammo · u.gg S+ / S+ / S+
  • PLAS-39 Accelerator Rifle · best at long-range bursts into the weak spots of mediums and heavies · bad at sustained fire: a small magazine and frequent reloads · u.gg A / B / A
  • LAS-17 Double-Edge Sickle · best at long sustained fire that reaches heavy penetration as it heats up · bad at long bursts: at high heat it burns you · u.gg A / A / A
  • LAS-13 Trident · best at clearing close crowds without ammo pickups · bad at precision (an unpredictable spread) and medium armor · u.gg A / A / A
  • R/40-K Hot-Shot Marksman Rifle · best at lines of Voteless (it cleaves through light targets) and big hits at range · bad at long fights (a small power cell) and big targets (low durable damage) · u.gg B / D / C
  • LAS-12 Sainew · best at medium armor up close with no ammo pickups, one-handed · bad at range (a shotgun-like spread) and big targets (very low durable damage) · u.gg S / S / S

4.7Special weapons

Three that fit nowhere else.

  • JAR-5 Dominator · best at stagger-killing Devastators, Berserkers and Stalkers with jet-propelled rounds · bad at quick follow-ups: heavy recoil and slow handling · u.gg A / A / A
  • FLAM-66 Torcher · best at Illuminate hordes and Fleshmobs, and Chargers through heavy-penetration flame · bad at Automatons (reduced fire damage on small bots) and anything beyond short range · u.gg C / B / S
  • VG-70 Variable · best at burst damage on tough mediums (Commander heads, Spewer mouths) with its volley modes · bad at quick aiming (very poor handling) and medium armor · u.gg A / A / A

4.8Every primary by the numbers

Sorted by type, then name. Check the Penetration column against your front first: against Automatons, a 3 (medium) or better gets through Devastator torsos. High Durable numbers (the Eruptor, Purifier, Punisher Plasma, Evictor) keep their damage on big targets, and a small Mag (the Eruptor, Crossbow, Double Freedom) means you pick your shots.

WeaponTypePenetrationDamageDurableRPMMagSparesReload (s)Where to get itSource
AR-11 ArbitratorAssault Rifle2 (light)70201,2004573.75Ironclad Democracy p1, 35 Medalswiki
AR-2 CoyoteAssault Rifle3 (medium)75106004583Dust Devils p1, 35 Medalswiki
AR-23 LiberatorAssault Rifle2 (light)90226404583Starter (free)wiki
AR-23A Liberator CarbineAssault Rifle2 (light)90229204582.5Viper Commandos p1, 20 Medalswiki
AR-23C Liberator ConcussiveAssault Rifle2 (light)75354006063.5Steeled Veterans p1, 20 Medalswiki
AR-23P Liberator PenetratorAssault Rifle3 (medium)65156404583Helldivers Mobilize! p6, 40 Medalswiki
AR-32 PacifierAssault Rifle3 (medium)55107004083Force of Law p1, 35 Medalswiki
AR-59 SuppressorAssault Rifle2 (light)80208504583Redacted Regiment p2, 50 Medalswiki
AR-61 TenderizerAssault Rifle2 (light)105306003573.33Polar Patriots p1, 20 Medalswiki
AR/GL-21 One-TwoAssault Rifle2 (light); blast 395246504063.33Python Commandos p1, 35 Medalswiki
BR-14 AdjudicatorAssault Rifle3 (medium)95235503083Democratic Detonation p1, 20 Medalswiki
MA5C Assault RifleAssault Rifle3 (medium)90166403283.15Obedient Democracy Support Troopers (Halo: ODST) p1, 35 Medalswiki
StA-52 Assault RifleAssault Rifle2 (light)90227905664.2Righteous Revenants p1, 35 Medalswiki
ARC-12 BlitzerEnergy3 (medium)25017545------Cutting Edge p3, 80 Medalswiki
LAS-12 SaiEnergy3 (medium)8048005352Superstore (Ironclad Democracy page), 400 SCwiki
LAS-13 TridentEnergy2 (light)360363001032.9Siege Breakers p1, 35 Medalswiki
LAS-16 SickleEnergy2 (light)6067508732.25Cutting Edge p1, 20 Medalswiki
LAS-17 Double-Edge SickleEnergy2 (light) rising to 4 (heavy) with heat60670017532.83Servants of Freedom p1, 35 Medalswiki
LAS-5 ScytheEnergy2 (light)35070----43Helldivers Mobilize! p5, 30 Medalswiki
PLAS-1 ScorcherEnergy2 (light); blast 3100503502052.5Helldivers Mobilize! p10, 75 Medalswiki
PLAS-101 PurifierEnergy3 (medium)2001001,0001562.5Polar Patriots p3, 80 Medalswiki
PLAS-39 Accelerator RifleEnergy3 (medium)2501255509123.4Righteous Revenants p2, 50 Medalswiki
R/40-K Hot-Shot Marksman RifleEnergy3 (medium)275402101272.9Castellan's Creed p1, 35 Medalswiki
SG-8P Punisher PlasmaEnergy3 (medium) blast225225801082.5Cutting Edge p2, 60 Medalswiki
CB-9 Exploding CrossbowExplosive3 (medium)2705050583.33Democratic Detonation p3, 80 Medalswiki
GL-15 EvictorExplosive3 (medium) blast440440604322.75Ironclad Democracy p3, 65 Medalswiki
R-36 EruptorExplosive4 (heavy); blast 323011532564.67Democratic Detonation p2, 60 Medalswiki
R-2 AmendmentMarksman Rifle2 (light)200504802083.5Masters of Ceremony p1, 35 Medalswiki
R-2124 ConstitutionMarksman Rifle3 (medium)180506051001.3Liberty Day gift to all players (late October 2024; Liberty Day is October 26, wiki.gg says distributed October 27)wiki
R-4 HyenaMarksman Rifle3 (medium)220451901552.5Campaign reward: Celestial Fence (granted 2026-07-13 to participants)wiki
R-6 DeadeyeMarksman Rifle3 (medium)3001001008606.4Borderline Justice p1, 35 Medalswiki
R-63 DiligenceMarksman Rifle2 (light)165453502582.83Helldivers Mobilize! p2, 8 Medalswiki
R-63CS Diligence Counter SniperMarksman Rifle3 (medium)200503501563Helldivers Mobilize! p7, 40 Medalswiki
R-72 CensorMarksman Rifle2 (light)165454002082.5Redacted Regiment p1, 35 Medalswiki
DBS-2 Double FreedomShotgun3 (medium)8404206502401.9Superstore, 400 SCwiki
M90A ShotgunShotgun2 (light)605220806443.6Obedient Democracy Support Troopers (Halo: ODST) p3, 65 Medalswiki
SG-20 HaltShotgun3 (medium)3851108016603.7Truth Enforcers p1, 20 Medalswiki
SG-225 BreakerShotgun2 (light)330663001672.5Helldivers Mobilize! p4, 20 Medalswiki
SG-225IE Breaker IncendiaryShotgun2 (light)2401203002643Steeled Veterans p2, 60 Medalswiki
SG-225SP Breaker Spray&PrayShotgun2 (light)240643302683Helldivers Mobilize! p9, 60 Medalswiki
SG-451 CookoutShotgun2 (light)320608016606.45Freedom's Flame p1, 20 Medalswiki
SG-8 PunisherShotgun2 (light)4051088016606.45Helldivers Mobilize! p1, 4 Medalswiki
SG-8S SluggerShotgun3 (medium)330908016606.45Helldivers Mobilize! p8, 60 Medalswiki
SG-97 SweeperShotgun3 (medium)5041321507704Superstore, 400 SCwiki
M7S SMGSMG2 (light)90188724873Obedient Democracy Support Troopers (Halo: ODST) p2, 50 Medalswiki
MP-98 KnightSMG2 (light)90181,3805072.5Super Citizen Edition (paid upgrade)wiki
SMG-203 GallantSMG3 (medium)65131,3805072.5Exo Experts p1, 35 Medalswiki
SMG-32 ReprimandSMG3 (medium)140324902593.55Truth Enforcers p2, 40 Medalswiki
SMG-37 DefenderSMG2 (light)110225204572.8Helldivers Mobilize! p3, 15 Medalswiki
SMG-72 PummelerSMG2 (light)85174754572.8Polar Patriots p2, 60 Medalswiki
SMG/FLAM-34 StokerSMG2 (light)130304204552.8Entrenched Division p1, 35 Medalswiki
StA-11 SMGSMG2 (light)90181,0504872.6Righteous Revenants p3, 65 Medalswiki
FLAM-66 TorcherSpecial4 (heavy)150150--10063.25Freedom's Flame p2, 40 Medalswiki
JAR-5 DominatorSpecial3 (medium)275902501563.8Steeled Veterans p3, 80 Medalswiki
VG-70 VariableSpecial2 (light)85235504973.58Control Group p1, 35 Medalswiki

Sources: each row's Source link (the wiki's weapon page, with the numbers from its datamine module); tiers from u.gg's primary list. Best at and bad at are this manual's reading of the numbers and the wiki's tactical notes.

Slot 2 · 25 secondaries

Secondaries

Give your sidearm a second job instead of a backup role: anti-armor (the Senator, Bolt Pistol, Missile Pistol, Ultimatum or Breacher) or spawner closing (the Grenade Pistol, Missile Pistol, Ultimatum or Breacher). The Redeemer from the free warbond is the cheap all-purpose pick; the GP-31 Grenade Pistol is the only secondary u.gg and GamesRadar (August 14, 2026) both rate S or better on every front.

All 25 secondaries are one-handed, so you can fire while carrying an objective or holding a Ballistic Shield. u.gg rates every one but the P-33 Missile Pistol and the P/40-K Bolt Pistol. Each line reads best at, bad at, then u.gg's letters against Automatons / Terminids / Illuminate (read September 26, 2026; the secondary list carries no date).community-tested

5.1Pistols

Backups with a range of jobs, from the free Peacemaker to the heavy-penetration Senator.

  • P-2 Peacemaker · best at chaff, as a free backup · bad at range (falloff) and medium armor · u.gg D / C / C
  • P-19 Redeemer · best at emergency close-range bursts for marksman and backpack users; almost free in the free warbond · bad at staying power (it empties in moments) and medium armor · u.gg B / A / A
  • P-4 Senator · best at heavy penetration in the holster: Overseer heads, Hulk eyes, Devastators · bad at volume: a 6-round cylinder · u.gg S / S / A
  • P-113 Verdict · best at medium-armor backup: Hive Guards, Devastators · bad at long fights: a small magazine · u.gg A / A / A
  • P-92 Warrant · best at fast or flying targets (Watchers, Overseers, Shriekers), with guided rounds · bad at picking targets: the lock-on can choose the wrong one, and guided shots fly slower · u.gg B / A / S
  • M6C/SOCOM Pistol · best at quiet head shots on Troopers and Commissars · bad at medium armor, and it one-shots a Devastator's head only up close · u.gg B / B / B
  • P-69 Veto · best at staggering Hunters, Alpha Commanders and Berserkers with medium-penetration jet rounds · bad at topping up: it reloads by clips, so you can't reload until a clip's worth is spent · u.gg A / A / A

5.2Melee weapons

Ammo-free and much stronger since patch 6.0.1 raised base melee damage by half, but they put you face to face with the enemy. They do their best work on the Voteless.

  • CQC-19 Stun Lance · best at shield play: stunning one target at a time · bad at reach: it hits only what's straight ahead · u.gg D / C / C
  • CQC-30 Stun Baton · best at stunning melee units that reach you · bad at killing: the lowest damage of the melee weapons · u.gg D / C / C
  • CQC-5 Combat Hatchet · best at Voteless hordes: tied with the Saber for the top melee damage per second · bad at reach, and it doesn't stun · u.gg C / B / B
  • CQC-2 Saber · best at Voteless: consistent leg cuts · bad at reach · u.gg C / B / B
  • CQC-42 Machete · best at big single hits: the heaviest melee blow, which staggers Devastators and Berserkers · bad at quick follow-ups: a long recovery between swings · u.gg B / B / B
  • CQC-73 Entrenchment Tool · best at digging cover for sentries and mortars · bad at fighting · u.gg D / C / C

5.3Special sidearms

Where the secondary slot earns its keep: grenade and missile launchers, anti-tank one-shots, lasers and a medic's stim gun.

  • LAS-7 Dagger · best at igniting crowds with no ammo to manage · bad at stopping a Trooper before it fires its flare (too slow) · u.gg C / C / B
  • GP-31 Grenade Pistol · best at closing bug holes and fabricators, which frees your grenade slot · bad at long range (an arcing shot) and supply (few spare rounds) · u.gg S / S+ / S+
  • SG-22 Bushwhacker · best at point-blank bursts on Alpha Commanders and Fleshmobs · bad at sustained fire (three barrels, then a reload) and medium armor · u.gg C / B / C
  • P-72 Crisper · best at Illuminate hordes, and Chargers and Hulks through heavy-penetration flame · bad at long burns: each canister empties fast · u.gg B / A / S+
  • P-11 Stim Pistol · best at healing squadmates at range: a squad medic's sidearm · bad at self-defense: it does no damage · u.gg A / A / A
  • PLAS-15 Loyalist · best at mid-range plasma bombardment; Charger rears · bad at point blank (the blast hurts you); a small magazine · u.gg A / S / S+
  • GP-20 Ultimatum · best at emergency heavy kills, and at closing spawners (Bile Titan holes too) from outside · bad at ammo (1 shell plus 1 spare) and range (very short) · u.gg S+ / S+ / A
  • LAS-58 Talon · best at accurate medium-penetration backup: it recharges while holstered · bad at big targets (low durable damage) · u.gg S / S / S+
  • P-35 Re-Educator · best at silently confusing Overseers, Hulks and Chargers with gas darts · bad at killing (tiny damage) and supply (very little ammo) · u.gg A / S / S
  • P-33 Missile Pistol · best at Gunships, Stingrays and War Striders · bad at ammo: few missiles, and a resupply returns only one · u.gg: not rated
  • P/40-K Bolt Pistol · best at one-shotting mediums on weak points (Spewers, Devastators, Overseers) · bad at closing spawners (its blast is too weak); a small ammo pool · u.gg: not rated
  • P-34 Breachernew · best at one-shotting Hulks, Cannon Turrets and Charger rears; fabricators · bad at ammo: very few rounds, and a resupply returns only one · u.gg S+ / S+ / A

5.4Every secondary by the numbers

Sorted by type, then name. The Penetration column is the story here: the few rows at 4 (heavy) or anti-tank are your armor answers, and the melee weapons show a dash for magazine and reload because they never run dry.

WeaponTypePenetrationDamageDurableRPMMagSparesReload (s)Where to get itSource
CQC-19 Stun LanceMelee3 (medium)16583--------Urban Legends p1, 30 Medalswiki
CQC-2 SaberMelee3 (medium)18898150------Masters of Ceremony p2, 40 Medalswiki
CQC-30 Stun BatonMelee3 (medium)12060--------Superstore, 200 SCwiki
CQC-42 MacheteMelee3 (medium)30015072------Superstore, 200 SCwiki
CQC-5 Combat HatchetMelee3 (medium)240120100------Superstore, 200 SCwiki
CQC-73 Entrenchment ToolMelee3 (medium)16583150------Entrenched Division p1, 20 Medalswiki
M6C/SOCOM PistolPistol2 (light)1252890012101.5Obedient Democracy Support Troopers (Halo: ODST) p3, 75 Medalswiki
P-113 VerdictPistol3 (medium)1403245010102Polar Patriots p3, 60 Medalswiki
P-19 RedeemerPistol2 (light)70121,1003162.15Helldivers Mobilize! p2, 5 Medalswiki
P-2 PeacemakerPistol2 (light)100329001581.8Starter (free)wiki
P-4 SenatorPistol4 (heavy)225752006402.3Steeled Veterans p1, 15 Medalswiki
P-69 VetoPistol3 (medium)1053575012903.3Entrenched Division p3, 65 Medalswiki
P-92 WarrantPistol3 (medium)80204501372Superstore, 300 SCwiki
GP-20 UltimatumSpecial6 (anti-tank II) blast2,0002,000--113Servants of Freedom p2, 40 Medalswiki
GP-31 Grenade PistolSpecial3 (medium)250250--161.72Democratic Detonation p3, 60 Medalswiki
LAS-58 TalonSpecial3 (medium)20020750732.4Borderline Justice p2, 40 Medalswiki
LAS-7 DaggerSpecial2 (light)25050----32Cutting Edge p3, 60 Medalswiki
P-11 Stim PistolSpecial-- (heals, no damage)0070624--Chemical Agents p3, 80 Medalswiki
P-33 Missile PistolSpecial5 (anti-tank I); blast 31,0001,000--132.7Exo Experts p2, 50 Medalswiki
P-34 BreacherSpecial7 (anti-tank III) sticky charge2,0002,000--122.68Ironclad Democracy p2, 50 Medalswiki
P-35 Re-EducatorSpecial4 (heavy)6010110623Redacted Regiment p1, 20 Medalswiki
P-72 CrisperSpecial4 (heavy)150150--5042.35Freedom's Flame p3, 45 Medalswiki
P/40-K Bolt PistolSpecial4 (heavy); blast 3325115150642.45Castellan's Creed p2, 50 Medalswiki
PLAS-15 LoyalistSpecial3 (medium)150751,000851.9Truth Enforcers p3, 45 Medalswiki
SG-22 BushwhackerSpecial2 (light)4051086503301.75Viper Commandos p2, 50 Medalswiki

Sources: each row's Source link and the wiki's datamine module; tiers from u.gg's secondary list. Best at and bad at are this manual's reading of the numbers and the wiki's tactical notes.

Slot 3 · 23 throwables

Throwables

Carry Thermite once you own it. Until then the free High Explosive grenade does the two jobs that matter, closing holes and fabricators and hurting heavies when you cook it; the Impact from the free warbond explodes on contact, which suits vents and weak spots. Take a control grenade (Stun, Smoke, Shield) only when your secondary or support weapon already closes spawners.

Patch 6.3.0 (June 2026) raised the starting and carried counts of most grenades, which made the niche ones practical, and armor with the Engineering Kit passive carries more. Each line reads best at, bad at, then u.gg's letters against Automatons / Terminids / Illuminate (read September 26, 2026; the throwable list carries no date).community-tested

6.1Explosive grenades

Your spawner closers and your emergency damage on heavies.

  • G-12 High Explosive · best at heavies when cooked (Chargers, Hulks), and spawners when thrown in · bad at quick reactions: the fuse is long · u.gg A / A / A
  • G-6 Frag · best at groups of light enemies; you carry more of them than any other standard grenade · bad at armor (medium penetration only); it catches squadmates too · u.gg B / A / A
  • G-7 Pineapple · best at unarmored hordes (Voteless, Warriors), or cooked under a Charger · bad at aim: the bomblets scatter at random · u.gg A / A / A
  • G-16 Impact · best at precise hits on vents and weak spots, including tank turret vents · bad at holes: it must land inside to close one, and it blows up on the first enemy it touches · u.gg A / S / S
  • TED-63 Dynamite · best at spawners and outposts (enough demolition to work from outside), with selectable timers for stealth · bad at speed: a long fuse, and fewer carried · u.gg S / S / A

6.2Anti-tank throwables

Heavy-killers in the grenade slot. Thermite is the default; the mines and the Giga Grenade trade speed or supply for power.

  • G-123 Thermite · best at killing heavies from the grenade slot: Chargers, Hulks, Tanks, turrets · bad at supply (only a few carried); it can't close Bile Titan holes · u.gg S+ / S+ / S+
  • G/40-K Melta Mine · best at killing Hulks and Chargers that walk over it · bad at range: a short throw, and it depends on placement · u.gg S+ / S / S
  • G-48 Giga Grenade · best at heavies and spawners from outside · bad at supply (only 2 carried) and precision (a tiny inner radius) · u.gg A / A / A
  • G-60 Anti-Tank Seekernew · best at guided anti-tank hits: one Hulk per grenade · bad at Bile Titans (it tends to hit armor); few carried · u.gg S / S / B
  • TM-1 Lure Mine · best at pulling patrols into a trap, or distracting them while you leave · bad at range: a short throw · u.gg A / S / A

6.3Fire and gas

Area denial for bugs and the Illuminate, weaker against Automatons, which ignite slowly. All but the Immolation also close spawners.

  • G-10 Incendiary · best at bug and Voteless hordes: a lasting fire pool · bad at Automatons (reduced fire damage on small bots) · u.gg B / S+ / S+
  • G-13 Incendiary Impact · best at igniting approaching groups, and Stalkers and Crushers, whose regeneration the fire stops · bad at armor: its blast is only medium penetration · u.gg B / S+ / S+
  • G-142 Pyrotech · best at area fire that also hurts heavies (Hulks, Factory Striders): its sparks carry anti-tank penetration · bad at lasting: the shortest-lived fire of the incendiaries · u.gg S / A / A
  • G-8 Immolationnew · best at wiping chaff patrols and reinforcement drops with a big fire pool · bad at medium enemies, which survive it; it can't close spawners · u.gg C / S / S
  • G-4 Gas · best at crowd control on every front; it also closes spawners · bad at killing quickly on its own · u.gg A / S / S+

6.4Control and utility

Little or no damage: stuns, smoke, a shield, a homing drone and a silent knife. None of them closes spawners, so pair one with a closer elsewhere in your kit.

  • G-23 Stun · best at freezing Chargers, Hulks and crowds for a follow-up · bad at the biggest targets (no effect on Tanks, Factory Striders, Impalers or Bile Titans); no demolition · u.gg S / S / C
  • G-109 Urchin · best at long single-target lockdown; it staggers even a Bile Titan · bad at crowds (a tiny radius); no damage, no demolition · u.gg D / D / C
  • G-31 Arc · best at crowds of light enemies · bad at spawners (it can't close them), and its arcs can hit you · u.gg C / C / C
  • G-50 Seeker · best at Gunships and fliers: hands-free heavy-penetration hits · bad at spawners: it homes on enemies instead · u.gg A / B / A
  • G-3 Smoke · best at breaking Automaton line of sight; covering revives and extraction · bad at bugs, which keep coming to your last position · u.gg B / D / D
  • G-89 Smokescreen · best at instant cover exactly where it lands · bad at covering much ground: a smaller cloud and no damage · u.gg B / D / D
  • G/SH-39 Shield · best at covering a Hellbomb, a revive or a point-blank Leveller shot (it blocks explosions, not direct hits) · bad at covering a group: a tiny radius and no damage · u.gg S / S / A
  • K-2 Throwing Knife · best at silent kills on stealth runs · bad at anything big: low damage for a throwable slot · u.gg D / D / D

6.5Every throwable by the numbers

Sorted by type, then name. Here Mag is the most you can carry and Damage is the blast itself; fire, gas and stun effects come on top, and a 0 means the throwable does no damage by itself (smoke, stun, the shield).

WeaponTypePenetrationDamageDurableRPMMagSparesReload (s)Where to get itSource
G-109 UrchinSpecial6 (anti-tank II)00--5----Force of Law p3, 65 Medalswiki
G-123 ThermiteSpecial7 (anti-tank III)2,0002,000--3----Democratic Detonation p1, 15 Medalswiki
G-13 Incendiary ImpactSpecial3 (medium)150150--5----Polar Patriots p2, 25 Medalswiki
G-142 PyrotechSpecial3 (medium) blast; sparks 75050--6----Masters of Ceremony p3, 65 Medalswiki
G-16 ImpactSpecial4 (heavy)400400--5----Helldivers Mobilize! p5, 20 Medalswiki
G-23 StunSpecial6 (anti-tank II)00--5----Cutting Edge p2, 25 Medalswiki
G-3 SmokeSpecial--0----5----Helldivers Mobilize! p8, 25 Medalswiki
G-31 ArcSpecial4 (heavy) per arc10070--5----Control Group p3, 65 Medalswiki
G-4 GasSpecial6 (anti-tank II)33--4----Chemical Agents p1, 30 Medalswiki
G-48 Giga GrenadeSpecial5 (anti-tank I)2,0002,000--2----Entrenched Division p2, 50 Medalswiki
G-50 SeekerSpecial4 (heavy)500500--5----Servants of Freedom p3, 65 Medalswiki
G-60 Anti-Tank SeekerSpecial5 (anti-tank I)1,8001,800--3----Ironclad Democracy p3, 65 Medalswiki
G-8 ImmolationSpecial4 (heavy) fire pool; blast 02020--6----Ironclad Democracy p1, 35 Medalswiki
G-89 SmokescreenSpecial--0----5----Superstore, 300 SCwiki
G/40-K Melta MineSpecial7 (anti-tank III)2,0002,000--4----Castellan's Creed p2, 50 Medalswiki
G/SH-39 ShieldSpecial--0----4----Siege Breakers p3, 65 Medalswiki
K-2 Throwing KnifeSpecial3 (medium)300150--20----Viper Commandos p3, 60 Medalswiki
TM-1 Lure MineSpecial5 (anti-tank I)1,0001,000--4----Redacted Regiment p3, 65 Medalswiki
G-10 IncendiaryStandard3 (medium)300300--5----Steeled Veterans p2, 25 Medalswiki
G-12 High ExplosiveStandard4 (heavy)800800--5----Starter (free)wiki
G-6 FragStandard3 (medium)500500--6----Helldivers Mobilize! p1, 2 Medalswiki
G-7 PineappleStandard3 (medium)300300--5----Dust Devils p3, 65 Medalswiki
TED-63 DynamiteStandard4 (heavy)1,0001,000--4----Borderline Justice p3, 65 Medalswiki

Sources: each row's Source link and the wiki's datamine module; carry counts per the 6.3.0 notes; tiers from u.gg's throwables list. Best at and bad at are this manual's reading of the numbers and the wiki's tactical notes.

Slot 4 · 35 support weapons

Support weapons

Bring a support weapon that kills heavies unless a squadmate already does. Buy the EAT-17 as soon as it unlocks at level 3, then the Recoilless Rifle, Autocannon or Quasar Cannon as they unlock; the Autocannon is the one u.gg rates S+ on every front.

Support weapons are stratagems: call one in and it drops in a hellpod. Most come back 480 seconds after the call, and the expendables much sooner: the EAT-17 after 70 seconds, the Bullet Storm after 70, the Commando after 120, the Expendable Napalm after 140, the Leveller after 140 and the Solo Silo after 180. Two of the 35 can't be called in at all: the SG-88 Break-Action Shotgun and the CQC-72 Entrenchment Tool lie on the map at graves, houses and bunkers. Each line reads best at, bad at, then u.gg's letters against Automatons / Terminids / Illuminate (read September 26, 2026, from a list stamped patch 7.0.2).community-tested

7.1What to unlock with Requisition, in order

  1. EAT-17 Expendable Anti-TankShip Management (PAC), level 3, 3,000 Req. Your first anti-tank answer: cheap, no backpack, back quickly.
  2. GR-8 Recoilless RifleShip Management (PAC), level 5, 6,000 Req. A reloadable launcher that one-shots most heavies with a hit to the head or a weak point; best with a teammate loading it.
  3. AC-8 AutocannonShip Management (PAC), level 10, 7,000 Req. The flexible pick: heavy penetration and explosive shells for Devastators, Gunships, fabricators and bug holes from range.
  4. LAS-99 Quasar CannonShip Management (Engineering Bay), level 18, 7,500 Req. Anti-tank with no ammo and no backpack, which frees the slot for a shield or a jump pack.
  5. The level-20 specialistsFAF-14 Spear (Ship Management (PAC), level 20, 9,000 Req), RS-422 Railgun (Ship Management (PAC), level 20, 10,000 Req) and StA-X3 W.A.S.P. Launcher (Ship Management (PAC), level 20, 12,000 Req): lock-on anti-tank, precision anti-armor and long-range anti-air, each better at one job than the anchors above.

The M-105 Stalwart and the APW-1 Anti-Materiel Rifle are cheap early options, for crowds and for bot weak points. Their unlock levels and the MLS-4X Commando's, as this manual gives them from wiki.gg (levels 1, 1 and 15), differ from the Fandom wiki's (5, 2 and 18), and no official source settles it.unverified

7.2Anti-tank, reusable

The heavy-killers you keep. The Recoilless, Spear, W.A.S.P. and C4 Pack take your backpack slot; the Quasar, Railgun, Epoch, Speargun and Meltagun leave it free.

  • GR-8 Recoilless Rifle · best at reloadable heavy killing: Tanks, Chargers, Hulks and Bile Titans at their weak points · bad at reloading solo (you kneel); it takes your backpack slot · u.gg S+ / S+ / C
  • LAS-99 Quasar Cannon · best at anti-tank work with no ammo and no backpack; Commando missions · bad at tempo: a charge-up, then a long recharge before the next shot · u.gg S / S / C
  • FAF-14 Spear · best at Bile Titans, Factory Striders, Gunships and anti-air turrets at range, with lock-on · bad at close range (under about 30 m) and targets it can't lock · u.gg S / A / C
  • RS-422 Railgun · best at precision anti-armor: Hulk eyes, Charger legs, and Bile Titan heads when overcharged · bad at pace: one round per reload, and it self-destructs if you hold the overcharge too long · u.gg S / B / C
  • StA-X3 W.A.S.P. Launcher · best at medium and flying targets out to long range; Stingrays · bad at small enemies (it can't lock them) and close range · u.gg B / B / S+
  • PLAS-45 Epoch · best at packed heavy infantry (Heavy Devastators, Alpha Commanders) and Chargers · bad at durable and explosion-resistant targets, which shrug off half; few shots per battery · u.gg S / A / B
  • S-11 Speargun · best at one-shotting Hulk eyes, sealing bug holes, and interrupting Bile Titans and Chargers · bad at pace: one shot per reload · u.gg S / S / S
  • 40-K Meltagun · best at Tanks, Chargers and Fleshmobs in one or two shots · bad at range (short) and ammo (a small pool) · u.gg S+ / S+ / S
  • B/MD C4 Pack · best at Bile Titans, Vox Engines and Hive Lords; objectives and fabricators · bad at speed: it takes setup time, and your backpack slot · u.gg S+ / S / A

7.3Anti-tank, expendable

Call in, fire, drop: no backpack, no reload, and cooldowns short enough to keep one ready.

  • EAT-17 Expendable Anti-Tank · best at cheap, frequent heavy kills (Chargers, Hulks, Tanks, turrets) on a short cooldown, with no backpack · bad at follow-ups: one shot per launcher · u.gg S / S+ / C
  • MLS-4X Commando · best at turrets and Tanks, and Striders at range · bad at fast targets (slow rockets); you drop it after the last one · u.gg S / B / B
  • EAT-411 Leveller · best at one-shotting massive targets and whole groups; it closes spawners · bad at safety: the blast endangers your squad, and it is one shot per call · u.gg S+ / B / A
  • MS-11 Solo Silo · best at massive targets and big groups from anywhere, with a guided missile · bad at speed (it takes setup time) and safety (the launch blast ragdolls divers nearby) · u.gg S / S / A

7.4The flexible middle

Heavy penetration with sustained fire: enough for Devastators, Gunships and weak points, not enough to trade blows with a tank.

  • AC-8 Autocannon · best at almost everything: heavy penetration plus explosive shells for Devastators, Gunships, fabricators and bug holes from range · bad at reloading (you kneel); it takes your backpack slot · u.gg S+ / S+ / S+
  • APW-1 Anti-Materiel Rifle · best at bot weak points at range: Devastator heads, Hulk eyes, Gunship engines · bad at swarms; slow handling · u.gg A / B / C
  • MG-206 Heavy Machine Gun · best at heavy-penetration sustained fire: Devastators, Spewers, Hulk eyes · bad at quick aiming: poor handling and heavy recoil · u.gg B / B / B
  • LAS-98 Laser Cannon · best at heavy penetration with no ammo: Devastators, Gunships, Hulk eyes · bad at burst damage against big heavies · u.gg B / B / B

7.5Crowd control

Volume and area for breaches, bot drops and Voteless waves. The machine guns cover the Illuminate best, and the two explosive grenade launchers (GL-21 and GL-28) also close spawners.

  • MG-43 Machine Gun · best at medium-penetration sustained fire on Illuminate and bug crowds; free from the start · bad at close quarters (slow handling) · u.gg B / B / S
  • M-105 Stalwart · best at Voteless and bug chaff: a machine gun you can move with · bad at medium armor, which its light rounds can't hurt · u.gg B / A / S+
  • M-1000 Maxigun · best at walls of medium-penetration fire into hordes; a teammate with a Supply Pack keeps it fed · bad at ammo economy and quick aiming · u.gg B / B / A
  • MGX-42 Bullet Storm · best at bug breaches and Illuminate waves on a short cooldown · bad at medium armor and Automatons · u.gg B / A / S+
  • GL-21 Grenade Launcher · best at crowds, mediums and spawners · bad at long range (arcing shots) and point blank (the rounds need distance to arm) · u.gg S / S / S
  • GL-28 Belt-Fed Grenade Launcher · best at clearing hordes and stagger-locking Stalkers and Commanders · bad at massive heavies, which take dozens of grenades · u.gg A / A / A
  • RL-77 Airburst Rocket Launcher · best at crowds and fliers, especially the Illuminate · bad at safety (friendly fire) and reloading (you kneel) · u.gg A / B / S+
  • GL-52 De-Escalator · best at stunning and killing crowds, and Hulks with a hit to the visor · bad at spawners (it isn't explosive); since patch 7.1.0 its arcs can hurt you again · u.gg B / A / A
  • ARC-3 Arc Thrower · best at crowds of bugs and Illuminate, and stun-locking Chargers and Hulks, with no ammo · bad at safety (it chains to friends) and cluttered fights (arcs ground on corpses) · u.gg C / A / A

7.6Fire and gas

Strong against bugs and the Illuminate, weak against Automatons; mind your squad around the flames.

  • FLAM-40 Flamethrower · best at bug and Illuminate hordes, and Chargers through heavy-penetration flame · bad at Automatons; it can set you on fire · u.gg B / S / S+
  • B/FLAM-80 Cremator · best at bugs and the Illuminate: the strongest flamethrower · bad at Automatons; it takes your backpack slot · u.gg A / S+ / S+
  • EAT-700 Expendable Napalm · best at instant area denial on hordes; its napalm blast carries anti-tank penetration · bad at control: the bomblets bounce unpredictably · u.gg B / S / S
  • TX-41 Sterilizer · best at crowd control: confused enemies attack each other · bad at killing: low damage · u.gg D / D / C

7.7Melee and map pickups

Close-in tools, and the two civilian weapons you find on the map.

  • CQC-20 Breaching Hammer · best at fast heavy kills up close, without a backpack · bad at reach; enemies that explode when they die · u.gg S / S / A
  • CQC-9 Defoliation Tool · best at clearing foliage and fences, and sawing through Fabricators; point-blank heavies · bad at reach · u.gg D / C / C
  • CQC-1 One True Flag · best at stunning thrusts from behind a shield · bad at survival: enemies target the bearer · u.gg D / D / D
  • CQC-72 Entrenchment Tool · best at digging cover; found on the map at graves and bunkers · bad at fighting · u.gg: not rated
  • SG-88 Break-Action Shotgun · best at Alpha Commanders and Spewers, as a free pickup · bad at sustained fire (two shells, then a reload) and medium armor · u.gg: not rated

7.8Every support weapon by the numbers

Sorted by type, then name. Where to get it gives the level and Requisition price for base-game weapons, or the warbond page and Medal cost. Cooldowns aren't in this table: Support weapons and backpacks lists them with the call-in codes.

WeaponTypePenetrationDamageDurableRPMMagSparesReload (s)Where to get itSource
APW-1 Anti-Materiel RifleAnti-materiel rifle4 (heavy)450225400783.05Ship Management (PAC), level 1, 5,000 Reqwiki
FAF-14 SpearAnti-tank (backpack)7 (anti-tank III); blast 34,0004,000--144.65Ship Management (PAC), level 20, 9,000 Reqwiki
GR-8 Recoilless RifleAnti-tank (backpack)6 (anti-tank II) HEAT; HE shell 5, HE blast 43,2003,200--156.1Ship Management (PAC), level 5, 6,000 Reqwiki
LAS-99 Quasar CannonAnti-tank (energy)6 (anti-tank II); blast 32,0002,000--------Ship Management (Engineering Bay), level 18, 7,500 Reqwiki
EAT-17 Expendable Anti-TankAnti-tank (expendable)6 (anti-tank II); blast 32,0002,000--1----Ship Management (PAC), level 3, 3,000 Reqwiki
EAT-411 LevellerAnti-tank (expendable)6 (anti-tank II)2,5002,500--1----Siege Breakers p2, 85 Medalswiki
MLS-4X CommandoAnti-tank (expendable)6 (anti-tank II); blast 31,1001,1002404----Ship Management (PAC), level 15, 8,000 Reqwiki
RS-422 RailgunAnti-tank (railgun)5 (anti-tank I)600225--1201.35Ship Management (PAC), level 20, 10,000 Reqwiki
MS-11 Solo SiloAnti-tank (silo)7 (anti-tank III); impact 9 (anti-tank V)2,5002,500--1----Dust Devils p3, 110 Medalswiki
AC-8 AutocannonAutocannon (backpack)4 (heavy); blast 332526019010104.5Ship Management (PAC), level 10, 7,000 Reqwiki
CQC-72 Entrenchment ToolCivilian find3 (medium)16583150------Found on the map only (graves, bunkers); cannot be called inwiki
SG-88 Break-Action ShotgunCivilian find2 (light)5851176002401.55Found on the map only (graves, houses); cannot be called inwiki
B/MD C4 PackDemolition (backpack)7 (anti-tank III)2,0002,000--161.1Redacted Regiment p3, 110 Medalswiki
ARC-3 Arc ThrowerEnergy arc7 (anti-tank III)25010060------Ship Management (Engineering Bay), level 15, 7,000 Reqwiki
LAS-98 Laser CannonEnergy beam4 (heavy)350200----23.65Ship Management (Engineering Bay), level 5, 4,000 Reqwiki
40-K MeltagunEnergy melta7 (anti-tank III)2,6002,600--343.75Castellan's Creed p3, 110 Medalswiki
PLAS-45 EpochEnergy plasma5 (anti-tank I)800400--345.15Control Group p1, 75 Medalswiki
FLAM-40 FlamethrowerFlame4 (heavy)150150--15054Ship Management (PAC), level 10, 6,000 Reqwiki
B/FLAM-80 CrematorFlame (backpack)4 (heavy)225225--500----Entrenched Division p3, 110 Medalswiki
TX-41 SterilizerGas5 (anti-tank I)3030--12544Chemical Agents p2, 85 Medalswiki
GL-21 Grenade LauncherGrenade launcher3 (medium) blast4004001601033.55Ship Management (Engineering Bay), level 5, 6,000 Reqwiki
GL-52 De-EscalatorGrenade launcher (arc)4 (heavy) per arc100702006405.5Force of Law p2, 85 Medalswiki
GL-28 Belt-Fed Grenade LauncherGrenade launcher (backpack)4 (heavy) blast150150320120----Siege Breakers p3, 110 Medalswiki
EAT-700 Expendable NapalmIncendiary (expendable)3 (medium) rocket; napalm blast 6500500--1----Dust Devils p2, 85 Medalswiki
M-105 StalwartMachine gun2 (light)902285025035.9Ship Management (PAC), level 1, 3,500 Reqwiki
MG-206 Heavy Machine GunMachine gun4 (heavy)1503560010025.55Ship Management (PAC), level 12, 6,000 Reqwiki
MG-43 Machine GunMachine gun3 (medium)902376017534.55Ship Management (PAC), level 1, freewiki
M-1000 MaxigunMachine gun (backpack)3 (medium)80181,5001,000----Python Commandos p3, 110 Medalswiki
MGX-42 Bullet StormMachine gun (expendable)2 (light)100251,300300----Exo Experts p1, 75 Medalswiki
CQC-1 One True FlagMelee3 (medium)200100117------Masters of Ceremony p3, 110 Medalswiki
CQC-20 Breaching HammerMelee (breaching charge)6 (anti-tank II) charge; hammer 32,2002,200--171Siege Breakers p1, 75 Medalswiki
CQC-9 Defoliation ToolMelee (chainsaw)3 (medium) rising to 5 on sustained contact450225--------Python Commandos p2, 85 Medalswiki
StA-X3 W.A.S.P. LauncherMissile launcher (backpack)6 (anti-tank II); blast 3200200500754.9Ship Management (PAC), level 20, 12,000 Reqwiki
RL-77 Airburst Rocket LauncherRocket launcher (backpack)3 (medium)350350--155.1Ship Management (PAC), level 15, 8,000 Reqwiki
S-11 SpeargunSpeargun5 (anti-tank I) spear; gas burst 6650275--1122.5Dust Devils p2, 85 Medalswiki

Sources: each row's Source link, the wiki's weapons and stratagems datamine modules (damage, cooldowns); tiers from u.gg's support list. Best at and bad at are this manual's reading of the numbers and the wiki's tactical notes.

The right tool

Special jobs: spawners, one-handed, quiet

Some jobs need a particular kind of weapon, whatever its damage: closing spawners needs an explosive, carrying an objective or holding a shield needs a one-handed gun, and stealth needs a quiet one. Check that your loadout covers the first job before every drop.

8.1Spawner closers

Bug holes, Automaton fabricators and Illuminate warp-ship doors and gateways take only explosive hits through the opening: demolition 20 or more closes one from inside, and 40 or more destroys a bug hole or a Bile Titan's hole from its rim. Guns never close them, whatever their damage.

  • From inside the opening. Primaries: the R-36 Eruptor, CB-9 Exploding Crossbow, GL-15 Evictor and the AR/GL-21 One-Two's grenade. Secondaries: the GP-31 Grenade Pistol, P-33 Missile Pistol and P-34 Breacher. Throwables: the G-12 High Explosive, G-6 Frag, G-7 Pineapple, G-16 Impact, G-10 Incendiary, G-13 Incendiary Impact, G-142 Pyrotech, G-4 Gas, G-123 Thermite and TM-1 Lure Mine. Support: the AC-8 Autocannon, GL-21 and GL-28 grenade launchers, RL-77 Airburst, EAT-17, EAT-700 Expendable Napalm, GR-8 Recoilless, LAS-99 Quasar, MLS-4X Commando, StA-X3 W.A.S.P., PLAS-45 Epoch, S-11 Speargun and CQC-20 Breaching Hammer.
  • Also from outside (a bug hole's rim, a Bile Titan hole, a Fabricator's shell or a Warp Gateway; a Grounded Warp Ship or a Bulk Fabricator needs more). The GP-20 Ultimatum; the TED-63 Dynamite, G-48 Giga Grenade, G-60 Anti-Tank Seeker and G/40-K Melta Mine; the B/MD C4 Pack, EAT-411 Leveller, MS-11 Solo Silo and FAF-14 Spear.
  • Can't close them. The G-50 Seeker (it homes on enemies instead), the P/40-K Bolt Pistol (its blast is too weak), and anything that isn't explosive, such as the Laser Cannon's beam, the Anti-Materiel Rifle, arcs and the Meltagun (one exception: the CQC-9 Defoliation Tool can saw through a Fabricator or a Grounded Warp Ship).

Fabricators have a second way down: one hit from an EAT-17, Quasar, Recoilless or Spear to the shell destroys one (Fabricators and structures). In a bug nest, standing on the nest's edge and firing into each hole with a grenade launcher, the Autocannon, the Crossbow or the Grenade Pistol is faster and safer than walking into the bowl (Nests and holes).

8.2One-handed weapons

These fire while you carry an objective item or hold the Ballistic or Directional Shield: every secondary, the CQC-72 Entrenchment Tool and the CQC-1 One True Flag among support weapons, and these primaries: the MP-98 Knight, SMG-37 Defender, SMG-72 Pummeler, StA-11 SMG, M7S SMG, SMG/FLAM-34 Stoker, SMG-203 Gallant, CB-9 Exploding Crossbow and LAS-12 Sai. The Defender behind a shield is the classic pairing, and the Crossbow is the only one-handed primary that closes spawners.

8.3Quiet weapons

For stealth and Commando missions: the AR-59 Suppressor, R-72 Censor, M7S SMG and M6C/SOCOM Pistol are suppressed (enemies hear them only close by and search instead of locking on), the P-35 Re-Educator is nearly silent and the K-2 Throwing Knife silent. Patch 5.0.2 (January 2026) cut suppressed noise by about half.

8.4Weapons that never need an ammo pickup

Heat-sink lasers cool between bursts, arcs need no ammo and the Quasar recharges: the LAS-5 Scythe, LAS-16 Sickle, LAS-17 Double-Edge Sickle, LAS-13 Trident, LAS-12 Sai and ARC-12 Blitzer among primaries; the LAS-7 Dagger and LAS-58 Talon among secondaries; the LAS-98 Laser Cannon, ARC-3 Arc Thrower and LAS-99 Quasar Cannon among support weapons; and every melee weapon except the CQC-20 Breaching Hammer, whose breaching charges run out and need resupply. They suit long missions, Commando drops and squads short on resupply.

8.5Crowd control by effect

  • Stun: the AR-32 Pacifier, SMG-72 Pummeler, SG-20 Halt, ARC-12 Blitzer, CQC-19 Stun Lance, CQC-30 Stun Baton, G-23 Stun, G-109 Urchin, G-31 Arc, ARC-3 Arc Thrower, CQC-1 One True Flag, GL-52 De-Escalator and CQC-9 Defoliation Tool.
  • Gas: the P-35 Re-Educator, G-4 Gas, TX-41 Sterilizer and S-11 Speargun.
  • Fire: the AR-2 Coyote, R-4 Hyena, SMG/FLAM-34 Stoker, SG-225IE Breaker Incendiary, SG-451 Cookout, LAS-5 Scythe, FLAM-66 Torcher, LAS-7 Dagger, P-72 Crisper, P-34 Breacher, G-10 Incendiary, G-123 Thermite, G-13 Incendiary Impact, G-142 Pyrotech, G-8 Immolation, FLAM-40 Flamethrower, LAS-98 Laser Cannon, EAT-700 Expendable Napalm and B/FLAM-80 Cremator.
  • Stagger of 35 or more per hit (enough for Overseers, Devastators and everything smaller): the AR-23C Liberator Concussive, SG-8 Punisher, SG-451 Cookout, DBS-2 Double Freedom, M90A Shotgun, R-36 Eruptor, JAR-5 Dominator, P-69 Veto, CQC-19 Stun Lance, CQC-30 Stun Baton, GP-31 Grenade Pistol, SG-22 Bushwhacker, GP-20 Ultimatum, P-33 Missile Pistol, P/40-K Bolt Pistol, TED-63 Dynamite, G-23 Stun, K-2 Throwing Knife, G-142 Pyrotech, G-109 Urchin, G-48 Giga Grenade, G/40-K Melta Mine, G-8 Immolation, G-60 Anti-Tank Seeker, EAT-17, GR-8 Recoilless Rifle, MLS-4X Commando, RL-77 Airburst, FAF-14 Spear, RS-422 Railgun, StA-X3 W.A.S.P., ARC-3 Arc Thrower, LAS-99 Quasar Cannon, CQC-1 One True Flag, S-11 Speargun, EAT-700 Expendable Napalm, CQC-20 Breaching Hammer, EAT-411 Leveller, MS-11 Solo Silo and 40-K Meltagun.

Sources: wiki: Demolition (revised September 25, 2026) and the wiki's datamine module (explosive demolition, stagger and status effects per attack); the weapon pages' trait lists (one-handed, suppressed); 5.0.2 notes (suppressor noise).

Opinions, dated

Community tiers, dated

Four weapons top u.gg's lists on all three fronts: the R-36 Eruptor, the PLAS-101 Purifier, the G-123 Thermite and the AC-8 Autocannon. No secondary is S+ everywhere; the GP-31 Grenade Pistol is the only one both dated lists rate S or better on every front. Tier lists are opinions: use them to break ties, never to overrule what the penetration rule says a weapon can hurt.community-tested

Two lists rate the whole armory front by front. u.gg's were read on September 26, 2026: its primary list says it was updated for patch 7.1.1, its support list is stamped patch 7.0.2, and its secondary and throwable lists carry no date. GamesRadar's primary, secondary and support lists were updated on August 14, 2026, before patch 7.1.0 added the newest weapons. Every weapon's u.gg letters are on its line in the slot chapters above.

9.1S+ on u.gg, front by front

Automatons

Explosives and anti-tank

Primary: R-36 Eruptor, CB-9 Exploding Crossbow, SG-8P Punisher Plasma, PLAS-101 Purifier. Secondary: GP-20 Ultimatum, P-34 Breacher. Throwable: G-123 Thermite, G/40-K Melta Mine. Support: GR-8 Recoilless Rifle, AC-8 Autocannon, B/MD C4 Pack, EAT-411 Leveller, 40-K Meltagun.

Terminids

Fire, explosives and head-shot anti-tank

Primary: AR-2 Coyote, R-36 Eruptor, CB-9 Exploding Crossbow, PLAS-101 Purifier. Secondary: GP-31 Grenade Pistol, GP-20 Ultimatum, P-34 Breacher. Throwable: G-10 Incendiary, G-123 Thermite, G-13 Incendiary Impact. Support: EAT-17, GR-8 Recoilless Rifle, AC-8 Autocannon, B/FLAM-80 Cremator, 40-K Meltagun.

Illuminate

Fire, gas and volume

Primary: AR-2 Coyote, R-36 Eruptor, SG-8P Punisher Plasma, PLAS-101 Purifier. Secondary: GP-31 Grenade Pistol, P-72 Crisper, PLAS-15 Loyalist, LAS-58 Talon. Throwable: G-10 Incendiary, G-123 Thermite, G-13 Incendiary Impact, G-4 Gas. Support: M-105 Stalwart, FLAM-40 Flamethrower, AC-8 Autocannon, RL-77 Airburst Rocket Launcher, StA-X3 W.A.S.P. Launcher, B/FLAM-80 Cremator, MGX-42 Bullet Storm.

9.2Where the two lists agree

Weapons that both u.gg and GamesRadar rate S or better (GamesRadar has no throwable list). Agreement between two independent lists is the strongest community signal on this tab.

  • Terminids: the PLAS-101 Purifier and AR-2 Coyote; the GP-31 Grenade Pistol and GP-20 Ultimatum; the LAS-99 Quasar Cannon, S-11 Speargun and B/FLAM-80 Cremator.
  • Automatons: the PLAS-101 Purifier, R-36 Eruptor, PLAS-1 Scorcher and R-72 Censor; the GP-31 Grenade Pistol, GP-20 Ultimatum, LAS-58 Talon and P-4 Senator; the GR-8 Recoilless Rifle, EAT-17, EAT-411 Leveller, B/MD C4 Pack, 40-K Meltagun, MLS-4X Commando, RS-422 Railgun and S-11 Speargun.
  • Illuminate: the PLAS-101 Purifier, AR-2 Coyote and SMG/FLAM-34 Stoker; the GP-31 Grenade Pistol and PLAS-15 Loyalist; no support weapon.

9.3Where they disagree

  • AC-8 Autocannon: S+ on every front on u.gg; B against Terminids and Automatons and C against the Illuminate on GamesRadar. This manual's research sides with u.gg against Devastators, Gunships and Harvester shields.
  • Anti-tank against the Illuminate: u.gg gives the EAT-17, Recoilless, Quasar and Railgun a C; GamesRadar gives the EAT-17, Quasar, Commando, Railgun and Leveller an A. One anti-tank hit is still the clean answer to Harvester joints, Gatekeepers and Leviathan turrets, so carry one either way.
  • MS-11 Solo Silo: S against Terminids and Automatons and A against the Illuminate on u.gg; A against Automatons and D against the other two on GamesRadar.
  • StA-X3 W.A.S.P.: B against Terminids and Automatons and S+ against the Illuminate on u.gg; D against Terminids and B against the other two on GamesRadar.
  • RL-77 Airburst: A against Automatons, B against Terminids and S+ against the Illuminate on u.gg; B against Terminids and C against the other two on GamesRadar.

9.4Patterns that follow the mechanics

  • Marksman rifles (the Diligence, the Censor) rate S only against Automatons, whose infantry have small, soft heads at range.
  • Fire weapons (the Coyote, the incendiary grenades, the flamethrowers, the Crisper) rate highest against Terminids and the Illuminate and lower against Automatons, which ignite slowly.
  • u.gg drops the dedicated anti-tank launchers to C against the Illuminate and lifts crowd weapons (the Stalwart, MG-43, Airburst, W.A.S.P. and Bullet Storm) to S or S+; this manual's reading is that the Illuminate roster has fewer heavily armored targets.

9.5The newest weapons

Six weapons arrived on September 22, 2026: the AR-11 Arbitrator, GL-15 Evictor, P-34 Breacher, G-8 Immolation, G-60 Anti-Tank Seeker and LAS-12 Sai.new u.gg has already rated all six (their letters are on their lines above); GamesRadar's lists predate them. A written review from Power Up Gaming (Hannan Mundia, September 24, 2026) ranks the five Ironclad Democracy weapons with the G-60 Anti-Tank Seeker first, then the P-34 Breacher, GL-15 Evictor and AR-11 Arbitrator, and the G-8 Immolation last. Their reload and fuse figures come from wiki pages revised within days of release, so the data grades those rows likely rather than confirmed.

9.6Which lists to trust

  • u.gg (Outplayed Inc.; primary, secondary, throwables, support): the only per-front list covering almost every weapon (not the Missile Pistol, the Bolt Pistol or the two map pickups). Editorial, with no published method.
  • GamesRadar (primary, secondary, support; updated August 14, 2026): the independent second opinion.
  • The "Helldivers 2 Tier Lists" Steam guide by The Pelvic Girdle (updated August 19, 2026) is built from u.gg's data, so it is not a second opinion; its warbond table also swaps the Control Group and Dust Devils items.
  • Power Up Gaming (September 24, 2026): a written review of the Ironclad Democracy weapons only.
  • Game8's primary list (last updated March 12, 2024) is obsolete: it predates both big balance passes.
  • Undated "tier list 2026" sites were not used: they contradict each other, and one cites an Eruptor nerf in a "Patch 6.0.2" that was never released.
  • Reddit could not be read for this manual, and Arrowhead publishes no weapon usage rates, so every "meta" claim on this tab is somebody's opinion with a date on it. A list older than patch 4.1.0 (October 23, 2025) describes a different game.
2024 to today

Balance history

The long trend is up. Since the armor overhaul of September 17, 2024, almost every change to primaries, sidearms, throwables and melee has been a buff; the exceptions were reverts, fixes and two reworks (the Ultimatum in May 2025, and the Dynamite's carry count in October 2025, restored in June 2026). Treat any weapon guide older than patch 4.1.0 (October 23, 2025) as describing a different game. The newest patch, 7.1.1 (September 24, 2026), changed no weapon.

10.1Patch by patch

Weapon changes only; the full patch list is in Patch history. Changes marked undocumented appear in the game data and on the wiki but not in Arrowhead's notes.

1.000.100 · March 6, 2024
Early balance fixes
Punisher pellets 40 → 45 with 60 reserve shells and more stagger; the Spray&Pray gets 16 pellets and light penetration; the Railgun's safe mode loses penetration and durable damage; the Laser Cannon goes from medium to heavy penetration; the Flamethrower +50%. Notes
1.000.200 · April 2, 2024
Anti-Materiel Rifle and fire buffed
Anti-Materiel Rifle +30% (to 450); Dominator 200 → 300; the Penetrator gets full auto; the Counter Sniper medium penetration; the Arc Thrower's range 50 → 35 m; fire damage +50%. Notes
1.000.300 · April 29, 2024
Railgun and Quasar adjusted
Liberator 60; the Railgun is Anti-Tank I in both modes; the Quasar's recharge 10 → 15 s; the Scythe 350 per second; the Senator 175 with a speedloader; less ammo for the Eruptor, Crossbow and Punisher Plasma. Notes
1.000.400 · June 13, 2024
Durable damage for light rifles
Durable damage raised on light rifles (the Liberator 5 → 14) and the MG-43 (7 → 23); Tenderizer 95; Heavy Machine Gun 150; Eruptor blast 340; the Crossbow's blast becomes medium penetration with demolition 20. Notes
1.001.002 · August 6, 2024
Escalation of Freedom
A flamethrower rework (later reverted); the Crossbow becomes one-handed; Slugger stagger and spread changes; Breaker Incendiary spares 6 → 4. Notes
1.001.100 · September 17, 2024
The 60-day overhaul
A hit at equal penetration now deals 65% (was 50%); anti-tank damage roughly tripled (EAT-17 and Quasar 2,000, Recoilless 3,200, Spear 4,000, Commando 1,100; the figures are the game data's, the notes give none); the Anti-Materiel Rifle, Heavy Machine Gun, Autocannon, Flamethrower and Laser Cannon can hurt heavies; many primaries up (Liberator 70, Diligence 165, Counter Sniper 200); Eruptor shrapnel back; Thermite 2,000; Helldiver headshots +100% → +50%. Notes
1.001.104 · October 15, 2024
Weapon functions
New modes: Autocannon flak, Recoilless HE round, Scorcher full auto, a faster Tenderizer setting; the Senator becomes heavy penetration and the Verdict medium; G-12 400 → 800; G-6 250 → 500. Notes
1.001.201 · October 29, 2024
Punisher Plasma restored
The Punisher Plasma rework reverted (magazine 8 → 10); reload fixes for the Carbine and MG-43. Notes
1.002.001 · December 13, 2024
Omens of Tyranny
An Airburst cluster mode; two spare sinks for the Laser Cannon; better Spray&Pray handling; a faster Bushwhacker reload; G-4 Gas demolition 30. Notes
1.002.101 and 1.002.103 · February 2025
Double-Edge Sickle and Ultimatum
Both arrive; the Double-Edge Sickle's heat tiers are reworked a week later; more Loyalist spares; the Sterilizer's gas lasts 6 → 10 s. Notes (1.002.101), notes (1.002.103)
1.002.200 · March 18, 2025
Primary damage pass
Liberator 80, Tenderizer 105, Adjudicator 95, Slugger 280, SMGs +5; the Eruptor's round becomes heavy penetration; Stalwart 80; the Heavy Machine Gun keeps its penetration at wider angles. Notes
1.003.000 · May 13, 2025
Customization and the fire rework
Weapon customization arrives; spread, drag and sway reworked; burning damage doubled and scaled to enemy size (the figure is the wiki's; the notes give none); the Ultimatum reworked (impact 3,500 → 1,000, inner radius 4 → 2 m, demolition 50 → 40, so it no longer destroys Stratagem Jammers or shielded warp ships); melee stamina cost halved. Notes
1.003.101 · June 10, 2025
Peacemaker and Amendment
Peacemaker 85 with more spares; better Amendment handling. Notes
1.003.200 · July 15, 2025
Longer stuns
Pacifier and Pummeler stuns 1.5 → 3 s; the Warrant locks onto large targets; incendiary grenades burn longer; the Urchin gains stagger (0 → 50); melee no longer ignores breakable armor (undocumented). Notes
1.004.000 · September 2, 2025
Into the Unjust
A stun-explosion rework (the G-23 Stun gains stagger, 0 → 50; the Urchin's stagger impulse 15 → 0); the Dust Devils weapons follow on September 4 (Coyote, Speargun, Expendable Napalm, Solo Silo, Pineapple), with the Machete. Notes
4.1.0 · October 23, 2025
The balance-philosophy pass
Light and medium penetration get distinct jobs (light carries more durable damage); SMGs and pistols become close-range weapons (more damage, higher drag); Anti-Materiel Rifle durable 225; Autocannon 325; Slugger 330; Dynamite 1,000 with heavy penetration and demolition 40, but carried 4 → 3; Seeker 500; knives 300; melee buffs; a bigger Flamethrower canister. Notes
5.0.0 · December 2, 2025
Scopes and sidearms
Scope handling penalties cut; Defender 110, SOCOM 125, Peacemaker 100, Verdict 140, M7S 90; more durable damage for the Variable and M90A. Notes
5.0.2 · January 22, 2026
Quieter suppressors
Suppressed weapons about half as loud; the Redacted Regiment weapons arrive (AR-59, R-72, P-35, TM-1, C4 Pack). Notes
6.0.1 · February 3, 2026
Melee buffs, less sway
Base melee damage +50% with melee passives trimmed; SMG and pistol sway 1.2 → 1; weapon-function inputs unified; Crisper fuel 30 → 50; bayonets 165; the GL-21 made heavy penetration (reverted six weeks later). Notes
6.0.3 · February 10, 2026
C4 demolition
C4 Pack demolition 30 → 40. Notes
6.1.0 · March 17, 2026
Flame makes enemies panic
Direct flame panics and slows enemies; faster reloads for the Autocannon and De-Escalator (the De-Escalator's 160 → 200 rpm is undocumented); the GL-21 back to medium penetration; Maxigun 1,000 rounds; Belt-Fed 120; Loyalist 8 rounds and a 0.75 s charge; Stim Pistol heals doubled; Laser Cannon beam 1,000 m; Breaching Hammer 2,200. Notes
6.2.2 · April 28, 2026
Gas slows
Melee stamina cost 5% → 3-4%; Stun Baton 120; Defoliation Tool buffs; the Spear's backpack holds 3 → 4 missiles; gas slows confused enemies by 25%. Notes
6.3.0 · June 16, 2026
More grenades
Most grenades start at 4 with more carried and refilled; the Giga Grenade refills 2; the Dynamite holds 4 again; Sterilizer 125; the Speargun's spear no longer counts as gas. Notes
7.0.0 · August 12, 2026
Devoid of Liberty
Short-magazine attachments get more spares; more spares for the Verdict, SOCOM and Redeemer; a stripper clip for the Constitution; team reload works with either diver's backpack. Notes
7.1.0 · September 22, 2026
Ironclad Democracy arrives
One-Two grenades 3 at the start, 5 spare, 5 per refill; Trident climbing recoil 12 → 2; the Melta Mine no longer sticks to divers or vehicles; the De-Escalator's arcs can hurt the wielder again; the Arbitrator, Evictor, Breacher, Immolation, Anti-Tank Seeker and Sai arrive. Notes, Ironclad Democracy announcement
7.1.1 · September 24, 2026
No weapon changes
Two crash fixes; nothing else. Notes

10.2The picks on this tab, patch by patch

  • AR-23 Liberator: damage 55 → 70 in 2024, 80 in March 2025 and 90 in 4.1.0 (October 2025), with durable damage raised alongside; more short-magazine spares in 7.0.0.
  • R-36 Eruptor: shrapnel removed and restored in 2024; the round became heavy penetration in March 2025; faster cycling and better handling in May 2025 (1.003.000), its last balance change. Reports of a "Patch 6.0.2" Eruptor nerf are false: Arrowhead never released a 6.0.2.
  • PLAS-101 Purifier: medium penetration since June 2024, and the charge mechanic with a stronger charged blast since October 2024; untouched since.
  • P-4 Senator: heavy penetration since October 2024; 225 damage since 4.1.0 (undocumented).
  • GP-20 Ultimatum: reworked in May 2025 (impact 3,500 → 1,000, explosion 1,000 → 2,000, AP8 → AP6, demolition 50 → 40), which is why it no longer destroys Stratagem Jammers or shielded warp ships.
  • G-123 Thermite: explosion 100 → 2,000 and one fewer carried in September 2024; a stronger burn in May 2025.
  • AC-8 Autocannon: hurts heavies since September 2024; flak mode since October 2024; damage 260 → 325 in 4.1.0; about a second faster to reload since 6.1.0 (March 2026).
  • EAT-17, Recoilless Rifle and Quasar Cannon: anti-tank damage roughly tripled in September 2024; the Recoilless gained its HE round in October 2024, and the Quasar's recharge went from 10 to 15 seconds in April 2024.
  • MG-43 Machine Gun: more damage and durable damage in June 2024, more stagger in September 2024, a bigger box and a reload fix in October 2024.

Sources: the change-history sections of the wiki's weapon pages (read September 26, 2026; they record the datamined changes the notes left out), spot-checked against the full text of every official post; build dates from the wiki's Game Version table; each patch's official notes are linked above.

Armory06

Stratagems

Every stratagem with its code, cooldown, uses and unlock, grouped by permit type, with what each one answers and the ship modules that improve it.

10 chapters~46 min readapprox1community5unverified8
On this page10 chapters
The short answer · checked for 7.1.1

What to unlock and bring first

Fill your 4 stratagem slots with one answer to heavy armor, one Eagle, one orbital and one pick for the mission. You start with the Orbital Precision Strike and MG-43 Machine Gun; spend your first Requisition on the Eagle Airstrike, then the EAT-17 once it unlocks at level 3, and from difficulty 4 up never drop without an anti-tank answer.

1.1The four-slot shape

Slot 1 · support weapon

Something that kills heavies

The EAT-17 from level 3, then the Recoilless Rifle or the Quasar Cannon. Every front fields armor your primary can't crack: Chargers and Bile Titans, Hulks and tanks, Harvesters.

Slot 2 · Eagle

The Airstrike, later the 500kg

Several strikes per rearm, a short gap between calls and a fast arrival. The Eagle Airstrike handles patrols, bug holes and fabricators from level 1; the Eagle 500kg Bomb (level 15) kills most heavies.

Slot 3 · orbital

Precision Strike first, Railcannon later

The free Orbital Precision Strike closes spawners and deletes a heavy that stands still; the Gatling Barrage stops a bug breach; the Railcannon (level 20) one-shots most heavies without any aiming.

Slot 4 · flex

Whatever the mission asks for

A sentry for defense missions and extraction, a shield backpack against Automatons, a Supply Pack for an ammo-hungry squad, or a second strike when you are clearing nests and bases.

1.2What changes by front

Terminids

Eagles, fire and anti-tank

Eagles shine here: Airstrike, 500kg and Napalm. Chargers and Bile Titans need the EAT-17, then the Recoilless or Quasar. Stop breaches with the Gatling Barrage or a Napalm or Cluster Eagle; take a Supply, Jump or Warp Pack. See the Terminid playbook.

Automatons

Anti-tank, shields and smoke

Hulks, tanks and Striders call for the Recoilless, EAT-17, Quasar or Spear. Take Eagles on open maps and orbitals where anti-air guns ground the Eagle. Smoke blinds bots; the Shield Generator Pack is the survival backpack. See the Automaton playbook.

Illuminate

Volume first, then one big hit

Voteless crowds want the MG-43 or Stalwart, the Strafing Run and chaff sentries. Harvesters (once their shield drops) and Leviathan turrets want one EAT or Quasar hit; the Precision Strike and Orbital Laser take out grounded Warp Ships. The 500kg is weak against Harvesters. See the Illuminate playbook.

Full loadouts by front and difficulty, with dated community builds, are on Loadouts by front; Beginner loadouts keeps to free and Requisition gear.

1.3Unlock in this order

Requisition stratagems unlock by player level and are bought with Requisition at the ship's terminal. You start with about 1,000 Requisition and your wallet holds at most 50,000, so play a few missions, then spend as you level. This order follows the numbers on this tab (unlock level, price, cooldown and what each one kills); it is this manual's call, not a community ranking.

  1. Eagle AirstrikeLevel 1, 4,000 Requisition. The all-rounder: patrols, crowds, bug holes and fabricators, with real damage to Chargers and Bile Titans.
  2. Orbital Gatling BarrageLevel 1, 1,500 Requisition, a cheap extra while you wait for the EAT-17. The cheapest answer to a bug breach or a bot drop, back every 70 seconds.
  3. EAT-17 Expendable Anti-TankLevel 3, 3,000 Requisition. Your first real anti-tank: two launchers per call, back every 70 seconds, no backpack.
  4. GR-8 Recoilless RifleLevel 5, 6,000 Requisition. Reusable anti-tank; a squadmate can load it for you.
  5. A/G-16 Gatling Sentry or Orbital EMS StrikeThe sentry at level 5 for 4,000 Requisition, the EMS Strike at level 5 for 6,000. For holding objectives: the sentry shreds chaff, the EMS Strike freezes a breach or a charge.
  6. AC-8 Autocannon or Eagle 110mm Rocket PodsThe Autocannon at level 10 for 7,000 Requisition, the Rocket Pods at level 10 for 7,500. The Autocannon handles mediums, fabricators and flyers; the Rocket Pods kill single heavies on the Eagle's short cycle.
  7. Eagle 500kg BombLevel 15, 10,000 Requisition. Kills Chargers, Hulks, tanks and Bile Titans and levels structures.
  8. A/MLS-4X Rocket SentryLevel 15, 7,500 Requisition. A sentry that goes for heavies first.
  9. LAS-99 Quasar CannonLevel 18, 7,500 Requisition. Anti-tank with no ammo and no backpack.
  10. Orbital Railcannon Strike and SH-32 Shield Generator PackThe Railcannon at level 20 for 10,000 Requisition, the Shield Generator Pack at level 20 for 10,000. A heavy-killer you don't aim, and the best survival backpack against Automatons.
  11. EXO-45 Patriot ExosuitLevel 25, 20,000 Requisition. A walking gatling and rocket pod, 3 per mission.

Arrowhead puts the level by which everything that matters for a loadout unlocks at about 25; only the TD-220 Bastion tank may come later (level 30 on wiki.gg, 25 on the Fandom wiki). Buying every Requisition stratagem costs 449,000 Requisition in all. Warbond stratagems cost Medals instead and have no level gate; the ranked purchase order fits them into your Medal spending, and Levels and unlocks shows what each level opens.

The unlock levels on this tab are wiki.gg's. The Fandom wiki's level table puts eight of the level-1 stratagems at level 2, among them the Eagle Airstrike, the Gatling Barrage and the MG Sentry, and no official source settles it.unverified

In a squad, split the jobs

Four divers with four Recoilless Rifles leave the chaff to nobody. Aim for at least two anti-tank weapons, one crowd-clear specialist and one diver with a Supply Pack or a team weapon to share, and bring four different boosters. Each diver's Eagle is separate, so two divers with Eagles double the squad's strikes. See Roles and loadout coordination and Squad compositions.

A Helldiver seen from behind fires across a desert as a line of huge explosions erupts ahead and a stratagem beacon's beam rises into the sky
Stratagem strikes landing in a line on a desert world (official screenshot from the PlayStation.com game page)
The basics

How stratagems work

Hold Ctrl, tap the code, throw the beacon and get clear: every stratagem lands where its beacon sticks, and every one of them can kill you and your squad.

2.1Calling one down on PC

  1. Open the menuHold Ctrl, the default key on PC. The menu lists your 4 picks, the standard-issue ones (Reinforce, Resupply, Eagle Rearm when you carry an Eagle, and for the host the SOS Beacon) and any the mission provides.
  2. Enter the codeTap the arrows shown on the direction keys, W A S D by default. A wrong press resets the code; closing the menu cancels it.
  3. Throw the beaconIt sticks to whatever it hits, enemies and divers included. A hellpod follows a beacon stuck to a moving enemy, and the Orbital Laser, the Orbital Railcannon Strike and the Eagle 110mm Rocket Pods pick their own targets near it; every other strike lands where the beacon stuck.
  4. Wait for the call-inShells, bombs or a hellpod arrive after the call-in time in the tables below, and the cooldown starts. An orbital's cooldown starts when the strike reaches the ground.

Beacons can still bounce off cliffs and odd surfaces; Arrowhead hopes to have that fixed by the end of 2026, a goal rather than a promise. Practice the codes at the Stratagem Hero cabinet on your Super Destroyer, which gained a leaderboard per Destroyer in patch 7.1.0. Key bindings and other PC settings are in PC settings and controls.

A Helldiver taps the screen of the Stratagem Hero arcade cabinet aboard the ship, which shows a game-over high-score list
The Stratagem Hero cabinet aboard the Super Destroyer, where you can practice codes (official image from Arrowhead's 7.1.0 patch notes on Steam, September 2026)

2.2Permits, colors and cooldowns

The menu colors each stratagem's icon by its permit: red for offensive (orbitals and Eagles), blue for supply (support weapons, backpacks, vehicles and exosuits), green for defensive (sentries, emplacements and mines) and yellow for mission stratagems. The beam of a thrown beacon is simpler: red for Eagle and orbital strikes and for minefields, blue for everything a hellpod delivers, according to an older datamine.

Each family recharges its own way, which is what makes a loadout feel fast or slow:

  • Orbitals each run their own cooldown, from 70 seconds for the Gatling Barrage to 300 for the Orbital Laser, and ignore anti-air.
  • Eagles share one aircraft: 15 seconds between calls, a few strikes each, then a 150-second rearm (Eagle strikes).
  • Support weapons and backpacks mostly come back after 480 seconds; the expendables much sooner, such as the EAT-17 after 70.
  • Sentries and emplacements run from 90 seconds (the MG Sentry) to 180 (the mortars).
  • Vehicles and exosuits: 420 seconds for an exosuit (limited to 3 per mission), 480 for an FRV and 780 for a tank, the longest of all.
  • Resupply is shared by the whole squad: one pod every 180 seconds.

2.3Every stratagem can kill you

Hellpods crush whatever they land on, divers and sentries included, and a hellpod landing inside a Shield Generator Relay's dome wears it down. Airburst, Cluster and barrage strikes kill teammates as readily as enemies. Throw strikes away from your squad, say what you are throwing, and give barrages room: about 50 m from a 120mm beacon and 60 m or more from a 380mm one.approx Friendly fire accounts for about 11.6% of all Helldiver deaths since launch in the official war statistics on September 26, 2026. The same physics works for you: a reinforcing diver can steer the pod onto an enemy for a free kill. The squad habits that prevent team kills are in Etiquette and unwritten rules.

2.4When stratagems are blocked or slowed

  • Stratagem Jammer (an Automaton structure): no beacons within 150 m of it, Reinforce included, until you destroy it; SEAF Artillery still fires. Fabricators and structures covers how to kill one.
  • Anti-air emplacements (Automaton): they ground your Eagle within 150 m and can shoot her down, which forces a rearm. On Megafactory maps and near anti-air sites, lean on orbitals.
  • Ion storms: every stratagem, Reinforce included, is jammed while the storm lasts; if the whole squad is dead during one, the mission is lost.
  • Caves on Hive Worlds: the Destroyer can't give full support underground, holes in the cave roof let stratagems through, and the Orbital Laser ignores enemies in caves (Hive Worlds and the Gloom).
  • Commando missions: the Destroyer supports you for 60 seconds after the drop, and each diver's Call In Super Destroyer brings it back once (Operations and Commando missions).
  • The mission timer: when it runs out, your chosen stratagems and Reinforce stop working.
  • Operation modifiers: Complex Stratagem Plotting adds 50% to call-in times, and Orbital Fluctuations adds 25% to cooldowns (an event effect of the same name hits orbitals only). Call sentries and support weapons before the fight under the first; lean on what you carry under the second. See Modifiers and hazards.
  • The Gloom: a Gloom Source brings reinforcements -20%, Eagle rearm +30% and ammunition from pickups -50%; Moderate and Heavy Gloom slow the Eagle's rearm by 20% and 30%, and a "Slower Eagle Rearm" event effect adds 25%.
  • Cities and factory worlds: the Destroyer may have to reposition before an orbital fires, which adds to the call-in.
Known issue, September 2026

Arrowhead's known-issues list (updated September 26, 2026) says some stratagem weapons show the wrong call-in time on the ship's screens; the real call-in is unaffected.

Sources: the wiki's Stratagems page (permits, four slots, orbital cooldown start), Reinforce (ion storms, the timer) and Operation Modifiers; Arrowhead's Into the Unjust (caves) and 5.0.2 (Commando missions) posts. The beam colors rest on an older datamine.

Offensive permit · orbital

Orbital strikes

Keep the free Precision Strike until something better fits: it closes spawners and deletes a heavy that stands still, every 80 seconds. Add the Gatling Barrage for breaches, then the Railcannon or the Laser when heavies and bases take over.

Orbitals come from your Super Destroyer, so each keeps its own cooldown and no anti-air gun can stop it; that makes them the pick on maps where the Eagle can't fly. The barrages scatter, the Railcannon and the Laser find their own targets, and in cities the ship may reposition first.

3.1Bring it when

  • Orbital Precision Strike (free): you need a bug hole, fabricator, jammer, detector tower or objective structure gone (demolition 50), or a heavy that has stopped moving. Skip it for anything that moves.
  • Orbital Gatling Barrage: you fight bugs or Voteless. It is the cheapest breach and bot-drop answer, lands fastest of the barrages and is back in 70 seconds. Not a heavy-killer.
  • Orbital Gas Strike: hordes and breaches, above all Terminids and Voteless. The cloud keeps damaging and confuses what's inside it, and gas-confused enemies are slowed by 25%. Bile Titans, the Impaler and the Hive Lord ignore the confusion; keep your squad out of the cloud.
  • Orbital 120mm HE Barrage: an outpost or a nest to soften before you walk in. Throw it from outside and stay well back.
  • Orbital Airburst Strike: light and medium crowds in the open, such as bot infantry, Voteless and Fleshmobs. It kills any diver under it, so never throw it near the squad.
  • Orbital EMS Strike: defense missions and heavy fights. It stuns nearly everything but the largest enemies, freezing a breach, a bot drop or a charging heavy for your killers. It deals no damage by itself.
  • Orbital Smoke Strike: Automatons. Bots can't shoot what they can't see, so it covers terminals, revives and extractions. Bugs and Voteless walk straight through it.
  • Orbital 380mm HE Barrage: fortresses, big outposts and heavy nests you can shell from a distance. Too wild for fights near your squad.
  • Orbital Walking Barrage: a long outpost or an advancing line. Its salvos walk across the ground in steps, covering far more length than a single barrage.
  • Orbital Laser: heavy outposts, Vox Engines and emergencies. It hunts on its own, favoring heavies and fabricators, but you get only 3 per mission, and it ignores enemies in caves.
  • Orbital Napalm Barrage: breaches, bot drops and warp-ship waves you want to deny for a while. The fire can also block your own route or objective.
  • Orbital Railcannon Strike: one big heavy is the problem. It arrives almost at once and one-shots most of them (Bile Titan, Charger, Hulk, tank, Impaler, Dragonroach, Vox Engine), but not a Factory Strider, Hive Lord or Leviathan.
Four Helldivers fire at charging Terminids in the snow beside a supply pod while red stratagem beams and explosions rise behind them
A squad fights Terminids in the snow as stratagem beams and strikes land behind them (official screenshot from the PlayStation.com game page)

3.2Every orbital

Sorted by unlock level. Cooldowns and call-ins are base values before ship modules; the Railcannon's call-in of 0 is the wiki's figure for a near-instant shot, which the Fandom wiki simply calls instant. The Good and bad against column is the short version of each "bring it when" above.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
Orbital Gas Strike→ → ↓ →75unlimited4.4514,000Good: hordes and breaches (gas cloud damages about 15 s and confuses enemies). Bad: heavies; teammates in the cloudwiki
Orbital Gatling Barrage→ ↓ ← ↑ ↑70unlimited3.0511,500Good: bug breaches, bot drops and chaff crowds in about a 20 m circle; fast call-in. Bad: heavy armor (only huge targets take real damage)wiki
Orbital Precision Strike→ → ↑80unlimited4.451FreeGood: spawners and objective structures (demolition 50), stationary heavies on a direct hit, bunched patrols. Bad: moving targets, spread-out groupswiki
Orbital 120mm HE Barrage→ → ↓ ← → ↓180unlimited7.4554,000Good: outposts, bases and bot drops from a distance. Bad: moving targets; scatter hits allies (about 50 m safe distance)wiki
Orbital Airburst Strike→ → →100unlimited4.4554,000Good: light and medium crowds in the open (4 shrapnel bursts over about 40 m). Bad: heavy armor and most structures; kills any diver insidewiki
Orbital EMS Strike→ → ← ↓75unlimited4.4556,000Good: stuns nearly everything except the largest units for about 15 s: rushes, breaches, drops, setting up heavies. Bad: deals no damage by itselfwiki
Orbital 380mm HE Barrage→ ↓ ↑ ↑ ← ↓ ↓240unlimited8.4587,500Good: softening heavy outposts and fortresses from range (15 OPS-strength shells). Bad: precision work; huge scatter (about 60 m safe distance)wiki
Orbital Smoke Strike→ → ↓ ↑75unlimited4.4584,000Good: blocking Automaton line of sight, covering terminals, revives and extraction. Bad: melee swarms (bugs, Voteless)wiki
Orbital Walking Barrage→ ↓ → ↓ → ↓240unlimited5.45107,500Good: breaking an advancing line or a long outpost (5 salvos that walk about 25 m each). Bad: single targetswiki
Orbital Laser→ ↓ ↑ → ↓3003 per mission21510,000Good: heavy outposts and heavies (prioritizes Hulks, Tanks, fabricators) plus hordes. Bad: only 3 uses per mission; no targets inside caveswiki
Orbital Napalm Barrage→ → ↓ ← → ↑240unlimited7.451810,000Good: bug breaches, bot drops and warp-ship waves (lasting fire). Bad: heavies; can block your own route or objectivewiki
Orbital Railcannon Strike→ ↑ ↓ ↓ →180unlimited02010,000Good: one-shots most heavies (Bile Titan, Charger, Hulk, Tank, Impaler, Dragonroach, Vox Engine, cannon turrets). Bad: crowds; does not kill Factory Striders, Hive Lords or Leviathanswiki
Dated opinion

GamesRadar's stratagem tier list (updated January 9, 2026) rates the Precision Strike, Gas Strike, 380mm Barrage and Laser S and the Railcannon only B, but it predates the 6.3.0 orbital buffs. The Orbital Laser is the most-picked stratagem in u.gg's dated builds: 12 of the 15 posted from November 2025 to May 2026.community-tested

Offensive permit · Eagle

Eagle strikes

Bring the Eagle Airstrike from level 1 and add the 500kg Bomb at level 15. Eagles hit fast and carry several strikes, and all your Eagle stratagems share one rearm, so two of them give you more strikes before the wait.

4.1How the Eagle works

  • One Eagle carries every Eagle stratagem in your loadout, each with its own charges (the Uses column below). Calls are 15 seconds apart.
  • When her payload is spent she flies home and rearms for 150 seconds. Call Eagle Rearm (↑ ↑ ← ↑ →) to send her early whenever a charge is missing.
  • Bombs fall in a line across your throw direction, while the Strafing Run and the 500kg fly along it: aim the line across the target, never through your squad.
  • Anti-air emplacements ground her within 150 m, so take orbitals on anti-air maps; Gloom planets slow her rearm, so expect fewer strikes there.
  • Three ship modules are worth it early: the Liquid-Ventilated Cockpit halves the gap between calls, Expanded Weapons Bay adds a charge to every Eagle and Pit Crew Hazard Pay shortens the rearm (Ship modules).

4.2Bring it when

  • Eagle Airstrike: almost always. Patrols and crowds; bug holes, fabricators and mortar emplacements (demolition 40); and real damage to Chargers and Bile Titans.
  • Eagle Strafing Run: you want the cheapest, quickest Eagle (2.4 s to arrive). It rakes chaff and medium enemies along a line and carries more charges than most Eagles. Not a heavy-killer.
  • Eagle Cluster Bomb: big groups of small and medium enemies: breaches, bot drops, Voteless. Mind the wide blast around your squad.
  • Eagle Napalm Airstrike: bug breaches and Voteless hordes; it leaves a wide fire field. Weak against Automatons and heavies.
  • Eagle Smoke Strike: Automatons, to break their line of sight while you reposition or hold a terminal. Of little use against melee fronts.
  • Eagle 110mm Rocket Pods: single heavies on the Eagle's short cycle. Since 6.3.0 the rockets kill Chargers, Hulks, tanks, turrets and unshielded Harvesters. It picks its own target near the beacon, and fast movers can dodge.
  • Eagle 500kg Bomb: heavies and structures: Chargers, Hulks, tanks, Bile Titans, fabricators, jammers and detector towers. One per rearm, so throw it precisely. Weak against Harvesters, whose shell shrugs off explosions.
  • Eagle Gas Airstrike: crowds and breaches, with a wider gas area than the Orbital Gas Strike. Its demolition is higher than Arrowhead intends (a listed known issue), so expect that to change. Where it comes from: Campaign reward: Counterdissident Hammer (Aug-Sep 2026).

4.3Every Eagle

For Eagles, the Cooldown column is the gap between two calls, and the Uses column holds the charges per rearm and the rearm time. The Gas Airstrike's call-in is disputed between the two wikis, as its cell says.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
Eagle Airstrike↑ → ↓ →152 per rearm (3 with Expanded Weapons Bay); rearm 150 s4.114,000Good: all-rounder: patrols, crowds, bug holes, fabricators, mortar emplacements; hurts Chargers and Titans. Bad: fast movers; bombs fall in a line across the throw, so aim itwiki
Eagle Strafing Run↑ → →154 per rearm (5 with Expanded Weapons Bay); rearm 150 s2.411,500Good: chaff and medium units along a 50 m line; fastest Eagle (2.4 s). Bad: heavies (inconsistent)wiki
Eagle Cluster Bomb↑ → ↓ ↓ →154 per rearm (5 with Expanded Weapons Bay); rearm 150 s4.134,000Good: large groups of small and medium enemies (breaches, drops). Bad: armor and structures; wide friendly-fire zonewiki
Eagle Napalm Airstrike↑ → ↓ ↑152 per rearm (3 with Expanded Weapons Bay); rearm 150 s4.155,000Good: bug breaches and Voteless hordes, area denial (10 m radius since 7.0.0). Bad: heavies; only bug holes and fabricators among structureswiki
Eagle Smoke Strike↑ → ↑ ↓152 per rearm (3 with Expanded Weapons Bay); rearm 150 s4.484,000Good: cutting Automaton line of sight to reposition or hold a terminal. Bad: melee enemies; no damage except a direct bomb hitwiki
Eagle 110mm Rocket Pods↑ → ↑ ←153 per rearm (4 with Expanded Weapons Bay); rearm 150 s3.4107,500Good: single heavies: Chargers, Hulks, Tanks, cannon turrets, unshielded Harvesters (heavy pen since 6.3.0). Bad: fast movers can dodge; crowdswiki
Eagle 500kg Bomb↑ → ↓ ↓ ↓151 per rearm (2 with Expanded Weapons Bay); rearm 150 s3.451510,000Good: heavies (Charger, Hulk, Tank, Bile Titan) and structures (fabricators, bug holes, jammers, detector towers). Bad: only 1 per rearm; needs an accurate throwwiki
Eagle Gas Airstrike↑ → ← →152 per rearm (3 with Expanded Weapons Bay); rearm 150 s4.1 (wiki.gg) or 6.15 (Fandom); unverified----Good: crowds and breaches (gas plus confusion over a larger area than the Orbital Gas Strike). Bad: heavies; line can be blocked by trees or rockswiki
Dated opinion

The Steam guide by The Pelvic Girdle (updated August 19, 2026, built from u.gg data) rates the Eagle Airstrike and the 500kg S+ against Terminids and Automatons, the Strafing Run S or better on all three fronts, and the 500kg only B against the Illuminate. GamesRadar's January 2026 list rates the Rocket Pods C, from before their 6.3.0 buff. The 500kg appears in 6 of u.gg's 15 dated builds.community-tested

Supply permit

Support weapons and backpacks

Carry one support weapon that kills heavies unless a squadmate already does, and choose it together with your backpack: a backpack-fed weapon takes the backpack slot. The EAT-17 unlocks first and leaves that slot free.

Most support weapons drop in a hellpod 7.75 seconds after the beacon lands and come back every 480 seconds, so dying with one means a walk back to your body or a long wait. Damage, penetration and ammo, with what each weapon is best and worst at, are on the weapons tab: Support weapons. Since 7.0.0 the loadout screen marks which ones need a backpack and which can't be reloaded.

5.1Pick by the job

  • Anti-tank: bring one whenever you are the squad's heavy answer, and from difficulty 4 up every diver should carry some answer to heavies. The EAT-17 keeps your backpack free; the GR-8 Recoilless Rifle is reusable and fast with a loader; the LAS-99 Quasar Cannon needs no ammo and no backpack, which suits Commando missions; the FAF-14 Spear locks on at range; the MLS-4X Commando fires guided missiles at turrets and Gunships; the EAT-411 Leveller and MS-11 Solo Silo deliver one huge hit for the biggest targets; the B/MD C4 Pack handles bosses and objectives; and the CQC-20 Breaching Hammer and 40-K Meltagun kill heavies at arm's length.
  • Armored infantry, precision and flyers: the APW-1 Anti-Materiel Rifle, MG-206 Heavy Machine Gun, AC-8 Autocannon, RS-422 Railgun, StA-X3 W.A.S.P. Launcher, PLAS-45 Epoch, S-11 Speargun and GL-28 Belt-Fed Grenade Launcher. Bring one when Devastators, Hive Guards, Overseers, Gunships or Stingrays are the problem.
  • Crowd clearing: the MG-43 Machine Gun, M-105 Stalwart, MGX-42 Bullet Storm, M-1000 Maxigun, FLAM-40 Flamethrower, B/FLAM-80 Cremator, ARC-3 Arc Thrower, GL-21 Grenade Launcher, RL-77 Airburst Rocket Launcher, EAT-700 Expendable Napalm and GL-52 De-Escalator. Bring one when a squadmate already covers heavies, above all against bugs and the Illuminate; fire does less to Automatons (Damage rules against bots).
  • Anti-air: the LAS-98 Laser Cannon, and the Autocannon and Airburst in flak mode, when Gunships, Shriekers or Stingrays hunt the squad.
  • Crowd control without kills: the TX-41 Sterilizer's gas slows and confuses; bring it only beside a squadmate who does the killing.
  • Melee: the CQC-9 Defoliation Tool and the CQC-1 One True Flag are for fun and niche roles; both dated community lists rate them near the bottom (Community tiers).community-tested

5.2Backpacks and the one-slot rule

You wear one backpack. Nine support weapons arrive with a backpack of their own for ammo, fuel or charges: the Recoilless Rifle, Autocannon, Airburst, Spear, W.A.S.P., Belt-Fed Grenade Launcher, Maxigun, Cremator and C4 Pack. Pair a backpack stratagem with an expendable, the Quasar or another backpack-free weapon. The Recoilless Rifle, Autocannon, Airburst, Spear and W.A.S.P. are team weapons: a squadmate can load them for you, and since 7.0.0 that works when either of you wears the backpack (Roles and loadout coordination has the reload times). The Belt-Fed Grenade Launcher and the Maxigun feed straight from their backpacks and never need a reload, so a loader has nothing to do.

  • B-1 Supply Pack: your squad runs ammo-hungry weapons, you fight on Gloom planets where ammunition pickups give less, or you are the squad's support diver. You carry supply boxes and can resupply a teammate on the move.
  • LIFT-850 Jump Pack: mobility: cliffs, escapes and dodging Chargers.
  • SH-20 Ballistic Shield Backpack: Automaton gunfire, with a one-handed weapon in your hands. It blocks bullets and melee but not rockets, and a Veracitor's melee breaks it. Useless against swarms.
  • AX/AR-23 Guard Dog: a rifle drone to pick off chaff and mediums around you; against the Illuminate it tracks Obtruders and Elevated Overseers well.
  • AX/LAS-5 Rover: bugs. A laser drone that never runs out of ammo, though it can clip you.
  • SH-32 Shield Generator Pack: the Automaton front. A bubble that stops bullets, explosions and melee until sustained fire breaks it.
  • SH-51 Directional Shield: ranged enemies while you aim a one-handed weapon. A frontal energy shield that stops projectiles, not melee.
  • AX/FLAM-75 Hot Dog: close swarms. The drone flies at nearby enemies and burns them; watch its fire pools.
  • B-100 Portable Hellbomb: the structures that need demolition 60 (Gunship Facilities, Gazer Spires, Monoliths), which only a Hellbomb or the SEAF Artillery Mini-Nuke can break, and anything big within its blast. Plan your exit: the carrier starts inside the blast.
  • AX/ARC-3 K-9: crowds and stunning heavies, if your squad keeps its distance, because its arcs chain into divers.
  • LIFT-860 Hover Pack: floating above melee swarms and reaching high ground; ranged fire still finds you.
  • AX/TX-13 Dog Breath: crowd control. A gas drone that confuses enemies around you but does little damage.
  • LIFT-182 Warp Pack: escapes. It teleports you through terrain and enemy lines; never warp into a large enemy.

5.3Every support weapon

Sorted by unlock level, with the warbond weapons last: they have no level gate, and the Requisition column shows their Medal price instead. The Uses column says how many launchers or guns an expendable call delivers, and the One True Flag's call-in rests on the Fandom wiki alone.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
APW-1 Anti-Materiel Rifle↓ ← → ↑ ↓480unlimited7.7515,000Good: medium targets at range: Devastators, Overseers, Hulk eyes, Gunship engines (AP4, 450). Bad: swarms; heavy recoilwiki
M-105 Stalwart↓ ← ↓ ↑ ↑ ←480unlimited7.7513,500Good: swarms of light enemies (Terminids, Voteless), big magazine, reload on the move. Bad: anything armored (AP2)wiki
MG-43 Machine Gun↓ ← ↓ ↑ →480unlimited7.751FreeGood: chaff and medium hordes, especially Illuminate Voteless (AP3). Bad: armor above medium; poor close-range handling; stationary reloadwiki
EAT-17 Expendable Anti-Tank↓ ↓ ← ↑ →70unlimited (2 launchers per call)6.7533,000Good: heavies and turrets (AP6, 2,000 damage); two launchers per call every 70 s. Bad: crowds; single shot, no reloadwiki
GL-21 Grenade Launcher↓ ← ↑ ← ↓480unlimited7.7556,000Good: crowds and medium units (400 explosive, AP3), bug holes and fabricators. Bad: heavies; arcing shots at rangewiki
GR-8 Recoilless Rifle↓ ← → → ←480unlimited7.7556,000Good: heavies (AP6 HEAT 3,200): Chargers, Tanks, Hulks, Titan heads, Gunships, fabricators. Bad: stationary reload; swarms up closewiki
LAS-98 Laser Cannon↓ ← ↓ ↑ ←480unlimited7.7554,000Good: flyers (Gunships, Shriekers, Elevated Overseers), weak points, no ammo needed (heat). Bad: slow damage on heavy armorwiki
AC-8 Autocannon↓ ← ↓ ↑ ↑ →480unlimited7.75107,000Good: medium and some heavy targets (AP4), flak mode for flyers and crowds, fabricators. Bad: heaviest armor; stationary reloadwiki
FLAM-40 Flamethrower↓ ← ↑ ↓ ↑480unlimited7.75106,000Good: Terminid and Voteless hordes (AP4 flame, 10 m splash); flames panic enemies (6.1.0). Bad: 20 m range; ranged Automatons; self-burnswiki
MG-206 Heavy Machine Gun↓ ← ↑ ↓ ↓480unlimited7.75126,000Good: medium armor at mid range (AP4): Devastators, Hive Guards, Bile Spewers, Hulks. Bad: close and fast targets (ergonomics 0)wiki
ARC-3 Arc Thrower↓ → ↓ ↑ ← ←480unlimited7.75157,000Good: chaff and medium crowds (chains), stun-locks Chargers and Hulks; AP7, no ammo. Bad: long range; team-kills in meleewiki
MLS-4X Commando↓ ← ↑ ↓ →120unlimited (1 launcher, 4 missiles)7.75158,000Good: heavies and structures with 4 laser-guided AP6 missiles per launcher. Bad: crowds; 120 s cooldown, no reloadwiki
RL-77 Airburst Rocket Launcher↓ ↑ ↑ ← →480unlimited7.75158,000Good: light and medium crowds and patrols, flyers (flak or cluster mode). Bad: armor (AP3); lethal near allieswiki
LAS-99 Quasar Cannon↓ ↓ ↑ ← →480unlimited7.75187,500Good: heavies with infinite ammo (AP6, 2,000); strong in Commando missions. Bad: several heavies at once (3 s charge, 15 s recharge)wiki
FAF-14 Spear↓ ↓ ↑ ↓ ↓480unlimited7.75209,000Good: heavies and structures at range with lock-on (AP7, 4,000): Tanks, Titans, Harvesters, spawners; 4 missiles per pack. Bad: close range; needs clear line of sightwiki
RS-422 Railgun↓ → ↓ ↑ ← →480unlimited7.752010,000Good: precise single heavies and mediums (AP5, up to 1,500 charged): Hulk eyes, Devastators. Bad: crowds; 21 rounds; unsafe mode can explodewiki
StA-X3 W.A.S.P. Launcher↓ ↓ ↑ ↓ →480unlimited7.752012,000Good: medium enemies and flyers at long range (locks up to 300 m; AP6 salvos, 42 missiles). Bad: cannot lock small enemies; poor tracking up closewiki
40-K Meltagun↓ ← ↑ ← ← ↓480unlimited7.75--110 MedalsGood: heavies at close range (AP7 beam, about 2,600 per s, 15 m max). Bad: range (40% damage falloff at 15 m); 15 bursts totalwiki
B/FLAM-80 Cremator↓ ↓ → ↓ ↑ ↑480unlimited7.75--110 MedalsGood: hordes with a longer (25 m), stronger double flame. Bad: ranged Automatons; needs its backpack tankwiki
B/MD C4 Pack↓ → ↑ ↑ → ↑480unlimited9.75--110 MedalsGood: heavies and bosses (6 AP7 charges, 2,000 each): Bile Titans, Vox Engines, Hive Lords, spawners. Bad: ranged fights; you must get closewiki
CQC-1 One True Flag↓ ← → → ↑480unlimited11.65 (Fandom only); unverified--110 MedalsGood: melee thrust (AP3, 200) and draws enemy aggro to the bearer; pairs with a shield. Bad: real threat removalwiki
CQC-20 Breaching Hammer↓ ← → ← ↑480unlimited7.75--75 MedalsGood: heavies up close with a charge (AP6 explosion, 2,200): Chargers, Hulks, Tanks, War Striders. Bad: anything you cannot reach safelywiki
CQC-9 Defoliation Tool↓ ← → → ↓480unlimited7.75--85 MedalsGood: melee heavy-killer (saw ramps to AP5, 450 per s) and mediums. Bad: ranged enemies; you must stay in contactwiki
EAT-411 Leveller↓ ↓ ← ↑ ↓140unlimited (1 launcher per call)7.75--85 MedalsGood: one huge shot (AP6, 2,500 blast, demolition 40): heavies, crowds, spawners. Bad: one launcher per call, 140 swiki
EAT-700 Expendable Napalm↓ ↓ ← ↑ ←140unlimited (2 launchers per call)7.75--85 MedalsGood: area denial vs hordes and breaches (bomblets plus napalm); two launchers per call. Bad: heavieswiki
GL-28 Belt-Fed Grenade Launcher↓ ← ↑ ← ↑ ↑480unlimited7.75--110 MedalsGood: sustained fire into hordes (120 AP4 grenades) and stagger-locking fast enemies. Bad: single heavies take a long burstwiki
GL-52 De-Escalator↓ → ↑ ← →480unlimited7.75--85 MedalsGood: stuns and kills crowds (10 AP4 arcs per grenade), Hulks and Bile Titans with focused fire. Bad: arcs can hit you inside 12 mwiki
M-1000 Maxigun↓ ← → ↓ ↑ ↑480unlimited7.75--110 MedalsGood: hordes with a 1,000-round backpack at very high rpm (AP3). Bad: armor; heavy recoil; eats ammowiki
MGX-42 Bullet Storm↓ ← ↓ → ↑ ←70unlimited (2 guns per call)6.75--75 MedalsGood: Terminid and Illuminate hordes (1,300 rpm, 100 damage); two guns every 70 s. Bad: Automaton armor and small weak points (AP2)wiki
MS-11 Solo Silo↓ ↑ → ↓ ↓180unlimited (1 silo per call)7.75--110 MedalsGood: the biggest targets anywhere in line of sight (AP9 impact, 2,500 blast): Factory Striders, Vox Engines, Titans. Bad: crowds; 180 s, single missilewiki
PLAS-45 Epoch↓ ← ↑ ← →480unlimited7.75--75 MedalsGood: clustered heavy infantry (Heavy Devastators, Alpha Commanders), AP5 charged bolts. Bad: large crowds; limited ammo; holding the charge too long explodes itwiki
S-11 Speargun↓ → ↓ ← ↑ →480unlimited7.75--85 MedalsGood: staggering heavies (interrupts Chargers and Titan spew), Hulk eyes, gas confuses. Bad: crowds; one shot per reloadwiki
TX-41 Sterilizer↓ ← ↑ ↓ ←480unlimited7.75--85 MedalsGood: crowd control: gas slows 25% and confuses out to 47 m. Bad: killing anything fast (low damage); pair it with a killerwiki

5.4Every backpack

Sorted by unlock level, with the seven warbond backpacks last and their Medal price in the Requisition column. Only the drones and the Portable Hellbomb fight for you; the rest protect you, carry supplies or move you.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
B-1 Supply Pack↓ ← ↓ ↑ ↑ ↓480unlimited9.7514,000Good: keeping the squad in ammo, stims and grenades on the move; ammo-hungry builds. Bad: no combat value by itselfwiki
LIFT-850 Jump Pack↓ ↑ ↑ ↓ ↑480unlimited9.7586,000Good: mobility: cliffs, escapes, dodging Chargers (15 s recharge). Bad: jumping while slowedwiki
AX/AR-23 Guard Dog↓ ↑ ← ↑ → ↓480unlimited9.75107,500Good: chaff and mediums around you (AP3 rifle drone, 30 m). Bad: heavies; returns to reloadwiki
AX/LAS-5 Rover↓ ↑ ← ↑ → →480unlimited9.75107,500Good: chaff, especially Terminids (laser, never needs ammo). Bad: medium armor; can hit youwiki
SH-20 Ballistic Shield Backpack↓ ← ↓ ↓ ↑ ←240unlimited9.75126,000Good: frontal cover vs Automaton fire (1,000 HP since 6.2.2). Bad: Terminid swarms; needs a one-handed weaponwiki
SH-32 Shield Generator Pack↓ ↑ ← → ← →480unlimited9.752010,000Good: 360-degree bubble vs projectiles, explosions and melee; very strong vs Automatons. Bad: sustained damage breaks it (12 s recharge)wiki
AX/ARC-3 K-9↓ ↑ ← ↑ → ←480unlimited9.75--110 MedalsGood: crowds (arcs chain to many targets) and stunning heavies. Bad: very high friendly-fire riskwiki
AX/FLAM-75 Hot Dog↓ ↑ ← ↑ ← ←480unlimited9.75--75 MedalsGood: close swarms (flies to targets and burns them, 20 m). Bad: fire pools near the squadwiki
AX/TX-13 Dog Breath↓ ↑ ← ↑ → ↑480unlimited9.75--110 MedalsGood: crowd control (gas confusion, 20 m). Bad: no direct damagewiki
B-100 Portable Hellbomb↓ → ↑ ↑ ↑300unlimited9.75--110 MedalsGood: anything within about 17 to 25 m and every structure (demolition 60); only Hive Lords survive. Bad: the carrier (it is a suicide run without an exit)wiki
LIFT-182 Warp Pack↓ ← → ↓ ← →480unlimited9.75--110 MedalsGood: teleporting through terrain, doors and enemies' lines (damages the destination). Bad: warping into a large enemy kills youwiki
LIFT-860 Hover Pack↓ ↑ ↑ ↓ ← →480unlimited9.75--110 MedalsGood: hovering above melee swarms and reaching high ground. Bad: Hunters and Automaton fire still reach you; poor air accuracywiki
SH-51 Directional Shield↓ ↑ ← → ↑ ↑300unlimited9.75--75 MedalsGood: frontal energy shield vs projectiles while aiming a one-handed weapon; Automatons. Bad: melee (nearly useless vs Terminids)wiki
Dated opinion

The Pelvic Girdle's Steam guide (August 19, 2026) rates the Supply Pack, Warp Pack and Hot Dog S+ on all three fronts and the Shield Generator Pack and Jump Pack S on all three; GamesRadar (January 9, 2026) rates the Jump Pack, Shield Generator Pack and Warp Pack S and the K-9 and Dog Breath D. Support-weapon ratings from u.gg and GamesRadar are compared on Community tiers.community-tested

Defensive permit

Sentries, emplacements and mines

Bring a sentry for defense missions and extraction, not for patrols, and drop it before the wave arrives, where it can see the approach. The MG Sentry is cheap and back every 90 seconds; the Autocannon and Rocket Sentries handle heavies.

Sentries and emplacements arrive by hellpod (7.75 seconds) and stay until they are destroyed or out of ammo; manned emplacements can't be reloaded. Turret and mortar sentries have 400 health since patch 6.3.0 doubled it, and the Tesla Tower more. Call sentries and Resupply before a Shield Generator Relay, because hellpods landing inside wear its dome down; and tell your squad where you lay mines.

A caped Helldiver fires a rifle beside a sentry turret in a desert canyon as Terminids burst apart in green bile ahead
A sentry turret covering a Helldiver in the desert (official image from Arrowhead's patch 1.000.400 explainer on Steam, June 2024)

6.1Sentries: bring it when

  • A/MG-43 Machine Gun Sentry: you want a sentry ready at all times. Cheap, quick to come back, good against chaff on every front.
  • A/G-16 Gatling Sentry: dense chaff waves on defense missions, above all bugs and Voteless. It burns ammo fast and sweeps its whole arc, so stay out of it.
  • A/AC-8 Autocannon Sentry: big targets. Its bursts stagger-lock Chargers, Hulks and Harvesters.
  • A/M-12 Mortar Sentry: the Automaton front, where enemies stay at range. Mortars hit everything near their target, so they punish divers in melee against bugs and the Illuminate.
  • A/MLS-4X Rocket Sentry: heavies. It targets them first and outranges the gun sentries, but enemies right next to it stop it firing.
  • A/ARC-3 Tesla Tower: a chokepoint full of chaff, above all Voteless and Fleshmobs. It zaps any diver who isn't prone, so place it off your own path.
  • A/M-23 EMS Mortar Sentry: pinning enemies for your killers on defense missions. It deals no damage.
  • A/LAS-98 Laser Sentry: chaff with no ammo limit. It overheats and destroys itself under heavy load.
  • A/FLAM-40 Flame Sentry: short-range horde denial against bugs and Voteless; not for Automatons.
  • A/GM-17 Gas Mortar Sentry: gassing and confusing crowds from range. Keep squadmates out of the clouds.

6.2Emplacements and mines: bring it when

  • MD-6 Anti-Personnel Minefield: chokepoints and defense lanes against small and medium enemies.
  • MD-I4 Incendiary Mines: breach paths and Voteless lanes. The fire burns allies too.
  • MD-17 Anti-Tank Mines: heavies on a known path; only large enemies set them off. Patch 7.0.0 raised their demolition so they break colony walls and bug holes, but the current datamine still shows the old value.unverified
  • FX-12 Shield Generator Relay: ranged fronts (Automatons, Illuminate plasma). A dome that stops projectiles for a short while; melee enemies walk straight in.
  • E/MG-101 HMG Emplacement: holding an objective against mediums and Gunships.
  • E/GL-21 Grenadier Battlement: holding an objective against crowds from behind half cover; it fires only across a limited arc to its front.
  • MD-8 Gas Mines: area control. A field of mines that poisons and confuses crowds.
  • E/AT-12 Anti-Tank Emplacement: a defense that will face big heavies. A manned rapid anti-tank cannon that kills even the largest enemies.

6.3Every sentry

The Requisition sentries first by unlock level, then the three warbond sentries with their Medal price. Their cooldowns are short next to a support weapon's, so plan a sentry for each wave, not one per mission.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
A/MG-43 Machine Gun Sentry↓ ↑ → → ↑90unlimited7.7511,500Good: chaff and small mediums (75 m, AP3); cheap and fast cooldown. Bad: wastes ammo on heavieswiki
A/G-16 Gatling Sentry↓ ↑ → ←150unlimited7.7554,000Good: dense chaff waves (1,600 rpm). Bad: overkill burns ammo fast; team-kills across its arcwiki
A/M-12 Mortar Sentry↓ ↑ → → ↓180unlimited7.7587,000Good: indirect fire on groups at 15 to 125 m. Bad: melee fights near allies; minimum range 15 mwiki
A/AC-8 Autocannon Sentry↓ ↑ → ↑ ← ↑150unlimited7.75136,000Good: big targets (bursts stagger-lock Chargers, Hulks, Harvesters). Bad: swarms (slow turn)wiki
A/ARC-3 Tesla Tower↓ ↑ → ↑ ← →120unlimited7.75158,000Good: chokepoints vs chaff and mediums (20 m arcs). Bad: zaps Helldivers who are not pronewiki
A/MLS-4X Rocket Sentry↓ ↑ → → ←150unlimited7.75157,500Good: heavies first (AP5, 100 m), Automaton ranged units. Bad: enemies inside 10 m stop it firingwiki
A/M-23 EMS Mortar Sentry↓ ↑ → ↓ →180unlimited7.75208,000Good: stun and slow clouds that pin enemies for your killers. Bad: no damagewiki
A/FLAM-40 Flame Sentry↓ ↑ → ↓ ↑ ↑100unlimited7.75--85 MedalsGood: short-range horde denial (34 m since 6.2.2, panics enemies). Bad: ranged Automatonswiki
A/GM-17 Gas Mortar Sentry↓ ↑ → ↓ ←180unlimited7.75--85 MedalsGood: indirect gas that damages and confuses crowds up to 125 m. Bad: heavies; gas near allieswiki
A/LAS-98 Laser Sentry↓ ↑ → ↓ ↑ →150unlimited7.75--85 MedalsGood: chaff and mediums with no ammo limit (heat). Bad: overheats and self-destructs under heavy loadwiki

6.4Every emplacement and minefield

The MD-8 Gas Mines' call-in is left blank on purpose: the wiki's figure doesn't match the other minefields and is probably an entry error. The MD-17's demolition 40 is the patch notes' figure; the datamine still reads 30 (see above).

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
MD-6 Anti-Personnel Minefield↓ ← ↑ →120unlimited7.7511,500Good: chokepoints vs small and medium enemies (48 mines). Bad: heavies; teammates forget where it iswiki
MD-I4 Incendiary Mines↓ ← ← ↓120unlimited7.7584,000Good: chaff denial with lingering fire. Bad: heavies; burns allieswiki
E/MG-101 HMG Emplacement↓ ↑ ← → → ←180unlimited7.751010,000Good: manned 360-degree twin HMG (600 rounds) for holding objectives vs mediums. Bad: fixed position; no reloadwiki
FX-12 Shield Generator Relay↓ ↓ ← → ← →90unlimited7.75109,000Good: 15 m dome that stops projectiles for 40 s; great vs Automatons and Illuminate fire. Bad: melee enemies walk inwiki
E/GL-21 Grenadier Battlement↓ → ↓ ← →120unlimited7.751510,000Good: manned grenade launcher with half-cover for defense vs crowds. Bad: only a 170-degree firing arcwiki
MD-17 Anti-Tank Mines↓ ← ↑ ↑120unlimited7.75157,000Good: heavies only (18 mines triggered by large units; demolition 40 since 7.0.0). Bad: small enemies do not trigger themwiki
MD-8 Gas Mines↓ ← ← →120unlimited--2012,000Good: area control: 48 mines that poison and confuse crowds. Bad: heavies; gas near allieswiki
E/AT-12 Anti-Tank Emplacement↓ ↑ ← → → →180unlimited7.75--110 MedalsGood: manned rapid anti-tank cannon that kills even the largest enemies. Bad: fixed position; no reloadwiki
Dated opinion

The Pelvic Girdle's Steam guide (August 19, 2026) rates the Autocannon Sentry and the HMG Emplacement S+ on all three fronts, the Anti-Tank Emplacement and Rocket Sentry S+ against Automatons, and the Tesla Tower S+ against bugs and the Illuminate but E against bots.community-tested

Supply permit · vehicles

Vehicles and exosuits

Bring an exosuit when you want a heavy answer you can walk around in: the Patriot unlocks at level 25, one diver runs it alone, and you get 3 per mission. Treat the FRVs and tanks as squad plans: one diver drives, the others shoot, and a tank comes back only every 780 seconds.

7.1Bring it when

  • EXO-45 Patriot Exosuit: you want a heavy answer that walks: a gatling for chaff and rockets for heavies.
  • EXO-49 Emancipator Exosuit: mediums, heavies, bug nests and fabricators, with twin autocannons.
  • EXO-55 Breakthrough Exosuit: close heavy fights behind a shield arm, with a flak cannon that must fully reload before it fires again.
  • EXO-51 Lumberer Exosuit: a flamethrower for hordes and an anti-tank cannon for heavies; its flamethrower damage is on Arrowhead's known-issues list.
  • M-102 Gunner FRV: big maps where the squad needs to move. A fast transport with a heavy machine gun turret whose ammo can't be refilled.
  • TD-220 Bastion MK XVI: outposts and heavies, when the squad can crew a tank. Its main cannon reaches penetration AP8.
  • M-103 Supply FRV: a squad transport with resupply charges and an auto-turret. So far a campaign reward, it becomes a Requisition purchase for everyone in October 2026, at a price not yet announced.
  • TD-110 Maelstrom: an infantry fighting vehicle with gatlings, guided missiles and smoke; its data is still incomplete. Where it comes from: Campaign reward: Armored Eagle (campaign running since 2026-09-22) unverified.
  • M-104 Incinerator FRV: in the game's files, but no campaign or store offers it.
Exosuit cooldown: 420 seconds, not 8 minutes

The 6.3.0 patch notes say exosuit cooldowns went from 10 to 8 minutes. The game data and every exosuit page on the wiki give 420 seconds (7 minutes), and the wiki records the official note as an error, so this manual uses the game data.

Since 6.2.2 an exosuit is destroyed only when its main health pool empties, and 6.3.0 raised that pool again (to 1,800) while re-tuning many enemies to hurt vehicles more. Since 7.1.0 enemies ignore vehicles nobody is sitting in. A campaign reward such as the Supply FRV or the Maelstrom goes to the divers who logged in while the campaign ran, if the community wins a majority of the campaign's Major Orders (Rewards for taking part).

A white and orange exosuit sprays a stream of fire from its arm beside a concrete building
The EXO-51 Lumberer opens fire (official image from Arrowhead's Exo Experts announcement on Steam, April 2026)
The TD-220 Bastion tank crosses a dusty desert plain between rock formations
The TD-220 Bastion tank (official image from Arrowhead's 6.0.1 patch notes on Steam, February 2026)
Four Helldivers ride a dark armored buggy, one holding up a launcher and one at a rear-mounted gun, in front of a Super Earth emblem
The Fast Recon Vehicle and its crew, a CG footage capture (official image from Arrowhead's Omens of Tyranny announcement on Steam, December 2024)

7.2Every vehicle

A Pelican delivers each vehicle. Only the Gunner FRV and the Bastion are Requisition purchases; the other three are campaign rewards or can't be obtained, and the Maelstrom's row rests on a wiki page still marked work in progress.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
M-102 Gunner FRV← ↓ → ↓ → ↓ ↑480unlimited10.52525,000Good: fast transport with an HMG turret for repositioning and escapes. Bad: turret ammo cannot be refilledwiki
TD-220 Bastion MK XVI← ↓ → ↓ ← ↓ ↑ ↓ ↑780unlimited10.53035,000Good: tank: AP8 120 mm cannon (31 shells) plus coaxial HMG; outposts and heavies. Bad: 780 s cooldown; unlocks at level 30wiki
M-103 Supply FRV← ↓ ← ← ↓ ↑ →480unlimited10.5----Good: squad transport with 8 resupply charges and an auto-turret. Bad: heavy fire; turret needs reloading from the rackwiki
M-104 Incinerator FRV← ↓ → ← ↓ ↑ ↑480unlimited10.5----Good: flamethrower FRV with heavier armor and a ram. Bad: only 3 seats; explodes like a 500kg when destroyed; not obtainablewiki
TD-110 Maelstrom unverified← ↓ → ↓ ← ↓ ↑ ← →780unlimited10.5----Good: infantry fighting vehicle: twin gatlings (highest DPS in the game), laser-guided AP5 missiles, smoke. Bad: data still incomplete (new)wiki

7.3Every exosuit

All four share the 420-second cooldown and the limit of 3 per mission; the two warbond exosuits show their Medal price in the Requisition column.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
EXO-45 Patriot Exosuit← ↓ → ↑ ← ↓ ↓4203 per mission10.52520,000Good: gatling vs chaff plus rockets vs heavies (one rocket to a Charger's head). Bad: limited rockets; 3 uses per missionwiki
EXO-49 Emancipator Exosuit← ↓ → ↑ ← ↓ ↑4203 per mission10.52520,000Good: medium and heavy targets with twin AP5 autocannons, bug nests, fabricators. Bad: shooting downhill; 3 uses per missionwiki
EXO-51 Lumberer Exosuit← ↓ → ↑ → ← ↑4203 per mission10.5--50 MedalsGood: flamethrower (500 fuel) for hordes plus anti-tank cannon for heavies and Factory Striders. Bad: no ammo refills; flamethrower damage bug (known issue)wiki
EXO-55 Breakthrough Exosuit← ↓ → ← → ↓ ↑4203 per mission10.5--50 MedalsGood: shield arm plus AP4 flak cannon (40 pellets, 3,600 total): Chargers in 2 to 3 shots. Bad: must fully reload before firing againwiki
Mission permit

Mission stratagems

Every loadout carries Reinforce and Resupply, Eagle Rearm when you bring an Eagle, and the host also has the SOS Beacon. Learn their codes first; the rest appear only when an objective needs them.

  • Reinforce (↑ ↓ → ← ↑): any living diver brings back dead squadmates from a shared budget of 5 per diver (20 in a full squad). Once it's spent, one returns every 120 seconds, and if the whole squad dies with none left before the main objective is done, the mission fails. Call it near the fallen diver's gear unless that spot is overrun; the diver in the pod can steer it onto an enemy.
  • Resupply (↓ ↓ ↑ →): one pod of 4 boxes for the whole squad every 180 seconds. The cooldown is shared, so call it when the squad needs it and share the boxes.
  • SOS Beacon (↑ ↓ → ↑): host only. It opens your mission to quickplay so strangers can join (Joining and hosting).
  • Eagle Rearm (↑ ↑ ← ↑ →): sends your Eagle home early to rearm.
  • Call In Super Destroyer: Commando missions only; each diver can bring the ship back once per mission.
  • NUX-223 Hellbomb: the mission's own bomb for objective structures. Arm it, then run.
  • Objective stratagems (drills, probes, uploads, the Super Earth Flag, SEAF Artillery and the rest): the mission tells you when to call each one; the codes are in the table.

Reinforce stops once any diver boards the extraction shuttle and when the mission timer runs out. The multiplayer tab has the squad's rules for samples, reinforcements and Resupply, and Mission types covers the missions themselves.

8.1Every mission stratagem

Mission stratagems carry no level or price. Three rows are thin: the SOS Beacon's call-in is disputed between the two wikis; the wiki shows the Reinforcement Pods with the same code as Upload Data, which may be a copy error; and the free Portable Hellbomb of the Destroy Spore Lung objective rests on one datamine key.

StratagemInputCooldown (s)UsesCall-in (s)LevelRequisitionGood and bad againstSource
Activate E-711 Extraction Drill↓ ↓ ← ← ↓ ↓0unlimited0----Starts the GATER drill at a drill sitewiki
Aquifer Drill← ← ← ↑ ↓ → ↓ ↓0110----Infiltrate Illuminate Lair: Cleanse Foul Shrine objectivewiki
B-100 Portable Hellbomb (mission-provided) unverified↓ → ↑ ↑ ↓300unlimited during the objective------Destroy Spore Lung (cave objective): free Portable Hellbomb granted in place of the NUX-223 Hellbombwiki
Call In Super Destroyer↑ ↑ ↓ ↓ ← → ← →--1 per mission------Commando missions only: brings the Destroyer back for 1 minute, once per missionwiki
Cargo Container↑ ↑ ↓ ↓ → ↓0110----Confiscate Assets and Rapid Acquisition: container for Fusion Batteries and platinum; indestructible coverwiki
Dark Fluid Vessel↑ ← → ↓ ↑ ↑3012 jumps per vessel10----Deploy Dark Fluid event mission: backpack that jumps 12 times before it destabilizeswiki
Eagle Rearm↑ ↑ ← ↑ →0unlimited0----Sends Eagle-1 back to rearm before her payload is spent (150 s; 120 s with Pit Crew Hazard Pay)wiki
Hive Breaker Drill← ↑ ↓ → ↓ ↓0110----Nuke Nursery (Hive Worlds): burrows the nuclear devicewiki
NUX-223 Hellbomb↓ ↑ ← ↓ ↑ → ↓ ↑30unlimited during the objective10----Destroys objective structures; must be armed; about 25 m blastwiki
Portable Comms Relay↑ ↑ ↓ ↓ ← ← ↓0110----Infiltrate Illuminate Lair: uploads the Tactical Video Camera recordingswiki
Prospecting Drill↓ ↓ ← → ↓ ↓0110----Conduct Geological Survey: starts the main objectivewiki
Reinforce↑ ↓ → ← ↑05 per diver per mission (20 in a full squad), then 1 every 120 s------Brings back dead squadmates (5 per diver, 20 per full squad); the pod crushes what it lands onwiki
Reinforcement Pods unverified← → ↑ ↑ ↑--1 per pod site------Commando optional objective: links pods to grant 3 extra reinforcementswiki
Resupply↓ ↓ ↑ →180unlimited (shared squad cooldown)8----Drops 4 supply boxes (ammo, grenades, stims); shared cooldownwiki
SEAF Artillery→ ↑ ↑ ↓05 (one per loaded shell)------Optional objective reward: 5 shells loaded by hand, fired as a stratagemwiki
Seismic Probe↑ ↑ ← → ↓ ↓0110----Conduct Geological Survey: starts the Deploy Seismic Probe stepwiki
SoS Beacon↑ ↓ → ↑011 (wiki.gg) or 6 (Fandom); unverified----Makes your mission public to quickplay so strangers can join (host only)wiki
SSSD Delivery↓ ↓ ↓ ↓ ↓ ↑ ↑014----Retrieve Valuable Data and related missions: one hard-drive delivery per missionwiki
Super Earth Flag↓ ↑ ↓ ↑0110----Spread Democracy, Free Colony and Democratize the Void: raise it (salutes speed it up)wiki
Tactical Video Camera→ ↓ ↓ ↑ ← ← ↑0--------Commando: Acquire Evidence (and one Illuminate Lair objective): records evidence within 15 mwiki
Tectonic Drill↑ ↓ ↑ ↓ ↑ ↓0unlimited10----Deploy Dark Fluid event mission: drill for the Dark Fluid Vesselwiki
Upload Data← → ↑ ↑ ↑014----Upload Escape Pod Data objective: starts the uploadwiki
Ship upgrades

Ship modules that change them

Buy the cheap first-tier modules for the stratagems you use most: the Liquid-Ventilated Cockpit halves the gap between Eagle calls for 80 common samples, and four other first-tier modules cost about as little.

Of the 30 ship modules, 28 change stratagems; they cost samples and, at the higher tiers, Requisition. Rare samples start dropping at difficulty 4 and super samples at 6. The full list with every price is in Ship modules.

9.1Buy these first

  1. Liquid-Ventilated CockpitEagle stratagem cooldown -50% (15 to 7.5 s between calls; rearm unchanged). 80 common samples.
  2. Targeting Software UpgradeOrbital stratagem call-in time -1 s. 60 common samples.
  3. Donation Access LicenseSupport weapons deploy with the maximum carriable magazines (e.g. MG-43 2 to 3 spares, Railgun 10 to 20 rounds). 60 common samples.
  4. Synthetic SupplementationSentry, emplacement and Resupply cooldown -10%. 60 common and 10 rare samples.
  5. Dynamic TrackingSentries launch immediately once called in (about 3 s faster). 60 common and 20 rare samples.

After those, follow your loadout: Expanded Weapons Bay and Pit Crew Hazard Pay if you live on Eagles, Zero-G Breech Loading for orbitals, Streamlined Request Process for support weapons.

9.2Every module that touches stratagems

Grouped by the stratagems they change, cheapest tier first in each group; the five above are not repeated.

  • Orbitals
    • Exploding Shrapnel: Less damage falloff on orbital explosions (inner radius +50%)
    • More Guns: Barrage orbitals (Gatling, 120mm, 380mm, Walking, Napalm) fire 1 extra salvo
    • Zero-G Breech Loading: Orbital stratagem cooldown -10%
    • Atmospheric Monitoring: Orbital 120mm and 380mm HE Barrage spread -15%
    • High-Density Explosives: Orbital explosion radius +10% (inner and outer)
  • Eagles
    • Pit Crew Hazard Pay: Eagle Rearm time -20% (150 to 120 s)
    • Expanded Weapons Bay: +1 use of every Eagle stratagem per rearm
    • XXL Weapons Bay: Eagles that drop several bombs drop 1 more (Airstrike, Cluster Bomb, Napalm, Smoke)
    • Advanced Crew Training: Eagle Rearm a further -10% when called with uses left (120 to 108 s); super cost 25 per the summary table, Fandom and GamesRadar+, 20 on its own wiki page
  • Support weapons and backpacks
    • Streamlined Request Process: Support weapon stratagem cooldown -10%
    • Hand Carts: Backpack stratagem cooldown -10%
    • Superior Packing Methodology: Your Resupply boxes refill support weapons to the maximum carriable magazines (about half without it); squadmates benefit; the Supply Pack is not affected
    • Payroll Management System: Support weapon reload time -10%
    • Streamlined Launch Process: Support weapons launch immediately once called in (about 3 s faster); super cost 25 per both wiki records and Fandom, 20 per GamesRadar+
  • Sentries and emplacements
    • Advanced Construction: Sentry health +50%
    • Shock Absorption Gel: Sentry ammo +50%
    • Rapid Launch System: Emplacements launch immediately once called in (about 3 s faster)
    • High-Quality Lubricant: Sentries turn to new targets faster (about 50-60%)
    • Blast Absorption: Sentries take 50% less damage from explosions
    • Circuit Expansion: Arcs from weapons and turrets jump to 1 additional enemy (in-game text per 4 sources; one wiki page says 2 since a 2025-09-14 edit)
    • Cross-Platform Compatibility: Mortar sentries prioritize the targets you mark (your own pings only)
  • Every stratagem
    • Enhanced Combustion: Fire damage from stratagems +25% (direct and burn)
    • Morale Augmentation: Every stratagem cooldown -5% (mission stratagems included)

The other two modules, Nuclear Radar and Power Steering, don't touch stratagems, and no module shortens vehicles or exosuits except Morale Augmentation.

Stacked cuts: how they combine is unconfirmed

The wiki combines two cooldown cuts both ways on different pages, multiplying them for the Orbital Railcannon Strike and adding them for the Grenadier Battlement and the exosuits, and no official source says which the game does. This manual lists single-module effects only.unverified

9.3Galactic War effects

  • Exosuit Reserves (a Democracy Space Station action): Patriot and Emancipator cooldowns are 35% shorter on the planet the station orbits.
  • Heavy Ordnance Distribution (a 24-hour station action): a free extra Orbital 380mm HE Barrage for every diver on its planet, used after your own.
  • Orbital Blockade (a 24-hour station action): everyone on its planet gets Hellpod Space Optimization without equipping it.
  • Arsenal augmentation: for some events High Command adds a free stratagem to every loadout without taking a slot, as it did with the Portable Hellbomb during 2025 Major Orders.
  • Campaign rewards can arrive with a short-lived cooldown cut: the TD-110 Maelstrom's cooldown is 120 seconds shorter for three days after it is awarded.

These are the wiki's descriptions, not checkable on September 26, 2026, when the station was docked and ran no actions.unverified How the station and campaigns work is in How the war works.

Sources: the wiki's Ship Modules page (effects and costs; the Fandom wiki agrees on all 28 prices), Orbital Railcannon Strike and Grenadier Battlement (the two stacking methods), and Democracy Space Station.

Balance history

What changed in 2025 and 2026

Check any stratagem advice older than the summer of 2026 against this list: patch 6.3.0 made the orbitals and the Rocket Pods hit much harder, and 7.1.0 shortened the Precision Strike. Guides from before October 23, 2025 describe weapons that have since changed too.

7.1.0 (1.007.100) · 2026-09-22
A faster Precision Strike
Orbital Precision Strike cooldown 90 to 80 seconds; enemies ignore empty vehicles; anti-air emplacements no longer block the Eagle's rearm; Stratagem Hero leaderboards per Destroyer. Patch notes
7.0.0 (1.007.000) · 2026-08-12
Devoid of Liberty
Eagle Napalm Airstrike radius 8 to 10 m with a wider pattern; Anti-Tank Mines demolition 30 to 40 in the notes (the datamine still reads 30); assisted reload works when either diver wears the backpack; the loadout screen marks backpack-fed and non-reloadable support weapons; a Veracitor's melee breaks the Ballistic Shield. Patch notes
6.3.0 (1.006.300) · 2026-06-16
Orbitals hit harder, sentries last longer
Precision Strike, 380mm and Walking Barrage shells 3,500 to 4,000 damage with explosions 1,000 to 1,500; the 120mm 2,500 to 3,500 and 750 to 1,200; the Railcannon 7,500 to 10,000. Rocket Pods gained heavy penetration (explosion 200 to 300). Sentry health doubled. Exosuits got 1,800 health and a shorter cooldown (420 seconds in the game data); the Gunner FRV 2,400 health; vehicle armor and enemy penetration were rebalanced. Patch notes
6.2.2 (1.006.202) · 2026-04-28
Sturdier exosuits
Exosuit main health 850 to 1,600, and an exosuit is destroyed only when that pool empties; Ballistic Shield 600 to 1,000 health; the Spear carries 4 missiles per backpack; Flame Sentry range 20 to 34 m with 50% more damage; Laser Sentry heat capacity 200 to 250. Patch notes
6.1.0 (1.006.100) · 2026-03-17
Support weapon tuning
The GL-21 back to medium penetration; Laser Cannon beam reach 1,000 m; Maxigun 1,000 rounds; Belt-Fed Grenade Launcher 120 grenades; faster Autocannon and De-Escalator reloads; the Orbital Laser ignores enemies in caves; flames make enemies panic. Patch notes
6.0.1 (1.006.001) · 2026-02-03
The Bastion tank
TD-220 Bastion added; Ballistic Shield Backpack cooldown 300 to 240 seconds; Orbital Smoke Strike 100 to 75 seconds; the GL-21 briefly gained heavy penetration. Patch notes
5.0.2 (1.005.002) · 2026-01-22
Commando missions
Missions deep behind enemy lines with limited Destroyer support and reinforcements secured in advance; the C4 Pack arrived with Redacted Regiment. Patch notes
4.1.0 (1.004.100) · 2025-10-23
The big balance pass
Orbital Railcannon Strike cooldown 210 to 180 seconds; Solo Silo health 800 to 1,500; Patriot missiles better at angles; buffs for the Stalwart, Flamethrower, Anti-Materiel Rifle, Autocannon, Epoch and De-Escalator. Patch notes
1.004.000 · 2025-09-02
Into the Unjust
The Orbital EMS Strike, EMS Mortar Sentry and Stun Pods booster got stagger strength 10 to 50, with the stun applied by the explosion itself; Hive World caves limit the Destroyer's support. Announcement
1.002.200 · 2025-03-18
More Eagle and exosuit uses
Eagle 110mm Rocket Pods 2 to 3 strikes per rearm; the Patriot and Emancipator exosuits 2 to 3 per mission. Patch notes

Every patch since launch, not only the stratagem lines, is in Patch history.

Armory07

Armor, Passives & Boosters

Light, medium and heavy armor, every passive by the job it does and the sets that carry it, and every booster with how it stacks in a squad.

7 chapters~33 min readapprox0community3unverified8
On this page7 chapters
The short answer · checked for 7.1.1

What to wear and bring first

Wear the free B-01 Tactical until one front becomes your regular, then buy that front's passive: Fortified on heavy armor against Automatons, Med-Kit on light or medium armor against Terminids and the Illuminate. Your first booster is Hellpod Space Optimization.

1.1Start here

Day one · any front

The armor you already own

The B-01 Tactical's Extra Padding lifts it to a rating of 150 at medium speed, so it takes damage like heavy armor and moves like medium. Your next buys are cheap: Democracy Protects on the DP-40 Hero of the Federation (Helldivers Mobilize! p5, 25 Medals) forgives mistakes, and Med-Kit on the CM-09 Bonesnapper (Helldivers Mobilize! p4, 15 Medals) carries more stims.

Booster

Hellpod Space Optimization first

Every diver in your squad drops and reinforces with full ammo, grenades and stims (Helldivers Mobilize! p3, 15 Medals). Vitality Enhancement (Helldivers Mobilize! p4, 20 Medals) comes next. In a squad, bring one nobody else has: a duplicate adds nothing (Boosters in a squad).

1.2By front

Automatons

Heavy armor, Fortified

Rockets, cannons and mortars deal explosive damage, and Fortified cuts it. The FS-05 Marksman (Helldivers Mobilize! p2, 6 Medals) is the cheapest set that carries it; add the Shield Generator Pack at level 20.

Terminids

Speed over rating

Melee swarms punish slow divers, so wear light or medium armor with Med-Kit or Engineering Kit (the CE-35 Trench Engineer, Helldivers Mobilize! p3, 10 Medals). Switch to Acclimated, Desert Stormer or Inflammable when acid and fire keep catching you.

Illuminate

Medium armor, stims, arc resistance

Med-Kit or Democracy Protects on medium armor. Electrical Conduit (the EX-03 Prototype 3, Cutting Edge p1, 18 Medals) blunts Harvester and Watcher arcs and Lightning Spires; Fortified helps against the Appropriators' plasma.

These picks are this manual's reading of the mechanics below and of the dated community builds; full loadouts by front are on Loadouts by front and difficulty.

1.3Five useful passives on the free warbond

Helldivers Mobilize! sells the cheapest set for five of the passives a new diver wants; The short answer on the warbonds tab puts them in its Medal spending order.

  • Scout on the SC-34 Infiltrator (Light), Helldivers Mobilize! p1, 3 Medals
  • Fortified on the FS-05 Marksman (Heavy), Helldivers Mobilize! p2, 6 Medals
  • Engineering Kit on the CE-35 Trench Engineer (Medium), Helldivers Mobilize! p3, 10 Medals
  • Med-Kit on the CM-09 Bonesnapper (Medium), Helldivers Mobilize! p4, 15 Medals
  • Democracy Protects on the DP-40 Hero of the Federation (Medium), Helldivers Mobilize! p5, 25 Medals
Helmets and capes are cosmetic

Only the body armor's weight class and passive do anything. Helmets show a rating, speed and stamina of 100 but change nothing, so wear the helmet and cape you like.

Weight and rating

Armor classes

Pick the weight for the front: heavy against Automatons, light or medium against the melee swarms of the Terminids and the Illuminate. A rating passive buys heavy-armor protection without the heavy-armor slowdown.

2.1The three classes

  • Light: rating 50, speed 550 and stamina regeneration 125. It takes 25% more damage than medium armor. Wear it where speed saves you: bug swarms, Voteless, Blitz missions and stealth.
  • Medium: rating 100, speed 500 and stamina regeneration 100. The baseline, and the usual compromise against the Illuminate, whose fleets mix melee hordes with explosive plasma.
  • Heavy: rating 150, speed 450 and stamina regeneration 50. It takes 25% less damage than medium armor. Wear it where you fight from cover against gunfire and explosions, which means the Automatons.

The game has 110 body armors across the three classes; Every armor set lists them all.

2.2What the rating does

Your body armor's rating sets how much damage you take. Up to a rating of 150, incoming damage is multiplied by 1.5 minus the rating divided by 200: 1.25 at 50, 1.00 at 100 and 0.75 at 150. Above 150 the curve flattens to 1.05 minus the rating divided by 500: 0.70 at 175 and 0.65 at 200. A body rating above 100 also cuts headshot damage, which matters because a headshot deals 50% extra damage to a diver.

Speed and stamina follow the armor's own rating, before any passive: speed is 600 minus that rating, and stamina regeneration is 200 minus it from 100 up, or 150 minus half of it below 100. These are the wiki's formulas, derived from game data rather than stated by Arrowhead.

2.3Rating passives: protection without the slowdown

Extra Padding (+50 armor rating) and four other passives raise the rating without touching speed or stamina: Concussive Padding, Reinforced; Unflinching; Blunt-Force Mitigation; and Supplementary Adrenaline. That is why:

  • the free B-01 Tactical (Medium, rating 150) moves at medium speed and takes damage like heavy armor;
  • the B-08 Light Gunner (Light, rating 100, Superstore for 150 SC) runs at light speed (550) and takes damage like medium armor;
  • the B-27 Fortified Commando (Heavy, rating 200) takes 35% less damage than medium armor, and the CPR-80 Bulwark (Heavy, rating 180) adds explosive resistance on top.

Sources: the wiki's Armor page (class tables and formulas); Arrowhead's patch 1.001.104 (heavy armor 25% less damage, light 25% more) and patch 1.000.300 (ratings above 100 cut headshot damage).

The passive is the point

Passives by job

Choose the passive for the job and the weight for the front. Until you know what kills you, wear Med-Kit or Democracy Protects; the moment you fight Automatons, switch to Fortified.

Every body armor carries exactly one of the 31 passives. The lists below group them by the job they do, each with its effect, when to bring it and the cheapest set that carries it (Medals on a warbond page unless it says Superstore).

3.1Stay alive: the safe defaults

  • Democracy Protects: 50% chance to survive a hit that would kill you; no bleed damage from a chest hemorrhage. Bring it while you learn a front; it gives you a coin flip on every hit that would kill you. Cheapest: DP-40 Hero of the Federation (Medium), Helldivers Mobilize! p5, 25 Medals.
  • Med-Kit: +2 stims (start with 4, carry 6); stims you use last 2.0 s longer. Bring it on any front, and above all against Terminids and the Illuminate, where it is the passive dated community builds pick most. Cheapest: CM-09 Bonesnapper (Medium), Helldivers Mobilize! p4, 15 Medals.
  • Extra Padding: +50 armor rating. Bring it when you want heavier protection without the speed cost (Armor classes). You own one already: the B-01 Tactical you start with.
  • Adreno-Defibrillator: One-time short last stand on death if the body is intact (health refills, then drains about 20% per second); stims last 2.0 s longer; 50% arc resistance. Bring it solo and against Illuminate arcs. The last stand buys a few seconds to throw a grenade or a strike, or to board a nearby extraction shuttle; a stim only stretches it, because the health drain never stops. Cheapest: AD-26 Bleeding Edge (Medium), Control Group p1, 45 Medals.
  • Supplementary Adrenaline: Taking damage restores some stamina (amount not documented); +25 armor rating. Bring it when you trade hits up close and keep running dry on stamina. Cheapest: SA-7 Headfirst (Medium), Siege Breakers p1, 45 Medals.

3.2Survive explosions: the Automaton front

  • Fortified: Recoil -30% when crouched or prone; 50% explosive resistance. Bring it against Automatons (rockets, cannons, mortars), the Hive Lord's bile, Stingray strafes and your own ordnance. Cheapest: FS-05 Marksman (Heavy), Helldivers Mobilize! p2, 6 Medals.
  • Concussive Padding, Grenadier: 50% explosive resistance; +2 throwables (starting and carried). Bring it on the bot front with a grenade build. Only set: CPG-48 Sapper (Medium), Entrenched Division p1, 45 Medals.
  • Concussive Padding, Hazmat: 50% explosive resistance; 25% gas resistance; sidearm recoil -30%. Bring it on the bot front with a sidearm or gas build. Only set: CPH-26 Commandant (Light), Entrenched Division p2, 55 Medals.
  • Concussive Padding, Reinforced: 50% explosive resistance; +30 armor rating. Bring it on the bot front and against the Appropriators, whose plasma counts as explosive per the wiki; it pairs a high rating with explosive resistance in one set. Only set: CPR-80 Bulwark (Heavy), Superstore, 250 SC.
  • Ballistic Padding: 25% less chest damage; 25% less explosive damage (whole body); no bleed damage from a chest hemorrhage. Bring it against Automaton gunfire aimed at your chest; it does less against explosions than Fortified. Cheapest: BP-20 Correct Officer (Medium), Force of Law p1, 45 Medals.

3.3Fire, gas, acid and arc

  • Inflammable: 75% fire damage resistance. Bring it with fire builds, against the Incineration Corps and on Dragonroach planets. Cheapest: I-09 Heatseeker (Light), Freedom's Flame p1, 18 Medals.
  • Advanced Filtration: 80% resistance to gas damage and effects. Bring it with gas builds, so you can stand in your own clouds. Cheapest: AF-50 Noxious Ranger (Light), Chemical Agents p1, 40 Medals.
  • Electrical Conduit: 95% arc resistance. Bring it against the Illuminate's Harvesters, Watchers and Lightning Spires, or beside a squadmate with an Arc Thrower. Cheapest: EX-03 Prototype 3 (Medium), Cutting Edge p1, 18 Medals.
  • Acclimated: 50% resistance to fire, gas, acid and arc damage. Bring it against Terminid acid and fire, and wherever the hazards mix. Cheapest: AC-1 Dutiful (Medium), Righteous Revenants p1 (a legendary warbond), 45 Medals.
  • Desert Stormer: 40% resistance to fire, gas, acid and arc damage; throw range +20% (beacons too). Bring it against Terminids; the longer throw puts beacons where you want them. Cheapest: DS-42 Federation's Blade (Heavy), Dust Devils p1, 45 Medals.

3.4Reload, ammo and handling

  • Siege-Ready: Primary reload 30% faster; +20% ammo for all weapons (not weapon backpacks, underbarrels or the Ultimatum). Bring it with ammo-hungry primaries and on Hive Worlds. Cheapest: SR-24 Street Scout (Light), Urban Legends p1, 40 Medals.
  • Reinforced Epaulettes: Primary reload 30% faster; 50% chance to avoid a limb injury; melee damage +20% (50% before 6.0.1). Bring it when your primary reloads often and you want limbs that hold. Cheapest: RE-2310 Honorary Guard (Medium), Masters of Ceremony p1, 45 Medals.
  • True Grit: Support weapon reload 30% faster (not assisted reloads); weapon handling +20 ergonomics. Bring it with a support weapon you reload yourself. Cheapest: TG-8 Sharpshooter (Medium), Castellan's Creed p1 (a legendary warbond), 45 Medals.
  • Gunslinger: Sidearm reload 40% faster; sidearm draw and holster 50% faster; sidearm recoil -70%. Bring it for builds that lean on the sidearm. Cheapest: GS-17 Frontier Marshal (Medium), Borderline Justice p1, 45 Medals.
  • Peak Physique: Melee damage +40% (100% before 6.0.1); weapon handling +30 ergonomics. Bring it with heavy support weapons that handle poorly, such as the Heavy Machine Gun and the Maxigun, or for melee. Cheapest: PH-9 Predator (Light), Viper Commandos p1, 40 Medals.

3.5Grenades and throws

  • Engineering Kit: Recoil -30% when crouched or prone; +2 throwables (starting and carried). Bring it on any front for grenade-heavy builds and support weapons you fire crouched. Cheapest: CE-35 Trench Engineer (Medium), Helldivers Mobilize! p3, 10 Medals.
  • Integrated Explosives: The armor explodes 1.5 s after the wearer dies (2,000 damage, AP5, demolition 30); +2 throwables. Bring it for grenade builds, and warn your squad: your armor explodes when you die. Cheapest: IE-3 Martyr (Medium), Servants of Freedom p1, 45 Medals.
  • Servo-Assisted: Throw range +30% (beacons too); limb health +50% (arms 35 -> 52, legs 45 -> 67). Bring it to throw stratagems and grenades farther and keep your limbs whole on long missions. Cheapest: SA-25 Steel Trooper (Medium), Steeled Veterans p1, 18 Medals.

3.6Stealth and scouting

  • Scout: Map markers trigger a radar scan every 2.0 s; enemies detect you from 30% less range. Bring it for stealth, solo play and Commando missions. Cheapest: SC-34 Infiltrator (Light), Helldivers Mobilize! p1, 3 Medals.
  • Reduced Signature: Movement noise -50%; enemies detect you from 40% less range. Bring it for stealth against Automatons and the Illuminate, and for Commando missions. Cheapest: RS-89 Shadow Paragon (Light), Redacted Regiment p1, 45 Medals.
  • Feet First: Movement noise -50%; points of interest spotted 30% farther away; legs cannot be injured. Bring it for stealth and against Rupture Strain ambushes. Cheapest: A-9 Helljumper (Medium), Obedient Democracy Support Troopers (Halo: ODST) p1, a legendary warbond, 45 Medals.

3.7Stagger, impacts and limbs

  • Rock Solid: Melee damage +40% (100% before 6.0.1), melee weapons included; harder to knock down (30% less incoming stagger). Bring it against the Cyborg Legion, whose Radicals kick divers over, and for melee builds. Cheapest: RS-20 Constrictor (Light), Python Commandos p1, 45 Medals.
  • Blunt-Force Mitigation: Harder to knock down (30% less incoming stagger); 30% less damage from impacts and collisions; +25 armor rating. New in 7.1.0 and not yet widely tested; bring it against knockdowns from bots and Crushers. Cheapest: BFM-16 Tanker (Light), Ironclad Democracy p1, 45 Medals.
  • Unflinching: Almost no flinch when hit (95% less aim disruption); +25 armor rating; map markers trigger a radar scan every 2.0 s. Bring it against sustained Automaton fire, when flinching ruins your aim. Cheapest: UF-50 Bloodhound (Medium), Truth Enforcers p2, 45 Medals.
  • Kinetic Displacement Mitigation: 50% fire resistance; 50% chance to avoid a limb injury; 30% less damage from impacts and collisions. Bring it against the Incineration Corps. Only set: the KDM-500 Outrider (Heavy), which isn't sold. Where it comes from: Campaign reward: Permanent Enclosure (body, Aug 2026); helmet from Lightning Intercept (Jul 2026).

3.8Speed

  • Oxygenator: Walking and running speed +10%; faster, longer slides (about +50% distance). Bring it on big maps and Blitz missions. Cheapest: O-3 Free Spirit (Light), Exo Experts p1, 45 Medals.
Dated opinion

The Steam guide by The Pelvic Girdle (updated August 19, 2026, built from u.gg data) rates Med-Kit and True Grit S+ on all three fronts; Fortified and the three Concussive Paddings S+ against Automatons, with Fortified only C against Terminids; Acclimated, Desert Stormer and Inflammable S+ against Terminids; Reduced Signature S+ against Automatons; and Engineering Kit, Siege-Ready and Oxygenator S on all three. In u.gg's 15 dated builds (November 2025 to May 2026), Fortified appears in 6 of the 7 Automaton builds and Med-Kit in 4 of the 7 Terminid and Illuminate builds.community-tested

3.9Every passive

All 31, A to Z, with the exact effect and a few example sets each. Every armor set lists every set that carries each passive.

PassiveEffectExample setsSource
Acclimated50% resistance to fire, gas, acid and arc damageAC-1 Dutiful (medium, Righteous Revenants p1); AC-2 Obedient (light, Righteous Revenants p2)wiki
Adreno-DefibrillatorOne-time short last stand on death if the body is intact (health refills, then drains about 20% per second); stims last 2.0 s longer; 50% arc resistanceAD-26 Bleeding Edge (medium, Control Group p1); AD-49 Apollonian (heavy, Control Group p2); AD-11 Livewire (light, Superstore 300 SC)wiki
Advanced Filtration80% resistance to gas damage and effectsAF-50 Noxious Ranger (light, Chemical Agents p1); AF-02 Haz-Master (medium, Chemical Agents p2); AF-91 Field Chemist (medium, Superstore 250 SC); AF-52 Lockdown (heavy, Superstore 400 SC)wiki
Ballistic Padding25% less chest damage; 25% less explosive damage (whole body); no bleed damage from a chest hemorrhageBP-20 Correct Officer (medium, Force of Law p1); BP-32 Jackboot (light, Force of Law p2); BP-77 Grand Juror (heavy, Superstore 250 SC)wiki
Blunt-Force MitigationHarder to knock down (30% less incoming stagger); 30% less damage from impacts and collisions; +25 armor ratingBFM-16 Tanker (light, Ironclad Democracy p1); BFM-220 Ironclad (heavy, Ironclad Democracy p2); BFM-77 Reformer (medium, Superstore 250 SC)wiki
Concussive Padding, Grenadier50% explosive resistance; +2 throwables (starting and carried)CPG-48 Sapper (medium, Entrenched Division p1)wiki
Concussive Padding, Hazmat50% explosive resistance; 25% gas resistance; sidearm recoil -30%CPH-26 Commandant (light, Entrenched Division p2)wiki
Concussive Padding, Reinforced50% explosive resistance; +30 armor ratingCPR-80 Bulwark (heavy, Superstore 250 SC)wiki
Democracy Protects50% chance to survive a hit that would kill you; no bleed damage from a chest hemorrhageDP-40 Hero of the Federation (medium, Helldivers Mobilize! p5); DP-11 Champion of the People (medium, Helldivers Mobilize! p10); DP-53 Savior of the Free (medium, Super Citizen Edition)wiki
Desert Stormer40% resistance to fire, gas, acid and arc damage; throw range +20% (beacons too)DS-42 Federation's Blade (heavy, Dust Devils p1); DS-191 Scorpion (medium, Dust Devils p2); DS-10 Big Game Hunter (light, Superstore 300 SC)wiki
Electrical Conduit95% arc resistanceEX-03 Prototype 3 (medium, Cutting Edge p1); EX-16 Prototype 16 (medium, Cutting Edge p2); EX-00 Prototype X (light, Cutting Edge p3)wiki
Engineering KitRecoil -30% when crouched or prone; +2 throwables (starting and carried)CE-35 Trench Engineer (medium, Helldivers Mobilize! p3); CE-27 Ground Breaker (medium, Democratic Detonation p1); CE-07 Demolition Specialist (light, Democratic Detonation p2); plus 7 Superstore setswiki
Extra Padding+50 armor ratingB-01 Tactical (medium, starter armor); B-08 Light Gunner (light, Superstore 150 SC); CW-9 White Wolf (medium, Superstore 300 SC); B-27 Fortified Commando (heavy, Superstore 400 SC)wiki
Feet FirstMovement noise -50%; points of interest spotted 30% farther away; legs cannot be injuredA-9 Helljumper (medium, Obedient Democracy Support Troopers p1); A-35 Recon (medium, Obedient Democracy Support Troopers p2)wiki
FortifiedRecoil -30% when crouched or prone; 50% explosive resistanceFS-05 Marksman (heavy, Helldivers Mobilize! p2); FS-23 Battle Master (heavy, Helldivers Mobilize! p6); FS-55 Devastator (heavy, Democratic Detonation p3); CW-22 Kodiak (heavy, Polar Patriots p2); plus 4 Superstore setswiki
GunslingerSidearm reload 40% faster; sidearm draw and holster 50% faster; sidearm recoil -70%GS-17 Frontier Marshal (medium, Borderline Justice p1); GS-66 Lawmaker (heavy, Borderline Justice p2); GS-11 Democracy's Deputy (light, Superstore 300 SC)wiki
Inflammable75% fire damage resistanceI-09 Heatseeker (light, Freedom's Flame p1); I-102 Draconaught (medium, Freedom's Flame p2); I-92 Fire Fighter (medium, Superstore 250 SC); I-44 Salamander (heavy, Superstore 250 SC)wiki
Integrated ExplosivesThe armor explodes 1.5 s after the wearer dies (2,000 damage, AP5, demolition 30); +2 throwablesIE-3 Martyr (medium, Servants of Freedom p1); IE-12 Righteous (medium, Servants of Freedom p2); IE-57 Hell-Bent (light, Superstore 250 SC)wiki
Kinetic Displacement Mitigation50% fire resistance; 50% chance to avoid a limb injury; 30% less damage from impacts and collisionsKDM-500 Outrider (heavy, campaign reward: Permanent Enclosure, Aug 2026)wiki
Med-Kit+2 stims (start with 4, carry 6); stims you use last 2.0 s longerCM-09 Bonesnapper (medium, Helldivers Mobilize! p4); CM-14 Physician (medium, Helldivers Mobilize! p9); CM-21 Trench Paramedic (light, Superstore 250 SC); CM-17 Butcher (heavy, Superstore 250 SC)wiki
OxygenatorWalking and running speed +10%; faster, longer slides (about +50% distance)O-3 Free Spirit (light, Exo Experts p1); O-2 Heavy Operator (heavy, Exo Experts p2); O-44 Bonded Pilot (medium, Superstore 250 SC)wiki
Peak PhysiqueMelee damage +40% (100% before 6.0.1); weapon handling +30 ergonomicsPH-9 Predator (light, Viper Commandos p1); PH-202 Twigsnapper (heavy, Viper Commandos p2); PH-56 Jaguar (medium, Superstore 150 SC)wiki
Reduced SignatureMovement noise -50%; enemies detect you from 40% less rangeRS-89 Shadow Paragon (light, Redacted Regiment p1); RS-67 Null Cipher (medium, Redacted Regiment p2); RS-100 Sanctioner (light, Superstore 250 SC)wiki
Reinforced EpaulettesPrimary reload 30% faster; 50% chance to avoid a limb injury; melee damage +20% (50% before 6.0.1)RE-2310 Honorary Guard (medium, Masters of Ceremony p1); RE-1861 Parade Commander (light, Masters of Ceremony p2); RE-824 Bearer of the Standard (heavy, Superstore 400 SC)wiki
Rock SolidMelee damage +40% (100% before 6.0.1), melee weapons included; harder to knock down (30% less incoming stagger)RS-20 Constrictor (light, Python Commandos p1); RS-40 Beast of Prey (heavy, Python Commandos p2); RS-6 Fiend Destroyer (medium, Superstore 300 SC)wiki
ScoutMap markers trigger a radar scan every 2.0 s; enemies detect you from 30% less rangeSC-34 Infiltrator (light, Helldivers Mobilize! p1); SC-30 Trailblazer Scout (light, Helldivers Mobilize! p7); SA-04 Combat Technician (medium, Helldivers Mobilize! p8); CW-4 Arctic Ranger (light, Polar Patriots p3)wiki
Servo-AssistedThrow range +30% (beacons too); limb health +50% (arms 35 -> 52, legs 45 -> 67)SA-25 Steel Trooper (medium, Steeled Veterans p1); SA-12 Servo Assisted (medium, Steeled Veterans p2); SA-32 Dynamo (heavy, Steeled Veterans p3); CW-36 Winter Warrior (heavy, Polar Patriots p1)wiki
Siege-ReadyPrimary reload 30% faster; +20% ammo for all weapons (not weapon backpacks, underbarrels or the Ultimatum)SR-24 Street Scout (light, Urban Legends p1); SR-18 Roadblock (heavy, Urban Legends p2); DP-8 Mountain-Scaled (medium, Superstore 250 SC); SR-64 Cinderblock (heavy, Superstore 250 SC)wiki
Supplementary AdrenalineTaking damage restores some stamina (amount not documented); +25 armor ratingSA-7 Headfirst (medium, Siege Breakers p1); SA-8 Ram (heavy, Siege Breakers p2)wiki
True GritSupport weapon reload 30% faster (not assisted reloads); weapon handling +20 ergonomicsTG-8 Sharpshooter (medium, Castellan's Creed p1); TG-122 Demo-Trooper (heavy, Castellan's Creed p2)wiki
UnflinchingAlmost no flinch when hit (95% less aim disruption); +25 armor rating; map markers trigger a radar scan every 2.0 sUF-50 Bloodhound (medium, Truth Enforcers p2); UF-16 Inspector (light, Truth Enforcers p3); UF-84 Doubt Killer (medium, Superstore 400 SC)wiki
Reference

Every armor set

Pick the passive first, then the weight, then the cheapest set that carries both. Most passives come in more than one weight class; warbond sets cost Medals and Superstore sets cost Super Credits.

All 110 body armors, one table per weight class, each sorted by passive so the sets that share one sit together. The rating includes rating passives; speed and stamina regeneration don't. Cost is Medals on a warbond page or Super Credits in the Superstore, where every set stays on sale (rotation: none since April 28, 2026); a dash means the set isn't sold (starter, pre-order, edition, event and campaign items). Warbond pages and prices are in Every warbond, page by page, and the Superstore in Superstore and free gear.

4.1Light armor

A light set rated above the class's standard rating carries a rating passive or sits off the standard grid (see the flags below); the B-08 Light Gunner is the fast set with medium protection.

ArmorRatingSpeedStamina regenPassiveCostWhere to get it
AC-2 Obedient50550125Acclimated55 MedalsRighteous Revenants p2
AD-11 Livewire50550125Adreno-Defibrillator300 SCSuperstore
AF-50 Noxious Ranger50550125Advanced Filtration40 MedalsChemical Agents p1
BP-32 Jackboot50550125Ballistic Padding55 MedalsForce of Law p2
BFM-16 Tanker75550125Blunt-Force Mitigation45 MedalsIronclad Democracy p1
CPH-26 Commandant50550125Concussive Padding, Hazmat55 MedalsEntrenched Division p2
DS-10 Big Game Hunter50550125Desert Stormer300 SCSuperstore
EX-00 Prototype X50550125Electrical Conduit64 MedalsCutting Edge p3
CE-07 Demolition Specialist64536118Engineering Kit45 MedalsDemocratic Detonation p2
CE-67 Titan79521111Engineering Kit150 SCSuperstore
CE-74 Breaker50550125Engineering Kit250 SCSuperstore
FS-37 Ravager50550125Engineering Kit250 SCSuperstore
B-08 Light Gunner100550125Extra Padding150 SCSuperstore
FS-38 Eradicator50550125Fortified250 SCSuperstore
GS-11 Democracy's Deputy50550125Gunslinger300 SCSuperstore
I-09 Heatseeker50550125Inflammable18 MedalsFreedom's Flame p1
IE-57 Hell-Bent50550125Integrated Explosives250 SCSuperstore
CM-21 Trench Paramedic64536118Med-Kit250 SCSuperstore
O-3 Free Spirit50550125Oxygenator45 MedalsExo Experts p1
PH-9 Predator50550125Peak Physique40 MedalsViper Commandos p1
RS-100 Sanctioner50550125Reduced Signature250 SCSuperstore
RS-89 Shadow Paragon50550125Reduced Signature45 MedalsRedacted Regiment p1
RE-1861 Parade Commander50550125Reinforced Epaulettes55 MedalsMasters of Ceremony p2
RS-20 Constrictor50550125Rock Solid45 MedalsPython Commandos p1
CW-4 Arctic Ranger50550125Scout64 MedalsPolar Patriots p3
SC-30 Trailblazer Scout50550125Scout50 MedalsHelldivers Mobilize! p7
SC-34 Infiltrator70530115Scout3 MedalsHelldivers Mobilize! p1
SC-37 Legionnaire50550125Servo-Assisted150 SCSuperstore
SR-24 Street Scout50550125Siege-Ready40 MedalsUrban Legends p1
UF-16 Inspector75550125Unflinching65 MedalsTruth Enforcers p3

4.2Medium armor

The medium sets rated 150, the free B-01 Tactical among them, carry Extra Padding: heavy-armor protection at medium speed.

ArmorRatingSpeedStamina regenPassiveCostWhere to get it
AC-1 Dutiful100500100Acclimated45 MedalsRighteous Revenants p1
AD-26 Bleeding Edge100500100Adreno-Defibrillator45 MedalsControl Group p1
AF-02 Haz-Master100500100Advanced Filtration45 MedalsChemical Agents p2
AF-91 Field Chemist100500100Advanced Filtration250 SCSuperstore
BP-20 Correct Officer100500100Ballistic Padding45 MedalsForce of Law p1
BFM-77 Reformer125500100Blunt-Force Mitigation250 SCSuperstore
CPG-48 Sapper100500100Concussive Padding, Grenadier45 MedalsEntrenched Division p1
B-22 Model Citizen100500100Democracy Protects--Anniversary Gift (not purchasable)
DP-00 Tactical100500100Democracy Protects--Liberty Day
DP-11 Champion of the People100500100Democracy Protects100 MedalsHelldivers Mobilize! p10
DP-40 Hero of the Federation100500100Democracy Protects25 MedalsHelldivers Mobilize! p5
DP-53 Savior of the Free100500100Democracy ProtectsSuper Citizen Edition upgradeSuper Citizen Edition
TR-9 Cavalier of Democracy100500100Democracy Protects--Pre-Order Bonus (not purchasable)
DS-191 Scorpion100500100Desert Stormer55 MedalsDust Devils p2
EX-03 Prototype 3100500100Electrical Conduit18 MedalsCutting Edge p1
EX-16 Prototype 16100500100Electrical Conduit45 MedalsCutting Edge p2
CE-27 Ground Breaker100500100Engineering Kit18 MedalsDemocratic Detonation p1
CE-35 Trench Engineer100500100Engineering Kit10 MedalsHelldivers Mobilize! p3
CE-81 Juggernaut100500100Engineering Kit250 SCSuperstore
SC-15 Drone Master100500100Engineering Kit250 SCSuperstore
B-01 Tactical150500100Extra Padding--Starter Equipment
CW-9 White Wolf150500100Extra Padding300 SCSuperstore
TR-40 Gold Eagle150500100Extra Padding--Escalation of Freedom (not purchasable)
TR-7 Ambassador of the Brand150500100Extra Padding--Pre-Order Bonus (not purchasable)
A-35 Recon100500100Feet First55 MedalsObedient Democracy Support Troopers (Halo: ODST) p2
A-9 Helljumper100500100Feet First45 MedalsObedient Democracy Support Troopers (Halo: ODST) p1
B-24 Enforcer12947171Fortified150 SCSuperstore
FS-34 Exterminator100500100Fortified400 SCSuperstore
GS-17 Frontier Marshal100500100Gunslinger45 MedalsBorderline Justice p1
I-102 Draconaught100500100Inflammable45 MedalsFreedom's Flame p2
I-92 Fire Fighter100500100Inflammable250 SCSuperstore
IE-12 Righteous100500100Integrated Explosives55 MedalsServants of Freedom p2
IE-3 Martyr100500100Integrated Explosives45 MedalsServants of Freedom p1
CM-09 Bonesnapper100500100Med-Kit15 MedalsHelldivers Mobilize! p4
CM-10 Clinician100500100Med-Kit250 SCSuperstore
CM-14 Physician100500100Med-Kit70 MedalsHelldivers Mobilize! p9
TR-117 Alpha Commander100500100Med-Kit--Downloadable Content
O-44 Bonded Pilot100500100Oxygenator250 SCSuperstore
PH-56 Jaguar100500100Peak Physique150 SCSuperstore
RS-67 Null Cipher100500100Reduced Signature55 MedalsRedacted Regiment p2
RE-2310 Honorary Guard100500100Reinforced Epaulettes45 MedalsMasters of Ceremony p1
RS-6 Fiend Destroyer100500100Rock Solid300 SCSuperstore
SA-04 Combat Technician100500100Scout60 MedalsHelldivers Mobilize! p8
SA-12 Servo Assisted100500100Servo-Assisted45 MedalsSteeled Veterans p2
SA-25 Steel Trooper100500100Servo-Assisted18 MedalsSteeled Veterans p1
DP-8 Mountain-Scaled100500100Siege-Ready250 SCSuperstore
SA-7 Headfirst125500100Supplementary Adrenaline45 MedalsSiege Breakers p1
TG-8 Sharpshooter100500100True Grit45 MedalsCastellan's Creed p1
UF-50 Bloodhound125500100Unflinching45 MedalsTruth Enforcers p2
UF-84 Doubt Killer125500100Unflinching400 SCSuperstore

4.3Heavy armor

Heavy armor holds the most Fortified sets, and the two highest ratings in the game: the B-27 Fortified Commando (Extra Padding) and the CPR-80 Bulwark (Concussive Padding, Reinforced).

ArmorRatingSpeedStamina regenPassiveCostWhere to get it
AD-49 Apollonian15045050Adreno-Defibrillator55 MedalsControl Group p2
AF-52 Lockdown15045050Advanced Filtration400 SCSuperstore
BP-77 Grand Juror15045050Ballistic Padding250 SCSuperstore
BFM-220 Ironclad17545050Blunt-Force Mitigation55 MedalsIronclad Democracy p2
CPR-80 Bulwark18045050Concussive Padding, Reinforced250 SCSuperstore
DS-42 Federation's Blade15045050Desert Stormer45 MedalsDust Devils p1
CE-101 Guerilla Gorilla15045050Engineering Kit250 SCSuperstore
CE-64 Grenadier15045050Engineering Kit300 SCSuperstore
B-27 Fortified Commando20045050Extra Padding400 SCSuperstore
CW-22 Kodiak15045050Fortified45 MedalsPolar Patriots p2
FS-05 Marksman15045050Fortified6 MedalsHelldivers Mobilize! p2
FS-11 Executioner15045050Fortified150 SCSuperstore
FS-23 Battle Master15045050Fortified35 MedalsHelldivers Mobilize! p6
FS-55 Devastator15045050Fortified64 MedalsDemocratic Detonation p3
GS-66 Lawmaker15045050Gunslinger55 MedalsBorderline Justice p2
I-44 Salamander15045050Inflammable250 SCSuperstore
KDM-500 Outrider15045050Kinetic Displacement Mitigation--Campaign reward: Permanent Enclosure (body, Aug 2026); helmet from Lightning Intercept (Jul 2026)
CM-17 Butcher15045050Med-Kit250 SCSuperstore
O-2 Heavy Operator15045050Oxygenator55 MedalsExo Experts p2
PH-202 Twigsnapper15045050Peak Physique45 MedalsViper Commandos p2
RE-824 Bearer of the Standard15045050Reinforced Epaulettes400 SCSuperstore
RS-40 Beast of Prey15045050Rock Solid55 MedalsPython Commandos p2
CW-36 Winter Warrior15045050Servo-Assisted18 MedalsPolar Patriots p1
FS-61 Dreadnought15045050Servo-Assisted250 SCSuperstore
SA-32 Dynamo15045050Servo-Assisted64 MedalsSteeled Veterans p3
TR-62 Knight15045050Servo-Assisted--Pre-Order Bonus (not purchasable)
SR-18 Roadblock15045050Siege-Ready45 MedalsUrban Legends p2
SR-64 Cinderblock15045050Siege-Ready250 SCSuperstore
SA-8 Ram17545050Supplementary Adrenaline55 MedalsSiege Breakers p2
TG-122 Demo-Trooper15045050True Grit55 MedalsCastellan's Creed p2

4.4Rows to read with care

Seven sets carry a flag in the data. The off-grid ratings rest on one wiki, and no official figure exists for any of them.unverified

  • SC-34 Infiltrator: Off-grid 70 / 530 / 115 from wiki.gg; Fandom's out-of-date Armory page gives 75 / 525 / 113; no official number.
  • CM-21 Trench Paramedic: Off-grid 64 / 536 / 118 from wiki.gg; Fandom's out-of-date Armory page gives 69 / 531 / 116; no official number.
  • CE-07 Demolition Specialist: Off-grid rating 64 from wiki.gg; no official number.
  • CE-67 Titan: Off-grid rating 79 from wiki.gg; no official number.
  • B-24 Enforcer: Off-grid rating 129 from wiki.gg; no official number.
  • AC-1 Dutiful: The official Steam and PlayStation Blog posts call it heavy armor; both wikis list medium, 100; this manual follows the wikis.
  • BFM-16 Tanker: The wiki infobox says 45 Medals for the body; the same page's prose says 30 (body) and 45 (helmet).

Sources: the wiki's Armor page (the rendered light, medium and heavy tables, read September 26, 2026); the Fandom wiki's Armory page for the disputed ratings.

Squad-wide effects

Boosters

Buy Hellpod Space Optimization first: it sits on page 3 of the free warbond for 15 Medals, and it drops every diver in your squad fully stocked. Vitality, Stamina and Muscle Enhancement, also on the free warbond, are the other three boosters GameRant rates S (February 5, 2026).community-tested

You equip one booster, and it works for the whole squad for the whole mission; a duplicate adds nothing (Boosters in a squad). All 20 come from warbonds, so you buy them with Medals. Take the first group, add from the second for the mission, and leave the third in the locker.

5.1Take these first

  • Hellpod Space Optimization: Divers leave every hellpod (first drop and each reinforce) with full ammo, grenades and stims, up to their armor's capacity. Bring it whenever nobody else has; it is the most-picked booster in u.gg's dated builds (9 of 15). Helldivers Mobilize! p3, 15 Medals.
  • Vitality Enhancement: Minor damage reduction for all divers (about 10% per the wiki) and fewer limb injuries. Bring it on any mission; it also softens burning in fire builds and pairs with Dead Sprint. Helldivers Mobilize! p4, 20 Medals.
  • Stamina Enhancement: More maximum stamina and faster stamina regen for all divers (wiki.gg: +22.5% and +40%; Fandom lists 30% and 23%) unverified. Bring it on big maps, Blitz missions and the bug and Voteless fronts, where you run all mission. Helldivers Mobilize! p7, 75 Medals.
  • Muscle Enhancement: Less slowdown in snow, mud, water, foliage, barbed wire, blizzards, sandstorms and acid (not slopes or tremors). Bring it on snow, swamp and jungle planets and against acid-heavy bug fronts. Helldivers Mobilize! p9, 70 Medals.
  • Experimental Infusion: Stims also grant +10% movement speed and +10% damage resistance while active (aim sway +25%). Bring it for stim-heavy squads, above all Med-Kit wearers. Viper Commandos p3, 80 Medals.

5.2Bring for the mission

  • Surplus EAT Allocation: Two free EAT-17 call-ins per mission (two launchers each, one per diver in a full squad); cannot be rearmed. Bring it when nobody in the lobby brought anti-tank. Ironclad Democracy p2, 55 Medals.
  • Increased Reinforcement Budget: +1 reinforcement per diver (5 -> 6 each; 20 -> 24 in a full squad). Bring it for a new squad that dies a lot. Helldivers Mobilize! p10, 150 Medals.
  • Flexible Reinforcement Budget: Once the budget runs out, each new reinforcement comes 25% sooner (120 -> 90 s). Bring it for solo and duo play. Steeled Veterans p3, 75 Medals.
  • Integrated Extinguishers: Burning divers are put out sooner (official); wiki.gg says about 1 s instead of about 3 s, Fandom says afterburn is limited to 3 s unverified. Bring it against the Incineration Corps or in a flamethrower-heavy squad. Ironclad Democracy p3, 65 Medals.
  • Expert Extraction Pilot: Extraction shuttle arrives 30% faster (2:00 -> 1:24). Bring it when extractions keep going wrong, or for speed runs. Democratic Detonation p2, 55 Medals.
  • Concealed Insertion: Every hellpod releases a smokescreen on landing. Bring it for stealth and Commando missions, above all against Automatons. Redacted Regiment p3, 40 Medals.
  • Armed Resupply Pods: Resupply pods carry an automatic turret, a modified AR-23 Liberator (30 m range, 140 rounds). Bring it for defense missions. Urban Legends p2, 55 Medals.
  • Sample Scanner: 15% chance to double the samples from a pickup (all rarities). Bring it while you farm samples for ship modules. Masters of Ceremony p3, 65 Medals.
  • Sample Extricator: Large enemies can drop common samples on death (capped at 10 per mission). Bring it while you still need common samples. Borderline Justice p3, 65 Medals.
  • Dead Sprint: Sprint at zero stamina by draining about 3.6% health per second (about 1% with Vitality Enhancement); stops at 5% health and cannot kill. Bring it for kiting, ideally with Vitality in the squad. Truth Enforcers p1, 35 Medals.
  • UAV Recon Booster: Radar range about +50% for all divers (also widens Scout and Unflinching marker scans); no effect under Atmospheric Spores. Bring it for scouting, above all with Scout or Unflinching wearers. Helldivers Mobilize! p6, 40 Medals.

5.3Usually skip

  • Firebomb Hellpods: Every hellpod explodes in fire on landing, igniting anything nearby, teammates included. That includes your squad's Resupply pods and reinforcements, and it can destroy nearby sentries. Freedom's Flame p3, 60 Medals.
  • Localization Confusion: Longer cooldown between enemy reinforcement calls (wiki measured about +15%; Fandom says 10%); patrols unchanged unverified. A small effect for stealth runs. Cutting Edge p1, 18 Medals.
  • Motivational Shocks: Faster recovery from slows and stuns (most stuns halved; tremor and ice-plant slows -25%); not EMS clouds. Small and narrow: tremor planets and acid. Polar Patriots p1, 15 Medals.
  • Stun Pods: Every hellpod stuns enemies around its landing point. A small help when you reinforce into a crowd. Force of Law p2, 55 Medals.
Dated opinion

GameRant (Jake Fillery, updated February 5, 2026) rates Hellpod Space Optimization, Vitality, Stamina and Muscle Enhancement S; Experimental Infusion, Sample Scanner and Concealed Insertion A; Dead Sprint, Armed Resupply Pods and Sample Extricator B; and the other eight C. The Pelvic Girdle's Steam guide (August 19, 2026) rates Stamina and Experimental Infusion S+ on all three fronts and Hellpod Space Optimization S+ against Terminids and Automatons. Neither list has rated the two boosters that arrived with Ironclad Democracy on September 22, 2026.community-tested

5.4Every booster

A to Z, with the warbond page and Medal price of each. Rows tagged unverified have numbers the two wikis disagree on, or none that Arrowhead has stated.

BoosterEffectWhere to get itSource
Armed Resupply PodsResupply pods carry an automatic turret, a modified AR-23 Liberator (30 m range, 140 rounds)Urban Legends p2, 55 Medalswiki
Concealed InsertionEvery hellpod releases a smokescreen on landingRedacted Regiment p3, 40 Medalswiki
Dead SprintSprint at zero stamina by draining about 3.6% health per second (about 1% with Vitality Enhancement); stops at 5% health and cannot killTruth Enforcers p1, 35 Medalswiki
Experimental InfusionStims also grant +10% movement speed and +10% damage resistance while active (aim sway +25%)Viper Commandos p3, 80 Medalswiki
Expert Extraction PilotExtraction shuttle arrives 30% faster (2:00 -> 1:24)Democratic Detonation p2, 55 Medalswiki
Firebomb HellpodsEvery hellpod explodes in fire on landing, igniting anything nearby, teammates includedFreedom's Flame p3, 60 Medalswiki
Flexible Reinforcement BudgetOnce the budget runs out, each new reinforcement comes 25% sooner (120 -> 90 s)Steeled Veterans p3, 75 Medalswiki
Hellpod Space OptimizationDivers leave every hellpod (first drop and each reinforce) with full ammo, grenades and stims, up to their armor's capacityHelldivers Mobilize! p3, 15 Medalswiki
Increased Reinforcement Budget+1 reinforcement per diver (5 -> 6 each; 20 -> 24 in a full squad)Helldivers Mobilize! p10, 150 Medalswiki
Integrated Extinguishers unverifiedBurning divers are put out sooner (official); wiki.gg says about 1 s instead of about 3 s, Fandom says afterburn is limited to 3 sIronclad Democracy p3, 65 Medalswiki
Localization Confusion unverifiedLonger cooldown between enemy reinforcement calls (wiki measured about +15%; Fandom says 10%); patrols unchangedCutting Edge p1, 18 Medalswiki
Motivational ShocksFaster recovery from slows and stuns (most stuns halved; tremor and ice-plant slows -25%); not EMS cloudsPolar Patriots p1, 15 Medalswiki
Muscle EnhancementLess slowdown in snow, mud, water, foliage, barbed wire, blizzards, sandstorms and acid (not slopes or tremors)Helldivers Mobilize! p9, 70 Medalswiki
Sample ExtricatorLarge enemies can drop common samples on death (capped at 10 per mission)Borderline Justice p3, 65 Medalswiki
Sample Scanner15% chance to double the samples from a pickup (all rarities)Masters of Ceremony p3, 65 Medalswiki
Stamina Enhancement unverifiedMore maximum stamina and faster stamina regen for all divers (wiki.gg: +22.5% and +40%; Fandom lists 30% and 23%)Helldivers Mobilize! p7, 75 Medalswiki
Stun PodsEvery hellpod stuns enemies around its landing pointForce of Law p2, 55 Medalswiki
Surplus EAT AllocationTwo free EAT-17 call-ins per mission (two launchers each, one per diver in a full squad); cannot be rearmedIronclad Democracy p2, 55 Medalswiki
UAV Recon BoosterRadar range about +50% for all divers (also widens Scout and Unflinching marker scans); no effect under Atmospheric SporesHelldivers Mobilize! p6, 40 Medalswiki
Vitality EnhancementMinor damage reduction for all divers (about 10% per the wiki) and fewer limb injuriesHelldivers Mobilize! p4, 20 Medalswiki

Sources: each row's Source link; the wiki's Boosters page and booster pages; Arrowhead's Ironclad Democracy announcement (the two newest boosters).

Squad rules

Boosters in a squad

Read the loadout screen before you ready up and pick a booster nobody else has: every booster works for the whole squad, and a second copy adds nothing.

6.1The rules

  • One each, for everyone. Each diver equips one booster, and its effect applies to every diver in the mission.
  • Four different at most. A full squad runs up to 4 different boosters; a duplicate adds nothing. The loadout screen has shown who brought which since patch 1.001.201.
  • Solo, you get one. A diver alone has only their own booster.
  • When a diver leaves. Their booster's effect leaves with them, per the Fandom wiki; wiki.gg adds that the reinforcements Increased Reinforcement Budget already added stay, and that it adds none for a diver who hot-joins after the budget ran out.unverified
  • Commando missions. Reinforcement boosters can't be chosen.
  • A free one. On the planet under the Democracy Space Station's Orbital Blockade, everyone has Hellpod Space Optimization without equipping it.

6.2A squad's four

A strong default for four divers: Hellpod Space Optimization, Stamina Enhancement, Vitality Enhancement and Experimental Infusion, or Muscle Enhancement if nobody owns Viper Commandos. Three of the four are on the free warbond, so any squad can field them. Swap one out when the mission calls for it:

  • Muscle Enhancement for Stamina or Vitality on snow, swamp and acid-heavy bug planets.
  • Surplus EAT Allocation when nobody brought anti-tank.
  • Increased Reinforcement Budget when the squad is new and dies often: a full squad's 20 reinforcements become 24.
  • Integrated Extinguishers against the Incineration Corps.
  • Sample Scanner or Sample Extricator while the squad still needs samples for ship modules.

This set is this manual's reading of the two dated lists above and of the mechanics; say which booster you are bringing in chat so the lobby can fill the gaps. Squad roles and the rest of the lobby routine are in Roles and loadout coordination and Squad compositions.

6.3Solo and duo

Alone you get one booster, so take the one that keeps you going. Flexible Reinforcement Budget helps most when nobody else can call you back: once the budget runs out, you return every 90 seconds instead of every 120. Hellpod Space Optimization restocks you on every reinforcement; Stamina Enhancement covers big maps. In a duo, Flexible Reinforcement Budget and a second different booster make the pair.

Sources: the wiki's Boosters page ("four unique" per mission) and Increased Reinforcement Budget; the Fandom wiki's Boosters page (owner leaving); Arrowhead's patch 1.001.201 (who brought which).

Balance history

What changed in 2025 and 2026

Passives change less than weapons: patch 6.0.1 cut the melee passives, and each new warbond since has added a passive or a booster. Guides from before February 2026 may still quote the old melee numbers.

7.1.0 (1.007.100) · 2026-09-22
Ironclad Democracy
The Blunt-Force Mitigation passive and the Surplus EAT Allocation and Integrated Extinguishers boosters. Announcement
7.0.0 (1.007.000) · 2026-08-12
Devoid of Liberty
The Castellan's Creed legendary warbond brings the True Grit passive. Announcement
6.2.2 (1.006.202) · 2026-04-28
Exo Experts
The Oxygenator passive. Patch notes
6.1.0 (1.006.100) · 2026-03-17
Entrenched Division
The three Concussive Padding passives. Patch notes
6.0.1 (1.006.001) · 2026-02-03
Melee passives cut
Peak Physique and Rock Solid melee damage 100% to 40%, Reinforced Epaulettes 50% to 20%; Siege Breakers brings Supplementary Adrenaline. Patch notes
5.0.2 (1.005.002) · 2026-01-22
Redacted Regiment
The Reduced Signature passive and the Concealed Insertion booster. Patch notes
1.004.000 · 2025-09-02
Into the Unjust
Stun Pods stagger strength 10 to 50; Motivational Shocks no longer affects enemies. Announcement
1.003.200 · 2025-07-15
Firebomb Hellpods
The booster's hellpods also use the default hellpod explosion. Patch notes
1.003.101 · 2025-06-10
Unflinching and Integrated Explosives
Unflinching gains a higher rating and map-marker scans; Integrated Explosives gains two throwables. Patch notes
1.003.003 · 2025-05-27
Reinforced Epaulettes
The Masters of Ceremony passive gains faster primary reloads and more melee damage (the melee part was cut in 6.0.1). Patch notes
1.002.103 · 2025-02-11
No extra Ultimatum ammo
Hellpod Space Optimization and Siege-Ready stop adding ammo to the GP-20 Ultimatum; patch 1.003.000 restored the booster's effect. Patch notes

Two older rules still shape every set: patch 1.001.104 (2024-10-15) set heavy armor to 25% less damage and light armor to 25% more, and patch 1.000.300 (2024-04-29) made ratings above 100 cut headshot damage. Every patch since launch is in Patch history.

Matchup matrix08

What Kills What

Can your weapon hurt it? The penetration ladder for every unit of every front, the minimum penetration per enemy, and each enemy's counters in one place.

11 chapters~68 min readapprox3community4unverified37
On this page11 chapters
The short answer

The rule in three lines

Before you ask what kills something, ask whether your gun can hurt it at all. Every attack has an armor penetration (AP) and every body part an armor value (AV), on the same scale from 0 to 10, and one comparison decides every shot. Checked against patch 7.1.1 (September 24, 2026).

AP above AV

Full damage

All of the shot's damage lands and the hitmarker turns red. Against a heavy, this is the tier you want.

AP equal to AV

65% damage

The shot lands at reduced damage and the hitmarker turns white. It works, slowly: a Heavy weapon on Heavy armor is chip damage.

AP below AV

No damage

The shot ricochets and you see the ricochet icon. Stop spending ammo: aim for a weak point, switch slots or call a strike.

1.1The tiers, as the game names them

Weapon traits in the armory name the tiers: AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank. The wiki numbers the anti-tank tiers I to VI, a convention of its own rather than in-game text, and names armor with the same words (wiki Template:Armor), so a Light weapon against Light armor is the equal case. Read the table across from your weapon's tier:

Your penetrationFull damage against65% againstBounces off
AP2 · Lightunarmored and very light parts (AV 0-1)Light armor (AV 2)Medium armor and up (AV 3+)
AP3 · Mediumeverything up to Light armor (AV 0-2)Medium armor (AV 3)Heavy armor and up (AV 4+)
AP4 · Heavyeverything up to Medium armor (AV 0-3)Heavy armor (AV 4)tank armor (AV 5+)
AP5 to AP10 · Anti-Tankevery armor below its own numberarmor at its own numberarmor above its number

1.2Three rules of thumb

  1. Bring one anti-tank answer once heavies spawnChargers join the bug front's regular spawns at difficulty 4, Hulk Bruisers join the bots' at 4, and Harvesters appear from difficulty 3 in their own missions. From there every diver needs an answer at AP5 or better: a launcher, a Thermite, an Ultimatum or a strike (Heavy-killers by slot).
  2. Your primary will not do itPrimaries top out at Medium penetration. The only ones labeled Heavy are the R-36 Eruptor (AP4), the FLAM-66 Torcher (AP4) and the LAS-17 Double-Edge Sickle, which reaches AP4 only when it runs hot and burns you (the Stoker's underbarrel flamer also burns at Heavy). Anti-armor comes from your secondary, your throwable, your support weapon and your stratagems.
  3. Shoot the soft spotWeak points often sit far below the body armor: a Charger's butt, a Hulk's glowing back heatsink, a tank's turret heatsink, a Harvester's hip joints. The right answer is often a lower tier aimed well, not a bigger gun. Each faction tab lists every part with its armor: Terminids, Automatons, Illuminate.

1.3The fine print

  • Angles. Every weapon carries four penetration values by impact angle, and most lose penetration only at extreme angles, so glancing hits bounce. Shoot armor square-on.
  • Explosions. A blast has one penetration value, and its outer radius loses one tier (never below Light). Blasts deal their full damage to durable parts, which is why launchers beat rifles on big soft targets.
  • Durable parts. Big soft parts mostly take a weapon's second, durable damage number. The AR-23 Liberator deals 90 standard but only 22 durable damage, so it needs about 28 rounds for a Charger's buttapprox.
  • Overpenetration. A round at least two tiers above a part's armor passes through into the next part or enemy, losing a tier each time: a Stalwart cleaves through a line of Scavengers.
  • Breakable plates. Chargers, Bile Titans, Impalers, Overseers, Harvesters, Factory Striders and the Hive Lord wear plates with their own health; damage does not carry through until the plate breaks, unless the round's penetration is at least three times the plate's armor.
  • Explosion-immune parts. Some parts ignore blasts; the blast then reaches the main health pool once, if its penetration equals or beats that pool's armor. That is why explosives kill Overseers through their shields, and why blasts below Heavy do nothing to a Harvester until its armor breaks.

Sources: wiki Damage (revision of September 18, 2026: the rule, angles, explosions, durability, overpenetration, plates); patch 1.001.100 notes (the equal-penetration rate); weapon values from the wiki's weapons datamine (September 25, 2026).

Old guides describe a different game

Patch 1.001.100 on September 17, 2024 raised the equal-penetration rate from 50% to 65% and sharply raised anti-tank damage, and patch 4.1.0 on October 23, 2025 gave Light and Medium penetration distinct jobs (4.1.0 notes). Ignore penetration advice from before the first date and weapon tier lists from before the second.

Tool · penetration ladder

Penetration ladder: every unit, front by front

The ladder puts all 83 enemy units on one scale, front by front, from the least penetration it takes to kill each one to the most (structures are in Spawners and structures). Hold your weapon's tier against two columns: if it is above the Body armor, the weapon does full damage to the body, though a shield or an armored part can still sit higher; if it only reaches the Min. penetration, it kills through a weak point, so aim (Reading the matrix explains both). From difficulty counts Eliminate missions, which can bring a unit two to four levels before its regular spawns (Heavy and Rocket Devastators, the Charger Behemoth, the Factory Strider), and a row tagged unverified has a disputed value in its record, often only that difficulty. A later build of this manual turns the ladder into an interactive matrix of every front against every penetration tier, with filters for front and subfaction and a view of the weapons you own; without scripting, and in print, this table remains the content.

FrontUnitClassMin. penetrationBody armorFrom difficultySource
AutomatonsAgitatormedium211wiki
AutomatonsAssault Raidersmall201wiki
AutomatonsBerserkermedium202wiki
AutomatonsBrawlersmall201wiki
AutomatonsCommissarsmall211wiki
AutomatonsConflagration Devastatormedium221wiki
AutomatonsDevastatormedium222wiki
AutomatonsHeavy Devastatormedium221wiki
AutomatonsIncendiary MG Devastatormedium223wiki
AutomatonsIncendiary Rocket Raidersmall201wiki
AutomatonsJet Brigade Commissarsmall201wiki
AutomatonsJet Brigade Devastatormedium222wiki
AutomatonsJet Brigade MG Raidersmall202wiki
AutomatonsJet Brigade Troopersmall203wiki
AutomatonsMaraudersmall205wiki
AutomatonsMG Raidersmall202wiki
AutomatonsPyro Troopersmall201wiki
AutomatonsRadicalmedium211wiki
AutomatonsReinforced Scout Stridermedium248wiki
AutomatonsRocket Devastatormedium221wiki
AutomatonsRocket Raidersmall202wiki
AutomatonsScout Stridermedium243wiki
AutomatonsTroopersmall201wiki
AutomatonsBarrager Tankheavy357wiki
AutomatonsGunshipair335wiki
AutomatonsJet Brigade Hulk Bruiserheavy344wiki
AutomatonsJet Brigade Hulk Scorcherheavy344wiki
AutomatonsWar Striderheavy346wiki
AutomatonsFactory Striderheavy454wiki
AutomatonsHulk Bruiserheavy444wiki
AutomatonsHulk Firebomberheavy444wiki
AutomatonsHulk Obliteratorheavy443wiki
AutomatonsHulk Scorcherheavy444wiki
AutomatonsVox Engineheavy457wiki
AutomatonsAnnihilator Tankheavy553wiki
AutomatonsDropshipair551wiki
AutomatonsShredder Tankheavy553wiki
IlluminateCrescent Overseermedium203wiki
IlluminateCrusherheavy214wiki
IlluminateElevated Overseermedium203wiki
IlluminateFleshmobheavy201wiki
IlluminateGatekeeperheavy244wiki
IlluminateObtrudermedium201wiki
IlluminateOverseermedium201wiki
IlluminateVeracitorheavy234wiki
IlluminateVotelesssmall201wiki
IlluminateWatchermedium201wiki
IlluminateWretchmedium211wiki
IlluminateHarvesterheavy343wiki
IlluminateStingrayair334wiki
IlluminateLeviathanair558wiki
IlluminateWarp Shipair551wiki
IlluminateIlluminate Overshipair10101wiki
Terminids unverifiedAlpha Commandermedium228wiki
TerminidsAlpha Warriormedium218wiki
TerminidsBile Spewermedium223wiki
TerminidsBile Spittersmall201wiki
TerminidsBile Warriormedium214wiki
TerminidsBrood Commandermedium221wiki
TerminidsHive Guardmedium222wiki
Terminids unverifiedHuntersmall202wiki
TerminidsImpalerheavy245wiki
TerminidsNursing Spewermedium223wiki
TerminidsPouncersmall202wiki
TerminidsPredator Huntersmall202wiki
TerminidsPredator Stalkermedium214wiki
TerminidsRupture Spewermedium226wiki
TerminidsRupture Warriormedium216wiki
TerminidsScavengersmall201wiki
Terminids unverifiedShriekersmall204wiki
TerminidsSpore Burst Huntersmall202wiki
TerminidsSpore Burst Scavengersmall202wiki
TerminidsSpore Burst Warriormedium212wiki
TerminidsStalkermedium214wiki
TerminidsWarriormedium211wiki
TerminidsBile Titanheavy444wiki
TerminidsChargerheavy444wiki
TerminidsCharger Behemothheavy443wiki
Terminids unverifiedDragonroachheavy445wiki
Terminids unverifiedRupture Chargerheavy446wiki
Terminids unverifiedSpore Burst Bile Titanheavy445wiki
TerminidsSpore Chargerheavy447wiki
TerminidsHive Lordheavy557wiki
How to read it

Reading the ladder and the matrix

Each cell of the matrix answers one question: can this penetration tier hurt this unit, and where? There are four answers, and for the parts a unit shows you in a normal fight, the ladder's two columns give all four (3.2 covers the soft spots you have to flank for).

Full

Above the body armor

Your penetration beats the armor over the unit's main health pool: full damage to the body. A shield or an armored part can still sit higher (every Devastator's Medium-armored torso, a Heavy Devastator's Heavy-armored shield, both over a Light-armored body), so shoot past them. Aim to have this tier against every heavy.

Equal

Equal to the body armor

65% damage to the body, and full damage on any softer weak point. It works, slowly: think of an Autocannon on a Hulk's body.

Weak points only

Between the minimum and the body armor

The body shrugs it off but the soft spots do not: heads, eyes, vents, joints, stomachs. You have to aim, and sometimes to flank.

Nothing

Below every weak point

Every hit bounces. Switch slots, reposition for a softer part, or call a strike.

3.1A worked example: the Hulk

A Hulk Bruiser's body armor is 4 and its minimum penetration is 4, because its eye slit is armored like its body. Your starting AR-23 Liberator (AP2) bounces off it from the front, which is the ladder's Nothing, but from behind it chews through the glowing back heatsink in about 19 roundsapprox: the matrix counts that as weak points only. An AC-8 Autocannon (AP4) is equal: 65% on the body and the eye slit, two shells to the eye slit, and full damage on the heatsink. An EAT-17 (AP6) is full: one rocket to the body kills it, though a hit on an arm does not. Every part is listed on the Automatons tab.

3.2How the matrix counts

  • Your best penetration counts. A weapon sits at its headline penetration or its blast's, whichever is higher: the PLAS-1 Scorcher's bolt is AP2, but its blast is AP3.
  • AP7 and up share a column. Above AP7 every unit reacts the same way, except the Illuminate Overship, which only the Planetary Defense Cannon can destroy; the Hive Lord's crown is armored as high, but its plates are the way in.
  • Plates count as body armor. Where breakable plates cover the main pool, the body armor is the plates': the Factory Strider's reads 5 although the pool beneath is softer.
  • Flanking counts too. The ladder's minimum is measured on the parts a unit shows you in a normal fight; the matrix also counts soft spots you have to flank for, such as a Hulk's heatsink or a tank's turret heatsink.
  • Whether, not how fast. A cell says a tier can hurt a unit, not how quickly: health, durable damage, shields and regeneration decide that, and so do fire and gas. A Harvester's shield soaks a whole rocket before any of this applies. The counter cards below and the faction tabs cover the speed.

3.3What the interactive version adds

Above the matrix, a strip counts for each front and tier how many units that tier hurts in the body and how many only through weak points, and each count filters the rows. A second view swaps the tiers for up to six of your own weapons, and a star marks the tiers and weapons a dossier names as a unit's counters. Until then, the ladder above carries the same information for the parts a unit shows you.

Floors

Minimum penetration by enemy

The minimum is the least penetration that can kill a unit through the parts it shows you, however slowly: a floor, not a recommendation. For most small and medium enemies it is Light, so any gun works through a head, a mouth or a soft limb. What decides a loadout is the handful of higher floors, and the heavies whose floor hides the real answer. Every unit's floor is on the Penetration ladder.

4.1What each tier opens

  1. Light (AP2): anything softFull damage on unarmored and very light parts: every small bug, bot and Voteless, and the heads, stomachs, mouths and legs of most medium units. It bounces off Medium plates: Devastator torsos, Hive Guard and Overseer heads, Bile Spewer heads from difficulty 6.
  2. Medium (AP3): infantry armorLight armor now takes full damage (Hive Guard bodies, Devastator legs), and every Medium part takes 65%: Devastator torsos, Hive Guard and Overseer heads, Scout Strider waists, Gunship thrusters, Stingrays and Harvester hip joints. It still bounces off the Heavy or tank armor over most heavies' bodies; the exceptions are the Veracitor, whose Medium-armored body takes 65%, and the barely armored Crusher and Fleshmob (below).
  3. Heavy (AP4): weak points on heaviesFull damage on every Medium part, from tank turret heatsinks to War Strider and Harvester hip joints; 65% on Heavy armor: Charger, Bile Titan and Hulk bodies, Hulk eye slits, War Strider eyes, Crusher helmets, a Gatekeeper's horn. Chip damage on a heavy's body, a real answer on its weak points.
  4. Anti-Tank I (AP5): every Heavy part at fullFull damage on every Heavy part; tank hulls and turrets, Dropship thrusters, Fabricator shells, Warp Ships, Leviathan fins and the Hive Lord's plates at 65%.
  5. Anti-Tank II and up (AP6+): almost everythingAlmost every unit and structure takes full damage, and the big single rockets one-shot most heads and joints. The exceptions: Command Bunkers and the Hive Lord's jaws take 65% from AP6, and a few targets sit beyond ordinary weapons: the Hive Lord's crown and the Illuminate Overship wear armor at the top of the scale (only the Planetary Defense Cannon destroys the Overship), and Gazer Spires and Monoliths fall only to demolition 60, which Hellbombs and the SEAF Artillery Mini-Nuke reach.

4.2Where the floor misleads you

Floor AP 2 · body armor 4

Impaler

Its floor is Light because its very lightly armored head is exposed while the tentacles are buried; its armor plates are Heavy. Hit that head with anti-tank: one EAT-17, Quasar or Recoilless shot kills it. Full entry: Terminids tab, heavies.

Floor AP 2 · body armor 1

Crusher

Its floor is Light because its body is very lightly armored, but every limb and its main pool regenerate, so Light fire barely keeps up. Break the Heavy helmet, then shoot the head. Full entry: Illuminate tab, fleets.

Floor AP 2 · body armor 0

Fleshmob

No armor at all and no fatal part: any gun hurts it, but you are grinding a huge health pool, so volume, explosions and fire decide the fight. Shoot the faces. Full entry: Illuminate tab, heavies.

Floor AP 4 · body armor 4

Hulk

Its floor is Heavy because the eye slit is armored like the body. From behind, the glowing heatsink takes any gun, and a Hulk that loses it goes down and bleeds out. Full entry: Automatons tab, heavies.

Floor AP 4 · body armor 5

Factory Strider

Tank plates cover a Heavy body pool, so its body armor reads higher than its floor: the eye and the legs are Heavy. Take the chin gatlings off first; one Recoilless to the eye kills it. Full entry: Automatons tab, heavies.

Floor AP 4 unverified · body armor 4 unverified

Rupture Charger

Its floor is Heavy through the side and rear legs, but its head and front plates are Tank armor, so Heavy weapons bounce off the face it shows you. Bring true anti-tank. Full entry: Terminids tab, strains.

Floor AP 2 · body armor 4

Gatekeeper

Its floor is Light because any tier can empty the pilot's Light-armored shield and then hit the Light-armored pilot, very slowly; the Veracitor's floor works the same way, and its hips and upper legs are Light-armored too. The real answers from the front are a Heavy hit on the horn to drop the pilot's shield for good and anti-tank to the cockpit stump; from behind, two very lightly armored weak spots take any gun. Full entry: Illuminate tab, fleets.

Floor AP 3 · body armor 4

Harvester

Its floor is Medium at the hip joints, but its shield absorbs any single hit first, and its exterior shrugs off blasts below Heavy until the armor breaks. Full entry: Illuminate tab, heavies.

Sources: research dossiers 05 (section 1.3), 06 and 07 (their minimum-penetration definitions) with the verifiers' corrections to the Terminid floors; the anatomy on the unit pages of the wiki, revised September 2026.

What to bring

Heavy-killers by slot

The short answer: buy the EAT-17 at level 3 and the GR-8 Recoilless Rifle at level 5 with Requisition, keep the Orbital Precision Strike you start with, and add G-123 Thermite as soon as you can (Democratic Detonation p1, 15 Medals). That covers the standard heavy of every front: anti-tank to a bug's head, to a Hulk's body, to a tank's turret, to a Harvester's hip once its shield is down.

Shot counts on this page assume a clean hit at point blank; they come from the dossiers' arithmetic on the game's datamined values, checked against the wiki's own counts, and falloff, angles and misses add shotsapprox.

5.1Support weapons: the reusable answers

  • EAT-17 Expendable Anti-Tank (AP6): calls are unlimited (2 launchers per call), every 70 seconds, and it needs no backpack. One head shot kills a Charger of any kind, a Bile Titan or a Dragonroach; one hit to the body kills a Hulk (a hit on an arm does not); two turret hits kill a tank. Get it: Ship Management (PAC), level 3, 3,000 Req.
  • GR-8 Recoilless Rifle (AP6): reloads from its backpack, much faster with a squadmate. One head shot kills any Charger, Bile Titan (the Spore Burst Titan included), Impaler or Dragonroach; one turret shot kills a tank; one eye shot kills a Factory Strider or a Harvester. Get it: Ship Management (PAC), level 5, 6,000 Req.
  • LAS-99 Quasar Cannon (AP6): no ammo; it charges, fires, then recharges. The EAT-17's one-shots all mission without a resupply. Get it: Ship Management (Engineering Bay), level 18, 7,500 Req.
  • FAF-14 Spear (AP7): locks on at range and misses up close. One torso hit kills a Charger, one head hit a Bile Titan, one missile a Vox Engine cannon (two kill it); it also locks onto Gunships and anti-air sites. Get it: Ship Management (PAC), level 20, 9,000 Req.
  • MLS-4X Commando (AP6): 4 missiles per call every 120 seconds; two per Charger or Bile Titan head, one per Harvester hip joint. Get it: Ship Management (PAC), level 15, 8,000 Req.
  • EAT-411 Leveller (AP6) and MS-11 Solo Silo (AP9 on impact): either kills a Bile Titan, a Factory Strider or a Vox Engine wherever it hits, and both blasts endanger your own squad. Get them: Siege Breakers p2, 85 Medals; Dust Devils p3, 110 Medals.
  • AC-8 Autocannon (AP4) and APW-1 Anti-Materiel Rifle (AP4): not anti-tank, but they reach weak points. One rifle shot or two shells take a Hulk's eye, two per Gunship thruster, two to break a Crusher's helmet, four per Harvester hip joint. u.gg's support list (stamped patch 7.0.2, read September 26, 2026) rates the AC-8 Autocannon S+ on all three fronts, the only support weapon it does, while GamesRadar (August 14, 2026) rates it B, B and C (u.gg, GamesRadar)community-tested.

5.2Throwables: anti-tank in your pocket

  • G-123 Thermite (AP7): sticks, burns, then explodes. One on the head kills a Charger (on the torso too, except a Behemoth), and one anywhere kills a Hulk, a tank or a Crusher. Get it: Democratic Detonation p1, 15 Medals. u.gg rates the G-123 Thermite S+ on all three fronts, the only throwable it does (undated list, read September 26, 2026: u.gg)community-tested.
  • G/40-K Melta Mine (AP7): a mine for medium and heavy enemies that kills Hulks and Chargers walking over it. Get it: Castellan's Creed p2, 50 Medals.
  • G-48 Giga Grenade (AP5) and G-60 Anti-Tank Seeker (AP5): the Giga carries only 2 but also closes bug holes (Bile Titan holes included), Fabricators and Warp Gateways from outside; the Seeker homes in and kills one Hulk per grenade but is unreliable on Bile Titans, and it is too new (September 22, 2026) for a settled community verdict. Get them: Entrenched Division p2, 50 Medals; Ironclad Democracy p3, 65 Medals.
  • G-23 Stun: no damage, but it freezes a Charger or a Hulk for a follow-up shot or strike; it does not affect tanks, Factory Striders, Impalers or Bile Titans. Get it: Cutting Edge p2, 25 Medals.

5.3Secondaries

  • GP-20 Ultimatum (AP6): 1 shell plus 1 spare and a very short range, but one hit kills most heavies and closes bug holes (Bile Titan holes included), Fabricators and Warp Gateways from outside; a Bulk Fabricator needs more demolition than one shell carries, and a Grounded Warp Ship needs its shield down first. Get it: Servants of Freedom p2, 40 Medals.
  • P-34 Breacher (AP7): a sticky charge that one-shots Hulks, Cannon Turrets and Charger rears; 1 charge loaded plus 2 spares, and a resupply returns only one. New on September 22, 2026. Get it: Ironclad Democracy p2, 50 Medals.
  • P-33 Missile Pistol (AP5): for Gunships, Stingrays and War Striders (two missiles kill a War Strider), with 1 missile loaded plus 3 spares; a resupply returns only one. Get it: Exo Experts p2, 50 Medals.
  • P-4 Senator (AP4) and P/40-K Bolt Pistol (AP4): Heavy penetration in the holster. Three Senator shots or two bolts break a Crusher's helmet, and three Senator shots take a Hulk's eye. Get them: Steeled Veterans p1, 15 Medals; Castellan's Creed p2, 50 Medals.

5.4Primaries: weak points only

No primary is anti-tank. The R-36 Eruptor (AP4) takes a Hulk's eye in two rounds and closes holes, the FLAM-66 Torcher (AP4) burns through a Charger's armor at flame range, and a hot LAS-17 Double-Edge Sickle reaches Heavy at the cost of your own health. Pair any of them with one of the answers above.

5.5Stratagems that kill heavies

  • Orbital Precision Strike: yours from the start, every 80 seconds since 7.1.0. A direct hit kills Hulks and tanks, it is a standard Charger and Bile Titan answer, and it knocks out Detector Towers and other demolition-50 structures; it kills a Harvester only while its shield is down or not yet raised.
  • Orbital Railcannon Strike (level 20, every 180 seconds): aims itself at the largest enemy near the beacon. It kills Bile Titans, tanks, Hulks and War Striders, and since 6.3.0 one-shots a Vox Engine; it does not one-shot a Factory Strider or the Hive Lord.
  • Eagle 500kg Bomb (level 15): for Chargers, Bile Titans, Hulks, War Striders and holes; wasted on a shielded Harvester, whose shield soaks the whole hit. Uses: 1 per rearm (2 with Expanded Weapons Bay); rearm 150 s.
  • Eagle Airstrike (level 1): the wiki's first pick against tanks, and good on Hulks, Devastator lines and fabricators. Uses: 2 per rearm (3 with Expanded Weapons Bay); rearm 150 s.
  • Eagle 110mm Rocket Pods (level 10): the pods aim themselves at the biggest enemy, and since 6.3.0 they are tuned to one-shot smaller heavies such as Chargers and unshielded Harvesters, though not every time (6.3.0 notes). Uses: 3 per rearm (4 with Expanded Weapons Bay); rearm 150 s.
  • Orbital Laser (level 15, 3 per mission): burns through a Harvester's shield, kills Vox Engines and clears outposts; it does not fire into caves.
Against the Illuminate, one big shot loses value

A Harvester's shield absorbs any single hit in full, so a rocket or a strike on a shielded Harvester is wasted: strip the shield first. A Crusher survives a Recoilless or Meltagun hit and regenerates, so single-shot anti-tank is not a Crusher answer. The dated tier lists split here: u.gg rates the EAT-17, Recoilless, Quasar and Railgun C on this front, while GamesRadar rates the EAT-17, Quasar, Commando and Railgun A (support lists stamped patch 7.0.2 and updated August 14, 2026)community-tested.

A line of stratagem explosions erupts across a desert world while Helldivers advance in the foreground
A line of stratagem strikes erupts on a desert world as Helldivers advance: official art from the PlayStation.com game page.

Sources: research dossiers 03 (sections 2-6), 05 (sections 3 and 8), 06 (sections 5-12) and 07 (sections 5-11), with the verifiers' corrections (the Vox Engine takes four EAT-17 or Quasar hits; the Railcannon does not one-shot a Factory Strider); weapon and stratagem values from the wiki's datamine (September 25, 2026).

Tool · enemy lookup

Enemy lookup

The interactive lookup, planned for a later build of this manual, opens any enemy as a card: its body parts with their armor and weak points, its minimum penetration and ladder row, the dossier's counters and the difficulty it first appears at, with a link to its full entry. Until then, every unit's counters follow on this page (Terminids, Automatons, Illuminate), and these links open each front's unit chapters, where every part is listed with its armor:

Terminids · counters

Terminids: what kills each bug

Stop breach calls, carry anti-tank for heads, and close holes with explosives. Bugs are a melee swarm with a few armored heavies, so Light penetration handles most of them and the fight is about volume, stagger and not getting surrounded. The front fields 30 units: the base roster plus the Predator Strain, Spore Burst Strain and Rupture Strain.

Shoot first

In a mixed fight: any bug calling a breach in orange mist, then a Dragonroach overhead (the wiki rates it the highest-priority target), then Stalkers, Hunters and Pouncers, then Bile Spewers from difficulty 6 and Commanders. The anti-tank divers take the heavies while everyone else keeps the chaff off them. This order is the dossier's synthesis of the wiki's per-unit notes; the full version is on the Terminids tab.

How to read the cards: the label gives the unit's minimum penetration and the difficulty it first appears at (Eliminate-mission targets included); then come the weapons and stratagems its dossier names, one tactic, and a link to its full entry. The unverified tag marks a disputed value in the unit's record, often only its first difficulty. The counters are the dossiers' synthesis of the wiki's tactics notes, the arithmetic and dated tier lists: strong suggestions, not the only answers.

7.1Small bugs

Min. AP 2 · from difficulty 1

Scavenger

Weapons: any primary: AR-23 Liberator, SG-225 Breaker, P-19 Redeemer, M-105 Stalwart; one melee hit to the head kills a lone one

Stratagems: A/MG-43 Machine Gun Sentry, A/ARC-3 Tesla Tower, Eagle Cluster Bomb, AX/AR-23 Guard Dog

Tactic: It strikes, backs off and comes back, and out of reach it can burrow and surface under you. Kill any Scavenger standing in orange mist first: it is calling a breach. Full entry: Terminids tab, small bugs.

Min. AP 2 · from difficulty 1

Bile Spitter

Weapons: any primary at range: AR-23 Liberator, SG-225 Breaker, R-63 Diligence

Stratagems: A/MG-43 Machine Gun Sentry, Eagle Cluster Bomb

Tactic: It spits acid from short range and bursts into acid when it dies, and the burst chains through packed bugs and divers alike. Shoot it before it reaches you. Full entry: Terminids tab, small bugs.

Min. AP 2 · from difficulty 2

Pouncer

Weapons: any primary; shotguns and SMGs track leaping targets: SG-225 Breaker, SMG-37 Defender, P-19 Redeemer

Stratagems: A/MG-43 Machine Gun Sentry, AX/AR-23 Guard Dog

Tactic: Pouncers leap long distances straight at a diver and can overshoot. Shoot them before other small bugs; a kill mid-leap is the cleanest. Full entry: Terminids tab, small bugs.

Min. AP 2 unverified · from difficulty 2 unverified

Hunter

Weapons: SG-225 Breaker, SG-451 Cookout or AR-2 Coyote (fire kills it in seconds), M-105 Stalwart, SMG-37 Defender; LAS-5 Scythe ignites a pack at range unverified

Stratagems: A/MG-43 Machine Gun Sentry, A/G-16 Gatling Sentry, Eagle Cluster Bomb, AX/AR-23 Guard Dog unverified

Tactic: Fast flankers that pounce and slow you with an acid tongue: the first target inside any swarm. Shoot the legs or wings to stop the pounce; a melee hit knocks one back. Full entry: Terminids tab, small bugs.

Min. AP 2 unverified · from difficulty 4 unverified

Shrieker

Weapons: hitscan lasers LAS-5 Scythe and LAS-7 Dagger, LAS-13 Trident, SG-8 Punisher, AC-8 Autocannon (flak), ARC-3 Arc Thrower, MG-43 Machine Gun unverified

Stratagems: A/MG-43 Machine Gun Sentry, A/G-16 Gatling Sentry; kill its Shrieker Nest from beyond about 130 m unverified

Tactic: Shriekers pour out of a Shrieker Nest once a diver is detected within about 130 m. Go prone, keep a rock between you and the flock, and step aside after a kill mid-dive: the corpse falls on you. Full entry: Terminids tab, small bugs.

7.2Warriors and Hive Guards

Min. AP 2 · from difficulty 1

Warrior

Weapons: Light AP to the head: AR-23 Liberator, AR-23P Liberator Penetrator, R-63 Diligence, SG-225 Breaker; explosives for groups: CB-9 Exploding Crossbow, R-36 Eruptor, GL-21 Grenade Launcher, G-12 High Explosive

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage, A/MG-43 Machine Gun Sentry

Tactic: Warriors strafe to cut off your retreat, and a headless Warrior goes berserk and can still call a breach while it bleeds out. Finish it, or break a leg to stop the berserk sprint. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 4

Bile Warrior

Weapons: as Warrior, from 5 m or more: AR-23 Liberator, AR-23P Liberator Penetrator, R-63 Diligence; explosives at range

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage, A/MG-43 Machine Gun Sentry

Tactic: Killed through the body it bursts into acid, so take the head at the range the weapons line gives and let it bleed out. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 8

Alpha Warrior

Weapons: as Warrior; destroy a leg to slow it

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage, A/MG-43 Machine Gun Sentry

Tactic: Faster than a Warrior and summoned in threes by Alpha Commanders. Finish the headless body: it can reach you before it bleeds out. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 2

Hive Guard

Weapons: Medium AP to the head: MG-43 Machine Gun, AR-23P Liberator Penetrator, SMG-32 Reprimand, M-1000 Maxigun; fire (Heavy AP) through its plates: FLAM-40 Flamethrower, SG-451 Cookout, SG-225IE Breaker Incendiary, G-10 Incendiary, G-13 Incendiary Impact

Stratagems: Eagle Napalm Airstrike, Eagle Airstrike, Orbital Gatling Barrage

Tactic: When shot it crouches behind its Medium-armored front plates. Keep it crouched from the front while a squadmate hits the body and rear legs from the side. Guides that call its head Heavy predate patch 6.2.3 (May 6, 2026). Full entry: Terminids tab, medium bugs.

7.3Commanders, Spewers and Stalkers

Min. AP 2 · from difficulty 1

Brood Commander

Weapons: Medium AP and explosives: AR-23P Liberator Penetrator, JAR-5 Dominator, R-36 Eruptor, CB-9 Exploding Crossbow, MG-43 Machine Gun; a melee hit staggers a headless one until it bleeds out

Stratagems: Eagle Airstrike, Orbital Precision Strike, A/MG-43 Machine Gun Sentry

Tactic: It summons three Warriors and can call a breach even headless: kill it first. Its bull rush knocks you down; every leg it loses slows it. Full entry: Terminids tab, medium bugs.

Min. AP 2 unverified · from difficulty 8 unverified

Alpha Commander

Weapons: Medium AP and explosives: AR-23P Liberator Penetrator, JAR-5 Dominator, R-36 Eruptor, CB-9 Exploding Crossbow, MG-43 Machine Gun; a melee hit staggers a headless one until it bleeds out unverified

Stratagems: Eagle Airstrike, Orbital Precision Strike, A/MG-43 Machine Gun Sentry unverified

Tactic: It takes the Brood Commander's place on the highest difficulties, brings Alpha Warriors and, since 6.3.0, never retreats. The wiki's claim that breaking both claws kills it is disputed. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 3

Nursing Spewer

Weapons: any gun to the head or mouth; explosives to the butt: G-16 Impact (can kill two), GL-21 Grenade Launcher, R-36 Eruptor, CB-9 Exploding Crossbow, PLAS-101 Purifier; SG-8 Punisher or ARC-3 Arc Thrower staggers the spew

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage

Tactic: No artillery, but its thin spore cloud hides small bugs until it dies. The mouth takes any gun; an explosive under the butt bursts it and can chain to its neighbors. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 3

Bile Spewer

Weapons: Medium AP to the head: MG-43 Machine Gun, AR-23P Liberator Penetrator, JAR-5 Dominator, R-63CS Diligence Counter Sniper; explosives to the butt: G-16 Impact, GL-21 Grenade Launcher, R-36 Eruptor, CB-9 Exploding Crossbow, PLAS-101 Purifier; SG-8 Punisher or ARC-3 Arc Thrower staggers the spew

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage

Tactic: From difficulty 6 its head and plates harden to Medium armor and it lobs bile bombs that ragdoll divers into the melee: kill it early in the fight. Full entry: Terminids tab, medium bugs.

Min. AP 2 · from difficulty 4

Stalker

Weapons: SG-8 Punisher, SG-451 Cookout (fire +25%), AR-2 Coyote, SG-20 Halt or AR-32 Pacifier (stun), MG-43 Machine Gun

Stratagems: close the Stalker Lair (explosive into each hole, or Eagle 500kg Bomb, Eagle Airstrike, Orbital Precision Strike); A/MG-43 Machine Gun Sentry watches your back

Tactic: A camouflaged flanker that retreats after taking damage and heals while hidden. The real counter is its lair: close the holes and the Stalkers stop coming. Fire, gas or bile leave one partly visible, and burning counters its healing. Full entry: Terminids tab, medium bugs.

7.4Heavies

Min. AP 4 · from difficulty 4

Charger

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle (head one-shot); FAF-14 Spear (torso hit kills); G-123 Thermite on head or torso; APW-1 Anti-Materiel Rifle, MG-206 Heavy Machine Gun, AC-8 Autocannon, LAS-98 Laser Cannon on the legs; FLAM-40 Flamethrower (1.5x fire)

Stratagems: Orbital Precision Strike, Eagle 500kg Bomb, Eagle Airstrike, Orbital Railcannon Strike; G-23 Stun or G-109 Urchin stops it for a strike

Tactic: It charges past its target: wait, dive sideways at the last moment, then hit the butt during its one-second recovery. Anti-tank to the head is the clean kill; do not let it drag you away from the Hunters. Full entry: Terminids tab, heavies.

Min. AP 4 · from difficulty 3

Charger Behemoth

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle (head one-shot); FAF-14 Spear (torso hit kills); G-123 Thermite on the head; Heavy AP support weapons are slower than against a Charger

Stratagems: Orbital Precision Strike, Eagle 500kg Bomb, Eagle Airstrike, Orbital Railcannon Strike; G-23 Stun or G-109 Urchin stops it for a strike

Tactic: A tougher Charger: anti-tank to the head still kills it in one hit, but Thermite has to land on the head and Heavy support weapons take longer on its legs. On difficulty 10 it replaces ordinary Chargers. Full entry: Terminids tab, heavies.

Min. AP 4 · from difficulty 7

Spore Charger

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle (head one-shot); FAF-14 Spear; G-123 Thermite; spore flesh takes any gun but passes only 20% to Main

Stratagems: Orbital Railcannon Strike and Eagle 110mm Rocket Pods auto-target it through its fog; Orbital Precision Strike, Eagle 500kg Bomb; ping it to mark it

Tactic: It hides in its own spore fog; kill it at range, because it can burst into acid when killed (a bleed-out kill does not). On difficulty 10 it replaces ordinary Chargers. Full entry: Terminids tab, heavies.

Min. AP 2 · from difficulty 5

Impaler

Weapons: GR-8 Recoilless Rifle, EAT-17, LAS-99 Quasar Cannon, AC-8 Autocannon, R-36 Eruptor, CB-9 Exploding Crossbow on the exposed head; MG-43 Machine Gun or M-105 Stalwart on broken legs; SG-8 Punisher, JAR-5 Dominator or SG-22 Bushwhacker interrupt the tentacles; fire makes them retract

Stratagems: Eagle 500kg Bomb, Eagle Strafing Run, Orbital Railcannon Strike, Orbital Precision Strike; sentries shoot tentacles and force them back

Tactic: It buries its head and drives tentacles up at any diver it can see. Wait for the head to lift, or walk up and bait its close slam, then hit the head. Throw strikes early: tentacle hits knock you down mid-input. Full entry: Terminids tab, heavies.

Min. AP 4 · from difficulty 4

Bile Titan

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle, FAF-14 Spear (head one-shot); MS-11 Solo Silo or EAT-411 Leveller (kill on any hit); any gun on the Unarmored bile sacs

Stratagems: Orbital Railcannon Strike (auto-targets the largest enemy, 10,000 damage), Eagle 500kg Bomb, Orbital Precision Strike, Eagle 110mm Rocket Pods; a Hellpod landing on it

Tactic: Never stand in front of it or under it. Fight from its flank beyond the spew, and pop both bile sacs with any gun to stop the spew. Full entry: Terminids tab, heavies.

Min. AP 4 unverified · from difficulty 5 unverified

Dragonroach

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle (head one-shot); homing FAF-14 Spear or StA-X3 W.A.S.P. Launcher; GP-20 Ultimatum, EAT-411 Leveller or MS-11 Solo Silo (one-shot on a body hit); AC-8 Autocannon flak on the wings; PLAS-45 Epoch unverified

Stratagems: Orbital Railcannon Strike (reliable one-shot); SH-20 Ballistic Shield Backpack blocks its fire; armor with Inflammable, Acclimated or Desert Stormer unverified

Tactic: The wiki calls it the highest-priority target whenever it is on the field. Watch the sky, go prone when it dives, and shoot it while it hovers low after a pass. Full entry: Terminids tab, heavies.

Min. AP 5 · from difficulty 7

Hive Lord

Weapons: GR-8 Recoilless Rifle, EAT-17, FAF-14 Spear to break plates; AR-61 Tenderizer, M-105 Stalwart, M-1000 Maxigun, MG-43 Machine Gun on exposed flesh (no explosives there)

Stratagems: Eagle Strafing Run and Orbital Gatling Barrage (Anti-Tank I, hit many plates), EXO-45 Patriot Exosuit, TD-220 Bastion, B-100 Portable Hellbomb during its bile rain

Tactic: A roaming Hive World boss you are not forced to fight: spread out, stand on rock and bait it away with explosions. To kill it, break plates with Anti-Tank I or better, then pour fast fire into the flesh, never explosives. Full entry: Terminids tab, heavies.

7.5Predator Strain

Min. AP 2 · from difficulty 2

Predator Hunter

Weapons: SG-8 Punisher (stagger), SG-451 Cookout, SG-225IE Breaker Incendiary, AR-2 Coyote, ARC-12 Blitzer; shoot legs to stop pounces

Stratagems: AX/TX-13 Dog Breath, A/MG-43 Machine Gun Sentry, A/G-16 Gatling Sentry, MD-8 Gas Mines

Tactic: It cloaks like a Stalker, spits acid and hunts in aggressive packs: stay grouped, stagger it, and reveal it with fire or gas. Full entry: Terminids tab, strains.

Min. AP 2 · from difficulty 4

Predator Stalker

Weapons: SG-451 Cookout (fire +25%), SG-8 Punisher, AR-2 Coyote, MG-43 Machine Gun; explosives are risky once it closes in

Stratagems: A/MG-43 Machine Gun Sentry, A/G-16 Gatling Sentry, A/FLAM-40 Flame Sentry, AX/TX-13 Dog Breath

Tactic: No camouflage and no lair, but it comes in numbers and never retreats: stagger plus fire, and sentries with a clear view. Full entry: Terminids tab, strains.

7.6Spore Burst Strain

Min. AP 2 · from difficulty 2

Spore Burst Scavenger

Weapons: fire and lasers so it dies without bursting: SG-451 Cookout, SG-225IE Breaker Incendiary, LAS-5 Scythe, FLAM-40 Flamethrower, AR-2 Coyote; avoid melee

Stratagems: MD-8 Gas Mines, A/M-23 EMS Mortar Sentry, A/FLAM-40 Flame Sentry, A/ARC-3 Tesla Tower

Tactic: Its death burst speeds up the Spore Burst bugs around it, so pick a weapon from the line above that kills it without the burst. Full entry: Terminids tab, strains.

Min. AP 2 · from difficulty 2

Spore Burst Hunter

Weapons: fire and lasers so it dies without bursting: SG-451 Cookout, SG-225IE Breaker Incendiary, LAS-5 Scythe, FLAM-40 Flamethrower, AR-2 Coyote; avoid melee; shoot legs to stop pounces

Stratagems: MD-8 Gas Mines, A/M-23 EMS Mortar Sentry, A/FLAM-40 Flame Sentry, A/ARC-3 Tesla Tower

Tactic: Kill it while it burns so it releases no spores, and shoot the legs to stop the pounce. No melee. Full entry: Terminids tab, strains.

Min. AP 2 · from difficulty 2

Spore Burst Warrior

Weapons: fire and lasers so it dies without bursting: SG-451 Cookout, SG-225IE Breaker Incendiary, LAS-5 Scythe, FLAM-40 Flamethrower, AR-2 Coyote; avoid melee; a headshot left to bleed out also prevents the burst

Stratagems: MD-8 Gas Mines, A/M-23 EMS Mortar Sentry, A/FLAM-40 Flame Sentry, A/ARC-3 Tesla Tower

Tactic: Burn it, or take the head and let it bleed out: neither releases spores. Full entry: Terminids tab, strains.

Min. AP 4 unverified · from difficulty 5 unverified

Spore Burst Bile Titan

Weapons: GR-8 Recoilless Rifle or FAF-14 Spear (head one-shot); EAT-17 and LAS-99 Quasar Cannon need two head hits; MS-11 Solo Silo, EAT-411 Leveller; any gun on the 1,000-HP sacs unverified

Stratagems: Orbital Railcannon Strike, Eagle 500kg Bomb, Orbital Precision Strike, Eagle 110mm Rocket Pods; Rock Solid armor stops the spew's ragdoll unverified

Tactic: Its head survives one EAT-17 or Quasar hit, so bring a Recoilless or Spear, or two anti-tank tools. Its spore spew ragdolls you unless you wear Rock Solid armor. Full entry: Terminids tab, strains.

7.7Rupture Strain

Min. AP 2 · from difficulty 6

Rupture Warrior

Weapons: AR-23P Liberator Penetrator, AR-2 Coyote, BR-14 Adjudicator, JAR-5 Dominator, MG-43 Machine Gun; explosives force it up (CB-9 Exploding Crossbow, PLAS-1 Scorcher, PLAS-101 Purifier, GP-31 Grenade Pistol; G-23 Stun surfaces it stunned)

Stratagems: MD-8 Gas Mines and Orbital Gas Strike (hurt it underground), A/G-16 Gatling Sentry

Tactic: It burrows and erupts under your feet, hitting twice. Wait until it has been underground a few seconds, then sprint over and past it. Full entry: Terminids tab, strains.

Min. AP 2 · from difficulty 6

Rupture Spewer

Weapons: MG-43 Machine Gun, AR-23P Liberator Penetrator, JAR-5 Dominator on the head; R-36 Eruptor, GL-21 Grenade Launcher, CB-9 Exploding Crossbow on the butt; any gun on the small mouth; S-11 Speargun or ARC-3 Arc Thrower can interrupt the spew

Stratagems: MD-8 Gas Mines, Orbital Gas Strike (hurt it underground), Eagle Airstrike

Tactic: Hit and run: it surfaces to breathe acid up close or fire a bile burst from range. Explosives force it up, and gas, fire and explosions hurt it underground. Full entry: Terminids tab, strains.

Min. AP 4 unverified · from difficulty 6 unverified

Rupture Charger

Weapons: EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle (head one-shot); FAF-14 Spear; G-123 Thermite; to make it surface: CB-9 Exploding Crossbow, PLAS-1 Scorcher, PLAS-101 Purifier, GP-31 Grenade Pistol, most grenades unverified

Stratagems: Orbital Precision Strike or Eagle 500kg Bomb once it surfaces, Eagle Airstrike; G-23 Stun pins it unverified

Tactic: Its head and front plates are Tank I armor, so Heavy weapons bounce off the face it shows you. Sprint past it so it surfaces at a bad angle, then use true anti-tank or hit the side and rear legs. Full entry: Terminids tab, strains.

Automatons · counters

Automatons: what kills each bot

Kill flare-callers before they call a drop, carry Medium penetration or explosives for Devastators, and bring anti-tank for Hulks, tanks and striders. Bots fight at range with rockets and cannons, so cover, smoke and explosive resistance keep you alive. The front fields 37 units: the standard roster plus the Jet Brigade, Incineration Corps and Cyborg Legion.

Shoot first

First whatever knocks you down or one-shots you: Rocket Devastators, Rocket Raiders, a Reinforced Scout Strider about to fire, Cannon Turrets, Barragers and Mortars, Gunships. Then the force multipliers (Agitators, Detector Towers), then the units that close on you (Hulk Scorchers and Firebombers, Berserkers, Radicals, Jet Brigade units), then the rest; any light bot drawing a flare jumps the queue. This order is the dossier's reading of the mechanics; the playbook is on the Automatons tab.

The cards read like the Terminid ones (how to read them), and their difficulty counts Eliminate-mission targets too: Heavy and Rocket Devastators and Factory Striders appear in their Eliminate missions two or three levels before their regular spawns, and the Hulk Obliterator appears only there.

8.1Light infantry

Min. AP 2 · from difficulty 1

Trooper

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It keeps its distance and throws grenades behind cover. Every light bot can fire a red flare that calls a bot drop: kill it during the long draw and the drop never comes. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 1

Commissar

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; kill it before it flares

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It leads patrols. Its armor is very light all over, so a Light rifle does full damage anywhere; it flares like any light bot, no more often. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 1

Brawler

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; drop it before melee range

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It runs straight at you with heat blades that injure limbs and chain-hit so you cannot stim. Its head shares the main pool, so body shots kill it as fast. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 2

MG Raider

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the backpack (explodes)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: The most dangerous light bot at medium range. Suppress it, or shoot its finned backpack: it explodes and burns the bots around it. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 2

Rocket Raider

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; priority (rockets ragdoll)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It fires a ragdolling rocket from long range once alerted: a priority target, and shooting near it ruins its aim. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 5

Marauder

Weapons: head (AV0) with any primary; AP3 through the AV2 torso: R-63CS; JAR-5 Dominator; BR-14 Adjudicator

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: A Trooper with a Light-armored torso: aim for the head, or bring Medium penetration. Full entry: Automatons tab, infantry.

8.2Devastators and Berserkers

Min. AP 2 · from difficulty 2

Devastator

Weapons: head or stomach (AV1): R-63CS Diligence Counter Sniper; JAR-5 Dominator; PLAS-1 Scorcher; CB-9 Exploding Crossbow

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: It walks at you while firing and flinches when hit, so sustained fire ruins its aim. Missed head shots glance off the Medium-armored torso: aim for the head, or the larger stomach. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 1

Heavy Devastator

Weapons: head over the shield; AC-8 or APW-1 break the 800-HP shield; explosives stagger it; JAR-5 Dominator; flank the backpack

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: They cover each other from behind shields that can be broken since 6.2.2. Shoot over the rim at the head, stagger it with explosives, or flank to the backpack: destroying it kills. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 1

Rocket Devastator

Weapons: head or stomach (AV1): R-63CS Diligence Counter Sniper; JAR-5 Dominator; PLAS-1 Scorcher; CB-9 Exploding Crossbow; rocket pods disarm it

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: The top infantry target: four-rocket salvos that ragdoll. Any weapon destroys the rocket pods and leaves a plain Devastator; or waste its rockets while you peek from solid cover. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 2

Berserker

Weapons: head or stomach (AV1) with stagger: JAR-5 Dominator; SG-8 Punisher; MG-43 Machine Gun; M-105 Stalwart; G-23 Stun

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: Chainsaw packs of three or more that force you out of cover. Back up while you fire into the glowing stomach; a stun grenade stops the pack. Blasts reach only its main pool, so explosives pay off on a clump. Full entry: Automatons tab, infantry.

8.3Scout Striders

Min. AP 2 · from difficulty 3

Scout Strider

Weapons: legs (AV2): AC-8 1, GL-21 1, CB-9 1; waist (AV3): JAR-5 2, R-63CS 3; the pilot from behind: any gun

Stratagems: Eagle Strafing Run; Eagle Airstrike; Orbital Gatling Barrage

Tactic: Fast, with a Heavy-armored front plate: explosives on the legs, Medium penetration on the waist, or the exposed pilot from behind or above. A waist kill ejects the pilot. Full entry: Automatons tab, infantry.

Min. AP 2 · from difficulty 8

Reinforced Scout Strider

Weapons: a side rocket (100 HP, AV2): most primaries in 1-2 shots; waist (AV3): R-63CS, JAR-5; AC-8 1 per leg

Stratagems: Eagle Strafing Run; Eagle Airstrike; Orbital Gatling Barrage

Tactic: Its side rockets kill any diver who is not prone or in Fortified heavy armor. It stops and vents before each rocket: dive then, or shoot a side rocket to kill it. Full entry: Automatons tab, infantry.

8.4Hulks

Min. AP 4 · from difficulty 3

Hulk Obliterator

Weapons: APW-1 or RS-422 Railgun (1 head); AC-8 (2 head); EAT-17 / LAS-99 / GR-8 (1 body); flank the AV1 heatsink; Eliminate Hulks missions only

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: Twin rocket launchers in alternating salvos; it appears only as the target of Eliminate Automaton Hulks. Same weak points as every Hulk: the eye slit and the back heatsink. Full entry: Automatons tab, heavies.

Min. AP 4 · from difficulty 4

Hulk Bruiser

Weapons: APW-1 or RS-422 Railgun (1 head); AC-8 (2 head); EAT-17 / LAS-99 / GR-8 (1 body); flank the AV1 heatsink

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: Destroying one leg cripples and staggers it; its eye slit dies to one Anti-Materiel Rifle, Railgun or Speargun shot. From behind, any gun reaches the heatsink, and a Hulk that loses it goes down and bleeds out. Full entry: Automatons tab, heavies.

Min. AP 4 · from difficulty 4

Hulk Scorcher

Weapons: APW-1 or RS-422 Railgun (1 head); AC-8 (2 head); EAT-17 / LAS-99 / GR-8 (1 body); flank the AV1 heatsink; cripple a leg (it sprints)

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: It sprints and saws without a windup, and its flamer reaches about 25 m: never run from it in a straight line, cripple a leg, and dive to put out flames. Full entry: Automatons tab, heavies.

8.5Striders and tanks

Min. AP 3 · from difficulty 6

War Strider

Weapons: EAT-17 / LAS-99 / GR-8 (1 crotch, hip or leg); FAF-14 Spear or GP-20 (1); AC-8 or APW-1 (3 per eye or hip joint)

Stratagems: Eagle 500kg Bomb; Eagle Airstrike; Eagle 110mm Rocket Pods; Orbital Railcannon Strike

Tactic: Slow and rarely chases, but its grenade salvos arc over cover and ignore shield packs and relays. Strafe sideways, keep an exit, and put anti-tank into a hip joint or the crotch. Full entry: Automatons tab, heavies.

Min. AP 4 · from difficulty 4

Factory Strider

Weapons: EAT-411 Leveller or MS-11 Solo Silo (1); GR-8 (1 eye); EAT-17 / LAS-99 (2 eye); AC-8 or APW-1 on gatlings and belly

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Orbital 380mm HE Barrage; MD-17 Anti-Tank Mines (convoys)

Tactic: Destroy the chin gatlings first, then anti-tank to the eye or legs. It drops four Devastators about once a minute, and the Orbital Railcannon Strike does not one-shot it. Full entry: Automatons tab, heavies.

Min. AP 5 · from difficulty 3

Annihilator Tank

Weapons: GR-8 (1 turret); FAF-14 Spear (1); EAT-17 / LAS-99 (2 turret); flank the turret heatsink: AC-8 3; G-123 Thermite

Stratagems: Eagle Airstrike; Eagle 110mm Rocket Pods; Orbital Railcannon Strike; Orbital Precision Strike (direct hit)

Tactic: Its cannon glows red about two seconds before it fires, and the turret turns slowly: circle to the turret heatsink while it tracks a teammate. A diver standing on its turret cannot be hit. Full entry: Automatons tab, heavies.

Min. AP 5 · from difficulty 3

Shredder Tank

Weapons: GR-8 (1 turret); FAF-14 Spear (1); EAT-17 / LAS-99 (2 turret); flank the turret heatsink: AC-8 3; G-123 Thermite

Stratagems: Eagle Airstrike; Eagle 110mm Rocket Pods; Orbital Railcannon Strike; Orbital Precision Strike (direct hit)

Tactic: Its quad cyclers turn fast enough to track divers beside it: never climb it. Anti-tank to the turret, or the turret heatsink from behind. Full entry: Automatons tab, heavies.

Min. AP 3 · from difficulty 7

Barrager Tank

Weapons: launch tubes (AV3, front and back): AC-8 5, EAT-17 / LAS-99 / GR-8 1; hull: GR-8, FAF-14 Spear

Stratagems: Eagle Strafing Run (tubes); Eagle Airstrike; Eagle 110mm Rocket Pods; Orbital Railcannon Strike

Tactic: Its rocket volleys fall as artillery that ignores cover: kill it early through its launch tubes, which face you front and back. Full entry: Automatons tab, heavies.

8.6Air

Min. AP 3 · from difficulty 5

Gunship

Weapons: one thruster: AC-8 2; APW-1 2; R-36 Eruptor 2; MG-206 8; any anti-tank 1; W.A.S.P. or Spear lock on

Stratagems: E/MG-101 HMG Emplacement; SEAF SAM Site; Hellbomb the Gunship Facility

Tactic: It hovers at range and strafes around your cover: focus one thruster. The lasting fix is a Hellbomb on its Gunship Facility. Full entry: Automatons tab, air and bot drops.

Min. AP 5 · from difficulty 1

Dropship

Weapons: EAT-411, FAF-14 Spear, MS-11 or Bastion cleave the fuselage; 1 thruster: EAT-17 / LAS-99 / GR-8 1; GL-21 on cargo

Stratagems: MS-11 Solo Silo; SEAF SAM Site

Tactic: Drops arrive from the same direction all mission. An anti-tank hit on a thruster can crash it onto its own cargo; otherwise pre-aim explosives where the load will land. Full entry: Automatons tab, air and bot drops.

8.7Jet Brigade

Min. AP 2 · from difficulty 1

Assault Raider

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the jump pack at range (explodes)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: A jump pack closes the distance. Shoot the pack at range: it explodes and can chain through a group or a whole dropship load. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 3

Jet Brigade Trooper

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the jump pack at range (explodes)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It leaps into close range when you keep your distance. Kill it at range and dive backward; damage that reaches the pack can set it off even after death. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 2

Jet Brigade MG Raider

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the jump pack at range (explodes)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: An MG Raider on a jump pack: pop the pack at range with an explosive primary before it lands beside you. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 1

Jet Brigade Commissar

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the jump pack at range (explodes)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: Unlike the regular Commissar it is unarmored; pop the pack at range. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 2

Jet Brigade Devastator

Weapons: head or stomach (AV1): R-63CS Diligence Counter Sniper; JAR-5 Dominator; PLAS-1 Scorcher; CB-9 Exploding Crossbow; jump pack explodes

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: It fires six bursts, cools briefly and jump-packs across open ground. Shoot the pack at range: it explodes and burns, though the Devastator can survive it. Full entry: Automatons tab, subfactions.

Min. AP 3 · from difficulty 4

Jet Brigade Hulk Bruiser

Weapons: jump pack (AV3; kills it and explodes): AC-8 2; R-36 Eruptor 3; APW-1 (1 head); EAT-17 / LAS-99 / GR-8 (1)

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: Its heavy jump pack replaces the heatsink and shows over the shoulders: explosive fire into the pack kills it from the front, with a fiery blast. Full entry: Automatons tab, subfactions.

Min. AP 3 · from difficulty 4

Jet Brigade Hulk Scorcher

Weapons: jump pack (AV3; kills it and explodes): AC-8 2; R-36 Eruptor 3; APW-1 (1 head); EAT-17 / LAS-99 / GR-8 (1)

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: The same jump pack on a Scorcher: pop it from range and never let it close to flamer distance. Full entry: Automatons tab, subfactions.

8.8Incineration Corps

Min. AP 2 · from difficulty 1

Pyro Trooper

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; shoot the fuel tank from beyond 4 m

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: A portable flamer fired in short bursts. The fuel tank above its head bursts when shot, so keep the distance the weapons line gives; dive or go prone to put yourself out. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 1

Incendiary Rocket Raider

Weapons: any primary (head 1 shot); AR-23 Liberator; SG-8 Punisher; PLAS-1 Scorcher; M-105 Stalwart; priority (bolt ragdolls)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: Its fusion bolt trips divers every few seconds: a priority target, so suppress it and take the head. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 1

Conflagration Devastator

Weapons: head over the shield; AC-8 or APW-1 break the 800-HP shield; explosives stagger it; JAR-5 Dominator; no backpack

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: An incendiary scattergun behind a shield: stay out of close range, shoot over the shield, and go prone at once if you catch fire. Full entry: Automatons tab, subfactions.

Min. AP 2 · from difficulty 3

Incendiary MG Devastator

Weapons: head over the shield; AC-8 or APW-1 break the 800-HP shield; explosives stagger it; JAR-5 Dominator

Stratagems: Eagle Airstrike; Eagle Cluster Bomb; Orbital Gatling Barrage; A/AC-8 Autocannon Sentry

Tactic: An incendiary machine gun behind a shield (breakable, per the wiki's change history): fight it like a Heavy Devastator. Full entry: Automatons tab, subfactions.

Min. AP 4 · from difficulty 4

Hulk Firebomber

Weapons: APW-1 or RS-422 Railgun (1 head); AC-8 (2 head); EAT-17 / LAS-99 / GR-8 (1 body); flank the AV1 heatsink; keep moving

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike

Tactic: It lobs two white-phosphorus shells over cover, then switches to its flamer at close range. Keep moving; Inflammable armor resists most fire damage. Full entry: Automatons tab, subfactions.

8.9Cyborg Legion

Min. AP 2 · from difficulty 1

Radical

Weapons: head (AV1): R-63 Diligence, JAR-5 Dominator, APW-1 1 shot; explosives (PLAS-101 Purifier, SG-8P, GL-21); stagger

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It throws smoke, then sprints into kicks that ragdoll you unless you wear Rock Solid armor. The smoke marks where it is coming from: dive aside as it commits. Full entry: Automatons tab, Cyborg Legion.

Min. AP 2 · from difficulty 1

Agitator

Weapons: kill first; helmet then head: R-63 Diligence (2-3 + 1); SG-8P Punisher Plasma; PLAS-101 Purifier; GP-31 (1 impact)

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry

Tactic: It speeds up and commands the bots around it from behind them. Kill it first: its death stuns every bot under its command for a few seconds. Full entry: Automatons tab, Cyborg Legion.

Min. AP 4 · from difficulty 7

Vox Engine

Weapons: 3 vents then a throwable in the hatch; FAF-14 Spear 1 per cannon (2 kill); EAT-411 or MS-11 1; GR-8 3 body; C4 2-3

Stratagems: Orbital Railcannon Strike (1); Orbital Laser; Eagle Strafing Run (2 uses); E/AT-12 Anti-Tank Emplacement

Tactic: Only on Cyborg Legion planets, at most three at once. Kill the side miniguns to flank it, then break three vents and throw a grenade into the hatch, or call a Railcannon. Full entry: Automatons tab, Cyborg Legion.

Illuminate · counters

Illuminate: what kills each unit

Kill Watchers on sight, bring damage per second before penetration, and break shields with sustained fire before the big hit. Only a handful of Illuminate wear Heavy armor, but their shields and plates cancel single big shots. The faction fields 16 units across its fleets: the Invasion Fleet, Mindless Masses, Appropriators and Vote Snatchers.

Shoot first

Watchers about to call, then Harvesters and Leviathan turrets (they kill in a sweep), then Crushers and Veracitors closing to melee, then Elevated Overseers and Gatekeepers, Crescent Overseers shelling you, and Stingrays as they slow to strafe; Overseers, Wretch packs, Fleshmobs and Voteless come after. Never shoot an Overship with small arms. This order is the dossier's synthesis; the playbook is on the Illuminate tab.

The cards read like the Terminid ones (how to read them); a Harvester's difficulty counts its own Destroy Harvesters missions, a level before its regular spawns.

9.1The horde

Min. AP 2 · from difficulty 1

Voteless

Weapons: any primary (head 1 shot: 40-60 HP at AV1); one leg shot downs it; M-105 Stalwart; AR-23A Liberator Carbine; CB-9 Exploding Crossbow; SG-8P Punisher Plasma; FLAM-66 Torcher; LAS-5 Scythe or SG-451 Cookout (fire kills them outright)

Stratagems: Eagle Cluster Bomb; Eagle Napalm Airstrike; Orbital Gas Strike; A/ARC-3 Tesla Tower; A/FLAM-40 Flame Sentry; A/G-16 Gatling Sentry

Tactic: Slower than small bugs and unable to leap, so a light diver can often run past. Fire alone burns them to death, and gas damages and confuses a crowd. Full entry: Illuminate tab, the horde.

Min. AP 2 · from difficulty 1

Watcher

Weapons: APW-1 Anti-Materiel Rifle or RS-422 Railgun (1 body shot); JAR-5 Dominator, SG-8S Slugger, P-4 Senator, AC-8 (2); ARC-12 Blitzer or ARC-3 Arc Thrower stun it and cancel the call; aim center mass, not the fins

Stratagems: none needed: shoot it first; A/G-16 Gatling Sentry; A/MG-43 Machine Gun Sentry; AX/AR-23 Guard Dog

Tactic: The only Illuminate unit that calls reinforcements: kill it on sight. Its corpse explodes where it lands. Full entry: Illuminate tab, the horde.

9.2Overseers

Min. AP 2 · from difficulty 1

Overseer

Weapons: explosives bypass its hand shield (PLAS-1 Scorcher 4, PLAS-101 Purifier 2, CB-9 Exploding Crossbow 2, R-36 Eruptor 2, GP-31 Grenade Pistol 2); AP3+ head shot (JAR-5 Dominator, SG-8S Slugger, P-4 Senator, APW-1: 1); MG-43 or AR-23 Liberator at the legs or chest (10 rounds); CQC-19 Stun Lance or CQC-30 Stun Baton stun it

Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; Orbital Gas Strike; A/G-16 Gatling Sentry; E/GL-21 Grenadier Battlement

Tactic: Under heavy fire it raises a hand shield, but its legs are never covered and explosions pass the shield to its main pool. Its staff knocks you down: break contact before melee range. Full entry: Illuminate tab, Overseers.

Min. AP 2 · from difficulty 3

Elevated Overseer

Weapons: P-92 Warrant (tracking rounds); stun it with ARC-12 Blitzer, ARC-3 Arc Thrower or SG-20 Halt, then a head shot (P-4 Senator or APW-1: 1); shoot the jetpack (fatal; SG-8S Slugger 1, R-63 Diligence 3); AX/AR-23 Guard Dog or AX/LAS-5 Rover strip its armor

Stratagems: A/G-16 Gatling Sentry; A/MG-43 Machine Gun Sentry; Orbital Airburst Strike

Tactic: It hovers about 10 m away and dodges. Stun it and it stops strafing and drops the grenade it was about to throw; its jetpack explodes when it dies, sometimes late. Full entry: Illuminate tab, Overseers.

Min. AP 2 · from difficulty 3

Crescent Overseer

Weapons: as the Overseer: explosive primaries (PLAS-1 Scorcher, PLAS-101 Purifier, CB-9 Exploding Crossbow, R-36 Eruptor) and AP3+ head shots (JAR-5 Dominator, SG-8S Slugger, P-4 Senator: 1); R-72 Censor, SG-20 Halt, SG-97 Sweeper or R-2124 Constitution stagger its flesh; find it by its arcing shots and flank

Stratagems: Orbital Airburst Strike or Eagle Airstrike on a bombard group; Eagle Cluster Bomb; Orbital Precision Strike

Tactic: The artillery Overseer. It has no shield, so it is the easiest Overseer to kill once found; spread out against its splash. Full entry: Illuminate tab, Overseers.

9.3Heavies

Min. AP 2 · from difficulty 1

Fleshmob

Weapons: RL-77 Airburst Rocket Launcher; AC-8 Autocannon flak; GL-21 Grenade Launcher (4); StA-X3 W.A.S.P. (4 missiles); R-36 Eruptor; CB-9 Exploding Crossbow; MG-206, MP-98 Knight, PLAS-1 Scorcher or AR-23A Liberator Carbine at the faces (150% to Main); flamethrowers (x1.8 fire); VG-70 Variable TOTAL salvo; EAT-17 / LAS-99 2, GR-8 2, FAF-14 Spear 1

Stratagems: Orbital Airburst Strike; Eagle Napalm Airstrike; Orbital Napalm Barrage; Orbital Gas Strike (pulls it off you); Orbital EMS Strike or G-109 Urchin (the only stuns that stop a charge); A/FLAM-40 Flame Sentry

Tactic: No fatal part: you grind its main pool, fastest through the faces. Dive sideways out of its charge; the stratagem line names the only stuns that stop one in progress. Full entry: Illuminate tab, heavies.

Min. AP 3 · from difficulty 3

Harvester

Weapons: break the shield first (MG-43 17 rounds, M-105 Stalwart, LAS-98 Laser Cannon, GL-21 4, R-36 Eruptor or AC-8 flak 1-2 through shrapnel) or break one AV3 generator prong; then one anti-tank rocket to a hip joint (MLS-4X Commando, EAT-17, LAS-99 Quasar Cannon, GR-8, FAF-14 Spear) or a GR-8 to the eye; APW-1 or AC-8 4 per joint; RS-422 3; MG-206 15; ARC-3 Arc Thrower stun-locks it once the shield is down

Stratagems: Orbital Laser; E/AT-12 Anti-Tank Emplacement; Eagle 110mm Rocket Pods on an unshielded Harvester; Orbital Railcannon Strike or Orbital Precision Strike before it is alerted (the shield soaks one hit); A/AC-8 Autocannon Sentry

Tactic: Its shield eats any single hit in full: strip it with sustained fire or shrapnel, or snap a generator prong, then land one anti-tank hit on a hip joint. Break line of sight from its beam and stay out of arc range. Full entry: Illuminate tab, heavies.

9.4Air and ships

Min. AP 3 · from difficulty 4

Stingray

Weapons: hit it while it slows to strafe: AC-8 Autocannon, APW-1 or RS-422 Railgun (3); MLS-4X Commando, EAT-17 or GR-8 (1); MG-43 Machine Gun (30 rounds); LAS-98 Laser Cannon reaches it even in flight (hitscan, 1,000 m); FAF-14 Spear and StA-X3 W.A.S.P. lock on

Stratagems: activate a SEAF SAM Site; SH-32 Shield Generator Pack; step sideways out of the blue strafe line or go prone (Fortified armor)

Tactic: It circles the map before it attacks, then strafes along a blue line it paints on the ground: that line is your warning. Full entry: Illuminate tab, air and ships.

Min. AP 5 · from difficulty 1

Warp Ship

Weapons: kill the Watcher before it calls; empty the 2,500 shield (MG fire, explosives), then FAF-14 Spear or GR-8 (1) or EAT-17 / LAS-99 (2) into the beamer underneath; splash the troops while they hang in the beam (GL-21, grenades); never hit the armored sides

Stratagems: SEAF SAM Site (one missile breaks the shield, a second kills; a hit on the antigravity ring can kill at once); lure a Stingray strafe onto it

Tactic: It answers a Watcher's call and lowers troops in a beam: shield first, beamer second. Full entry: Illuminate tab, air and ships.

Min. AP 5 · from difficulty 8

Leviathan

Weapons: EAT-17 or LAS-99 Quasar Cannon to each of the four beam turrets (1 each; AC-8 or APW-1 9); GR-8 Recoilless Rifle or FAF-14 Spear on the body; once a fin or the tail breaks, the AV4 internals take APW-1 and LAS-98 fire; get out from under the falling wreck

Stratagems: E/AT-12 Anti-Tank Emplacement; the Planetary Defense Cannon in Take Down Overship; Eagle Smoke Strike or Orbital Smoke Strike to break its sight; Eagle Strafing Run or Orbital Gatling Barrage with exact placement; keep exosuits, FRVs and emplacements away from it

Tactic: City maps only. Kill the four beam turrets first, use smoke to stop it locking on, and keep exosuits and vehicles away. Full entry: Illuminate tab, air and ships.

Min. AP 10 · from difficulty 1

Illuminate Overship

Weapons: none: since 6.1.0 only the Planetary Defense Cannon (AP10) in Take Down Overship can destroy it; small-arms fire only brings Warp Ships down on you

Stratagems: the Planetary Defense Cannon (Take Down Overship): the first shell breaks the 10,000 shield, a second into the nearest glowing port kills it; a broken shield returns 60 s after it fell (the 20-s delay, then 500/s, applies only to a damaged, unbroken shield)

Tactic: Not a loadout target: shooting it calls Warp Ships onto you. Full entry: Illuminate tab, air and ships.

9.5Appropriators

Min. AP 2 · from difficulty 4

Veracitor

Weapons: EAT-17, GR-8 or LAS-99 (1) at the unshielded cockpit; MLS-4X Commando (1-2); AC-8 or APW-1 (3) on the AV1 cockpit weak spot at its back (easiest from high ground); break the AV3 head (300) to switch the pilot shield off for good; MG-43 Machine Gun or M-1000 Maxigun on the AV3 arms; RL-77 Airburst Rocket Launcher at the cockpit; flamethrowers

Stratagems: Orbital Precision Strike or Eagle 500kg Bomb (its limbs are explosion-immune, so only big AP blasts matter); Orbital EMS Strike, G-23 Stun or A/M-23 EMS Mortar Sentry to freeze it; SH-20 Ballistic Shield Backpack blocks its melee (ragdolls you; breaks after about 15 hits)

Tactic: It detects divers from 100 m, charges through obstacles, and its melee counts as anti-tank since 7.0.0. Keep your distance, put a wall between you and its charge, and freeze it with EMS or a stun grenade. Full entry: Illuminate tab, fleets.

Min. AP 2 · from difficulty 4

Gatekeeper

Weapons: AC-8 Autocannon (1 shot to the AV4 horn kills the pilot shield for good; 3 per hip); EAT-17 or GR-8 (1) to the cockpit stump; APW-1 3 per hip; RS-422 Railgun 2; MG-206 Heavy Machine Gun 9 per hip; R-36 Eruptor 5; its two AV1 weak spots (rear and cockpit, both on its back) take any weapon

Stratagems: Orbital Precision Strike; Eagle 500kg Bomb; Orbital Railcannon Strike; Orbital EMS Strike to stun

Tactic: One Heavy hit on the horn switches the pilot's shield off for good; one anti-tank hit to the cockpit stump kills it. Close in and circle during its long volley. Full entry: Illuminate tab, fleets.

Min. AP 2 · from difficulty 1

Obtruder

Weapons: high rate of fire with good handling (AR-23A Liberator Carbine, AR-61 Tenderizer, MP-98 Knight, SMG-203 Gallant, LAS-16 Sickle); SG-97 Sweeper, SG-20 Halt or Punisher variants; LAS-58 Talon (1-2); AC-8 Autocannon flak; arc weapons; AX/AR-23 Guard Dog, AX/LAS-5 Rover, AX/ARC-3 K-9

Stratagems: A/G-16 Gatling Sentry; A/MG-43 Machine Gun Sentry; Orbital Airburst Strike

Tactic: Swarms of Watcher-like drones that never call reinforcements. Bring fast-handling, high-rate fire, and never melee one overhead: it falls on you and explodes. Full entry: Illuminate tab, fleets.

9.6Vote Snatchers

Min. AP 2 · from difficulty 1

Wretch

Weapons: shoot the legs or the blade arms, not the head; MGX-42 Bullet Storm; MG-43 Machine Gun; M-105 Stalwart; AR-2 Coyote; LAS-16 Sickle; AR-23P Liberator Penetrator; LAS-13 Trident; PLAS-1 Scorcher; SG-451 Cookout; fire (P-72 Crisper, SMG/FLAM-34 Stoker, FLAM-66 Torcher, FLAM-40 Flamethrower, B/FLAM-80 Cremator)

Stratagems: Eagle Napalm Airstrike; Orbital Gas Strike; AX/TX-13 Dog Breath or TX-41 Sterilizer (gas); AX/FLAM-75 Hot Dog; a sentry or emplacement as bait (Wretches go for them first)

Tactic: Its head is a decoy. Slide, crouch or go prone as it pounces, or kill it mid-leap. Full entry: Illuminate tab, fleets.

Min. AP 2 · from difficulty 4

Crusher

Weapons: AP4+ on the helmet, then the head: RS-422 Railgun (1 + 1), P/40-K Bolt Pistol (2 + 1), AC-8 Autocannon (2 + 1; also staggers its slam), APW-1 (2 + 1), MG-206 (4 + 2); one G-123 Thermite or one B/MD C4 charge kills it; GL-21, RL-77 Airburst Rocket Launcher, StA-X3 W.A.S.P.; B/FLAM-80 Cremator (steady fire stops the regeneration)

Stratagems: Orbital Railcannon Strike; TD-220 Bastion MK XVI; A/AC-8 Autocannon Sentry; EXO-49 Emancipator Exosuit; Orbital EMS Strike or Orbital Gas Strike to buy time; SH-20 Ballistic Shield Backpack blocks about 5 swings

Tactic: It regenerates every limb and its main pool from half a second after the last hit, but not the helmet or the head. Break the helmet with Heavy penetration, then shoot the head, or stick one Thermite; a single rocket to the body is wasted. Full entry: Illuminate tab, fleets.

Spawners and structures

Spawners and structures

Every diver carries one explosive that closes spawners. Structures check demolition force: an explosive of demolition 20 or more that goes off inside the opening closes a bug hole, a Fabricator, a Warp Ship or a Warp Gateway, and demolition 40 or more closes bug holes (Bile Titan holes included), Fabricators and Warp Gateways from outside, though a Bulk Fabricator needs more. Fabricators and Warp Gateways also have armored shells that anti-tank launchers destroy. Bullets, lasers and arcs never close one, however strong.

Demolition 20, explosive

Inside the opening

A bug hole, a Fabricator vent or open door, a Warp Ship's bay door, a Warp Gateway's aperture: any explosive with demolition 20 or more, going off inside.

Demolition 40

From outside

Any bug hole from its rim, a Bile Titan hole, a Fabricator's shell, a Warp Gateway, a colony wall: no explosive requirement, but demolition 40 or more.

Demolition 60

Hellbomb only

Gunship Facilities, Gazer Spires and Monoliths: only the NUX-223 Hellbomb, the B-100 Portable Hellbomb or the SEAF Artillery Mini-Nuke reaches demolition 60.

10.1What closes them

  • Inside the opening: the free G-12 High Explosive and most damaging grenades, the GP-31 Grenade Pistol, P-33 Missile Pistol and P-34 Breacher, the R-36 Eruptor, CB-9 Exploding Crossbow, AR/GL-21 One-Two and GL-15 Evictor, and the AC-8 Autocannon, GL-21 Grenade Launcher and every anti-tank launcher. The Grenade Pistol frees your grenade slot for Thermite, and u.gg rates it S+ against bugs and the Illuminate and S against bots (undated list, read September 26, 2026: u.gg)community-tested.
  • From outside: the GP-20 Ultimatum, TED-63 Dynamite, G-48 Giga Grenade, G-60 Anti-Tank Seeker, G/40-K Melta Mine, B/MD C4 Pack, EAT-411 Leveller, FAF-14 Spear and MS-11 Solo Silo; the Eagle Airstrike, Cluster Bomb and 500kg Bomb and most orbital strikes; and, per the 7.0.0 notes, MD-17 Anti-Tank Mines, although the game data still lists their old valueunverified (7.0.0 notes).
  • Never: bullets, lasers and arcs of any power (the LAS-98 Laser Cannon has the demolition but is not explosive), the G-3 Smoke, G-23 Stun and K-2 Throwing Knife, and the GL-52 De-Escalator.

Sources: wiki Demolition (revision of September 25, 2026); research dossiers 03 (section 6.2), 05 (section 5), 06 (section 10) and 07 (section 9) with their verifiers' corrections.

10.2Terminid spawners and nests

Structure · from difficulty 1

Bug Hole

Weapons: any explosive grenade thrown in (not G-3 Smoke, G-23 Stun or K-2 Throwing Knife), TM-1 Lure Mine (must detonate inside), GP-31 Grenade Pistol, GL-21 Grenade Launcher, R-36 Eruptor, CB-9 Exploding Crossbow, AC-8 Autocannon, GR-8 Recoilless Rifle, EAT-17, CQC-20 Breaching Hammer (its explosion)

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Eagle 500kg Bomb, Eagle Napalm Airstrike, Eagle Smoke Strike, Orbital Precision Strike, Orbital Gas Strike, Orbital Laser, Orbital 120mm or 380mm or Walking Barrage, B-100 Portable Hellbomb, any Hellpod landing on it

Tactic: A grenade has to go off inside the hole: from inside, any explosive with demolition 20 or more closes it, and from the rim only demolition 40 or more works. Full entry: Terminids tab, nests and holes.

Structure · from difficulty 6 unverified

Bile Titan Bug Hole

Weapons: GP-20 Ultimatum, EAT-411 Leveller, FAF-14 Spear, MS-11 Solo Silo, TED-63 Dynamite, G/40-K Melta Mine, G-48 Giga Grenade, G-60 Anti-Tank Seeker, B/MD C4 Pack; a Bile Titan corpse falling on it unverified

Stratagems: Eagle Airstrike, Eagle Cluster Bomb, Eagle 500kg Bomb, Eagle Napalm Airstrike, Orbital Precision Strike, Orbital Gas Strike, Orbital Laser, Orbital 120mm or 380mm or Walking Barrage, B-100 Portable Hellbomb, any Hellpod landing on it unverified

Tactic: It needs demolition 40, so no ordinary grenade closes it, and it spawns Bile Titans (Chargers on Dragonroach planets). Full entry: Terminids tab, nests and holes.

Structure · from difficulty 4

Stalker Lair

Weapons: an explosive into each hole (G-12 High Explosive, G-16 Impact, GP-31 Grenade Pistol, GL-21 Grenade Launcher); TED-63 Dynamite can close two holes; GP-20 Ultimatum from outside

Stratagems: Eagle 500kg Bomb, Eagle Airstrike, Orbital Precision Strike

Tactic: The only source of Stalkers: close its holes first and the invisible flankers stop coming. It wakes only once an enemy has spotted you. Full entry: Terminids tab, nests and holes.

Structure · from difficulty 4

Shrieker Nest

Weapons: from beyond 130 m: GR-8 Recoilless Rifle, FAF-14 Spear, AC-8 Autocannon (flak); EAT-17 plus a few seconds of MG fire per tower; E/MG-101 HMG Emplacement (three towers); EXO-49 Emancipator Exosuit or TD-220 Bastion

Stratagems: Orbital Precision Strike, Eagle 500kg Bomb (same armor and health as a Spore Spewer); a NUX-223 Hellbomb pod can snag on the cap

Tactic: Shriekers pour out once you are detected within about 130 m: hit the towers from beyond that range. Full entry: Terminids tab, nests and holes.

Structure · from difficulty 2

Spore Spewer

Weapons: one shot: GR-8 Recoilless Rifle, FAF-14 Spear, EAT-411 Leveller, MS-11 Solo Silo, GP-20 Ultimatum; two: EAT-17, LAS-99 Quasar Cannon, MLS-4X Commando; R-36 Eruptor 3-4; AC-8 Autocannon flak 3-4

Stratagems: Orbital Precision Strike, Eagle Strafing Run, Eagle 500kg Bomb, Eagle Airstrike, Orbital Railcannon Strike (targets it) -- one call each

Tactic: Its fog hides bugs, and samples lie around it: destroy it before you fight inside the fog. Full entry: Terminids tab, nests and holes.

10.3Automaton spawners and defenses

Structure · from difficulty 1

Automaton Fabricator

Weapons: grenade or explosive (demolition 20+) into a vent; AP5+ to the shell: EAT-17 / LAS-99 / GR-8 / Spear 1, MLS-4X 2

Stratagems: Eagle Strafing Run; Eagle Airstrike; Orbital Precision Strike; orbital barrages on outposts

Tactic: A grenade through a vent or the open door ends it; then step back, because it explodes violently. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 1

Bulk Fabricator

Weapons: explosive (demolition 20+) into a vent (R-36 Eruptor 1); FAF-14 Spear 1; EAT-17 / LAS-99 / GR-8 2

Stratagems: Eagle Strafing Run; Orbital Gas Strike (direct); Orbital Precision Strike

Tactic: It builds Devastators, Hulks, tanks and War Striders in city and Megafactory outposts; the same vent rule applies. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 6

Gunship Facility

Weapons: demolition 60 only: NUX-223 Hellbomb, B-100 Portable Hellbomb or a SEAF Mini-Nuke within about 17 m

Stratagems: Hellbomb (Eagles and orbitals cannot destroy it)

Tactic: Until you Hellbomb it, it keeps launching Gunships once it has spotted a diver nearby: bring the Hellbomb in first, then fight. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 4

Detector Tower

Weapons: demolition 50: Eagle 500kg Bomb, Orbital Precision Strike, SEAF artillery, or bait a Cannon Turret into it; prone divers are invisible to it

Stratagems: Hellbomb (the objective); Eagle 500kg Bomb; Orbital Precision Strike

Tactic: While it sees a diver it keeps calling bot drops onto your last position: take it down before you fight inside its view. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 4

Stratagem Jammer

Weapons: disable it at its terminal, then demolition 50; Portable Hellbomb or SEAF artillery work without disabling it; bait a cannon

Stratagems: Hellbomb; Eagle 500kg Bomb or Orbital Precision Strike after disabling; SEAF artillery

Tactic: No stratagems within 150 m except SEAF artillery, Reinforce included: fight your way in with what you carry. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 4

Anti-Air Emplacement

Weapons: AP4: AC-8, APW-1, LAS-98; anti-tank 1; FAF-14 Spear locks on; G-123 Thermite; rear vent with AP3

Stratagems: Orbital Precision Strike; Orbital Railcannon Strike; Hellbomb (no Eagles within 150 m)

Tactic: It grounds every Eagle within 150 m: take it out before you count on Eagles. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 4

Mortar Emplacement

Weapons: AP4: AC-8, APW-1, LAS-98; anti-tank 1; G-123 Thermite; rear vent with AP3

Stratagems: Orbital Precision Strike; Eagle 500kg Bomb; Hellbomb

Tactic: It shells divers that other bots have spotted, and Mission Control warns you when you are in range of enemy artillery: kill the spotters or stay unseen, then take it out before you fight in its reach. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 3

Cannon Turret

Weapons: rear heatsink (AV3): AC-8 3, R-36 Eruptor 3, anti-tank 1; hug the base of a tall tower

Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Compromise Automaton Defenses

Tactic: The Annihilator's cannon on a tower, with a very long reach and a short red flash before each shot: break line of sight, then work around to the rear heatsink. Full entry: Automatons tab, fabricators and structures.

Structure · from difficulty 5

Command Bunker

Weapons: EAT-411, FAF-14 Spear, MS-11 or Bastion (1); EAT-17 / LAS-99 / GR-8 / GP-20 (2); C4 or Thermite (2)

Stratagems: Hellbomb (objective); Compromise Automaton Defenses silences its turrets

Tactic: A mission target whose casemates and turrets open fire from long range without being provoked; aim your anti-tank at the bunker itself, not its walls. Full entry: Automatons tab, fabricators and structures.

10.4Illuminate spawners and structures

Structure · from difficulty 1

Grounded Warp Ship

Weapons: empty the 2,500 shield (MG-43, M-105 Stalwart, LAS-16 Sickle), then any explosive of demolition 20+ through the bay door (grenades, GL-21, CB-9, R-36 Eruptor, GP-31, AC-8); a G-123 Thermite or B/MD C4 charge anywhere destroys it even shielded (the GP-20 Ultimatum needs the shield down per the 1.003.000 notes); anti-tank to the hull after the shield (x2.5 explosion damage)

Stratagems: demolition 50 destroys it even shielded: Orbital Precision Strike, Eagle 500kg Bomb, Orbital Railcannon Strike, Orbital Gas Strike, Orbital Laser, 120mm, 380mm or Walking Barrage, SEAF Artillery; throw the beacon onto the ramp

Tactic: A spawner. If the shield comes back while your grenade is inside, the demolition fails. Full entry: Illuminate tab, structures and objectives.

Structure · from difficulty 2

Warp Gateway

Weapons: an explosive of demolition 20+ into the aperture when it opens; G-123 Thermite (no wait); GR-8, FAF-14 Spear or LAS-99 from range (AV5, 1,500); run when it dies (its delayed blast ragdolls)

Stratagems: Eagle Strafing Run; Orbital Gatling Barrage; any demolition-40 stratagem from outside (Eagle Airstrike, Orbital Precision Strike)

Tactic: It spawns without pause, so close it before anything else on the objective. Full entry: Illuminate tab, structures and objectives.

Structure · from difficulty 5

Gazer Spire

Weapons: none: demolition 60 only (NUX-223 Hellbomb, B-100 Portable Hellbomb, SEAF Artillery Mini-Nuke); stay out of its roughly 250 m sight; destroy the Warp Gateways around it

Stratagems: NUX-223 Hellbomb (the objective); B-100 Portable Hellbomb

Tactic: Its beam is lethal to vehicles and exosuits, so leave them behind, and only demolition 60 destroys it: plan the Hellbomb before you approach. Full entry: Illuminate tab, structures and objectives.

Structure · from difficulty 1

Monolith

Weapons: none: NUX-223 Hellbomb, B-100 Portable Hellbomb or a SEAF Artillery Mini-Nuke inside the 17 m inner radius

Stratagems: NUX-223 Hellbomb (Free Colony objective)

Tactic: Only demolition 60 destroys it, and touching it kills a diver without explosion resistance. Full entry: Illuminate tab, structures and objectives.

Structure · from difficulty 1

Lightning Spire

Weapons: any explosive of demolition 20+ (G-6 Frag, GP-31 Grenade Pistol, CB-9 Exploding Crossbow, AC-8, R-36 Eruptor); or 200 HP of fire (MG-43 6 rounds); crawl into range prone (it will not target you); switch guard dogs off near it

Stratagems: any explosive stratagem; Electrical Conduit armor shrugs off its arc

Tactic: One arc kills most divers, and it chains through Illuminate units and guard dogs to reach you: clear it before you fight near it. Full entry: Illuminate tab, structures and objectives.

Structure · from difficulty 2

Cognitive Disruptor

Weapons: the tower cannot be destroyed: break its power taps (PSUs) on nearby generators with explosives or high durable damage

Stratagems: Orbital Napalm, 120mm or 380mm HE Barrage thrown at it clears the PSUs; within 200 m every stratagem code is scrambled, so read the codes before inputting

Tactic: Some scrambled codes are joke codes, so a practiced input fails; break the power taps first when you can. Full entry: Illuminate tab, structures and objectives.

Status effects

Fire, gas, arc and stun by front

Pick your crowd tool by front: fire is one of the best against bugs and the Illuminate but weak against bots, gas works everywhere, arcs shine against the Illuminate, and stuns buy the anti-tank diver a clean shot.

Read across a row to see where an effect earns its slot; the verdicts are the dossiers' synthesis of the mechanics below and the unit pages' damage multipliers.

EffectTerminidsAutomatonsIlluminate
FireStrong: burning hurts every bug below the Hive Lord, flamed bugs panic, and a burning Stalker stops healingWeak: small bots take half fire damageunverified and robots are slow to ignite; flamed small and medium bots still panicStrong: Fleshmobs take 1.8 times fire damage, Wretches, Crushers and Harvesters 1.5 times, and fire alone kills Voteless
GasGood: confusion and a 25% slow; Bile Titans, the Impaler and the Hive Lord are never confusedGood: confuses bot groupsStrong: kills Voteless in seconds, pulls Fleshmobs off you, slows Wretches
ArcGood against clumps, but arcs jump to divers tooPoor: short range against a front that fights at rangeStrong: Fleshmobs take 1.8 times arc damage, and arcs stun Watchers mid-call and Elevated Overseers
StunGood: a stun grenade stops a Charger (not a Bile Titan or Impaler), and EMS freezes a breachGood: Berserker packs, Hulks, fresh bot dropsGood: Elevated Overseers and the piloted constructs; only EMS or an Urchin stops a charging Fleshmob
ExplosionsGood: close holes, burst spewer butts and bile sacsStrong: Devastators, Scout Strider legs, jump packsStrong on Overseers (through the shield) and Fleshmobs; weak on a Harvester until its armor breaks

11.1How each effect works

  • Fire deals damage over time to the main health pool only, at Heavy penetration: it burns every bug below the Hive Lord, at 65% against Chargers and Bile Titans. Bigger enemies take more burn damage but ignite more slowly. Since 6.1.0, being flamed (by a flamethrower-type weapon or the Meltagun) makes small and medium enemies of every front, and large bugs, panic and attack at random (6.1.0 notes).
  • Gas deals damage over time and confuses its targets, which since 6.2.2 also slows them 25%. Bile Titans, the Impaler and the Hive Lord are never confused but still take the damage.
  • Arc weapons throw bolts that chain between nearby targets, teammates included, and apply a short stun; arcs can ground on corpses and cover.
  • Stun freezes an enemy and interrupts its attack. The G-23 Stun grenade does not affect tanks, Factory Striders, Impalers or Bile Titans; against a charging Fleshmob only the Orbital EMS Strike and a stuck G-109 Urchin work.

11.2What protects you

  • Explosions: you take half damage from blasts by default, and going prone cuts damage from a blast's outer radius by 90%. The bot front and the Appropriators' plasma are mostly explosions. Fortified armor: Recoil -30% when crouched or prone; 50% explosive resistance.
  • Fire: the Incineration Corps, Dragonroaches and your own flamers set you alight; dive or go prone to put yourself out. Inflammable armor: 75% fire damage resistance.
  • Acid: Terminid acid slows you 30% for 4 seconds, though you can still sprint. Acclimated armor: 50% resistance to fire, gas, acid and arc damage. Desert Stormer armor: 40% resistance to fire, gas, acid and arc damage; throw range +20% (beacons too).
  • Gas: divers take 1.3 times gas damage. Advanced Filtration armor: 80% resistance to gas damage and effects, enough to stand in your own clouds.
  • Arc: arcs from Harvesters and Lightning Spires hit hard. Electrical Conduit armor: 95% arc resistance, which turns them from lethal to minor.

Every passive and the armor that carries it is on the Armor tab; loadouts that combine these picks by front are on the Loadouts tab.

Sources: wiki Status Effects (revision of September 13, 2026) and wiki Damage; research dossiers 03 (section 1.7), 05 (section 1.1), 06 (section 2.2), 07 (sections 2.4-2.6) and 10 (sections 1.4 and 8.2), with the verifiers' corrections (only direct flame causes panic; a Harvester's chassis and exposed internals do take blasts).

Threat dossier09

Terminids

Every bug and strain from Scavenger to Hive Lord: armor by part, weak points, the attacks that kill squads, and the weapons, stratagems and tactics that kill each one.

11 chapters~70 min readapprox4community2unverified24
On this page11 chapters
Threat dossier · the short answer

The bug front today

Bugs are a melee swarm with a few armored heavies, and three habits beat them at every difficulty: kill the bug that is calling a breach before it finishes, carry anti-tank for heads, and close holes with explosives. Everything below is the detail behind those three rules, checked against patch 7.1.1 (September 24, 2026).

Rule 1 · breaches

Kill the caller first

Most small and medium bugs that spot you (not spewers, Stalkers or Shriekers) can stop, call and release an orange cloud; when the call completes, a new wave erupts from the ground. Any gun kills the caller, and breaking line of sight before you are seen stops the call from starting. See Breaches and detection.

Rule 2 · heavies

Anti-tank for heads

One EAT-17, LAS-99 Quasar Cannon or GR-8 Recoilless Rifle hit to the head kills a Charger, a Bile Titan or a Dragonroach. Chargers arrive at difficulty 4; from then on every diver needs an answer. See Heavies.

Rule 3 · spawners

Explosives close holes

A hole closes to an explosive with demolition 20 or more that goes off inside it, or to any hit of demolition 40 or more on its rim. Bullets, lasers and arcs never close one. See Nests and holes.

1.1What to shoot first

In a mixed fight, work down this list. It is this manual's synthesis of the wiki's per-unit tactics notes (September 2026), not a community ranking.

  1. Any bug calling a breachA bug standing still in orange mist is calling reinforcements. Any gun kills it, and nothing else on the field matters more.
  2. A Dragonroach overheadThe wiki calls it the highest-priority target whenever it is on the field. Whoever carries anti-tank takes it; everyone else goes prone when it dives.
  3. Stalkers, Pouncers and HuntersThe wiki singles out all three: Stalkers once spotted, Pouncers before other small bugs, Hunters first within a swarm. They flank, pounce and pin you down for everything else.
  4. Bile Spewers from difficulty 6, and CommandersSpewer artillery throws divers into the melee; Brood and Alpha Commanders summon Warriors and call breaches.
  5. Chargers, Impalers and Bile TitansThe anti-tank divers take the heavies while everyone else keeps the chaff off them.
  6. Warriors and the restThe wiki rates Warriors among the lowest-priority targets, unless one is calling a breach.

1.2Every unit at a glance

The front fields 30 units, a base roster plus the Predator Strain, Spore Burst Strain and Rupture Strain, and a set of nests and structures you have to destroy. Strain units appear only on planets their strain has invaded (Strains); Hive Worlds in the Gloom add caves, Dragonroaches and the Hive Lord (Hive Worlds and the Gloom).

Read the table as a ladder. Body armor is the armor of the unit's main health pool, from 0 for the small bugs to 5 for the Hive Lord. Min. penetration is the lowest penetration with which one diver can kill it in a normal fight, through a part it shows from the front or side (equal penetration counts, at 65%), however slowly: a floor, not a recommendation. From difficulty counts Eliminate-mission targets, so some heavies turn up a level or two before they join regular patrols. A unit or structure carries the unverified tag when one of its values is disputed: a body part, or the difficulty it first appears at (the Hunter, the Rupture Charger, the Spore Burst Bile Titan and the Bile Titan Bug Hole).

UnitClassSubfactionBody armorMin. penetrationFrom difficultySource
Bile Spittersmall--021wiki
Hunter unverifiedsmall--022wiki
Pouncersmall--022wiki
Predator HuntersmallPredator Strain022wiki
Scavengersmall--021wiki
Shrieker unverifiedsmall--024wiki
Spore Burst HuntersmallSpore Burst Strain022wiki
Spore Burst ScavengersmallSpore Burst Strain022wiki
Alpha Commander unverifiedmedium--228wiki
Alpha Warriormedium--128wiki
Bile Spewermedium--223wiki
Bile Warriormedium--124wiki
Brood Commandermedium--221wiki
Hive Guardmedium--222wiki
Nursing Spewermedium--223wiki
Predator StalkermediumPredator Strain124wiki
Rupture SpewermediumRupture Strain226wiki
Rupture WarriormediumRupture Strain126wiki
Spore Burst WarriormediumSpore Burst Strain122wiki
Stalkermedium--124wiki
Warriormedium--121wiki
Bile Titanheavy--444wiki
Chargerheavy--444wiki
Charger Behemothheavy--443wiki
Dragonroach unverifiedheavy--445wiki
Hive Lordheavy--557wiki
Impalerheavy--425wiki
Rupture Charger unverifiedheavyRupture Strain446wiki
Spore Burst Bile Titan unverifiedheavySpore Burst Strain445wiki
Spore Chargerheavy--447wiki
Bile Titan Bug Hole unverifiedstructure------6wiki
Bug Holestructure------1wiki
Bug Minestructure----2--wiki
Bug Neststructure------2wiki
Infested Towerstructure--224wiki
Shrieker Neststructure--224wiki
Spore Lungstructure--223wiki
Spore Spewerstructure--222wiki
Stalker Lairstructure------4wiki
Terminid Eggstructure--022wiki
First night on bugs

Quickplay is likely to put a new squad player on this front: in a snapshot of the official war status on September 26, 2026, about two thirds of the divers on campaign planets were fighting bugsapprox. Bring one anti-tank answer and one grenade that closes holes, say your role when you join, and stay with the squad: since 7.1.0 enemy spawns are balanced per diver, but a lone diver still gets swarmed. The squad basics are in the first-night checklist; which planets are live today is on the live war maps.

What changed lately. Patch 6.2.3 restored the Hive Guard's Medium head (guides that call it Heavy are out of date), 6.3.0 made Chargers easier to dodge and let bug attacks hurt vehicles, 7.0.0 softened the Impaler's rear, and 7.1.0 balanced enemy spawns per diver and cut the Spore Lung's health. The full list is in What changed for bugs.

Field rules · penetration, fire, gas

Damage rules against bugs

The rule of thumb: a Light-penetration gun kills every small bug, and Warriors and Stalkers through the head. Medium penetration is needed for Hive Guard heads, Rupture Warrior and Rupture Spewer heads, and Bile Spewer heads from difficulty 6. Heavies need anti-tank to the head, explosives on a soft rear, or a lot of Heavy fire on armor you have already broken.

2.1Penetration against armor

Every body part has an armor value (AV) and every weapon an armor penetration (AP) on the same scale. AP above the part's AV deals full damage, AP equal to it deals 65%, and AP below it bounces off for nothing. The game names the tiers AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank. Bug armor runs from 0 (Unarmored) and 1 (Very Light) through Light, Medium and Heavy to the Tank classes of the Rupture Charger's head and the Hive Lord's plates. A shallow, glancing hit can lose penetration.

  • Light (AP 2): AR-23 Liberator, SG-225 Breaker, R-63 Diligence, P-19 Redeemer, M-105 Stalwart. Kills every small bug, and Warriors and Stalkers through the head; Commanders and the Hive Guard's body take reduced damage.
  • Medium (AP 3): AR-23P Liberator Penetrator, AR-2 Coyote, MG-43 Machine Gun, JAR-5 Dominator, CB-9 Exploding Crossbow. Adds Hive Guard heads, Rupture Warrior and Rupture Spewer heads, and the heads of Bile Spewers from difficulty 6.
  • Heavy (AP 4): AC-8 Autocannon, APW-1 Anti-Materiel Rifle, MG-206 Heavy Machine Gun, R-36 Eruptor, flamethrowers, G-12 High Explosive. Only 65% against the plates of Chargers, Impalers, Bile Titans and Dragonroaches: chip damage, and the tool for breaking leg armor.
  • Anti-Tank (AP 5 and up): EAT-17, GR-8 Recoilless Rifle, LAS-99 Quasar Cannon, MLS-4X Commando, GP-20 Ultimatum, FAF-14 Spear, G-123 Thermite, the Eagle 500kg Bomb and the Orbital Railcannon and Precision Strikes. From AP 6, full damage on the head of every Charger, Impaler, Bile Titan and Dragonroach (AP 5 weapons such as the RS-422 Railgun deal 65% to the Rupture Charger's Tank-class head), and the only answer to that head and the Hive Lord's plates.

Every weapon's penetration is in the weapon comparator, and the same rule across all three fronts is on What Kills What.

2.2Durable parts: why explosives beat bullets on soft spots

Most bug parts are partly durable: that share of every hit lands as the weapon's durable damage, which for bullets is far lower than their normal damage. The AR-23 Liberator deals 90 normal but 22 durable damage per round, so it needs close to 30 rounds to break a Charger's buttapprox. Explosions carry their full durable damage, which is why explosives are the answer for durable soft spots: spewer butts, the Charger's butt, Bile Titan sacs and every structure. The unit tables give each part's durable share.

2.3Explosions, fire, gas, stun and acid

  • Explosions hit with full penetration in the inner radius and one tier less in the outer radius (never below Light). A part marked explosion-immune in the tables passes a blast to the main pool instead, once, and only if the blast can pierce the main pool's armor. Going prone cuts outer-radius blast damage to you by 90%.
  • Fire burns the main pool with Heavy penetration, so it hurts every bug below the Hive Lord, at 65% against the Heavy-armored Chargers and Titans. Bigger bugs take more burn damage (Warriors x0.8, Brood Commanders x1, Stalkers x1.25, Chargers x1.5, Bile Titans x1.7) but catch fire more slowly, and since 6.1.0 a bug flamed in the face panics and attacks at random.
  • Gas confuses bugs and, since 6.2.2, slows the confused ones by 25%. Bile Titans, the Impaler and the Hive Lord are never confused, but gas still damages them.
  • Stun (stun grenades, EMS strikes) stops Chargers and anything smaller; Bile Titans and the Hive Lord are immune.
  • Overpenetration: a round whose penetration is two or more tiers above a part's armor passes through and hits the next bug, so a Stalwart cleaves through a line of Scavengers.
  • Acid (against you) burns and slows you 30% for 4 seconds; you can still sprint.

The attack figures quoted on this tab (a Charger's crush, a Titan's slam) are the wiki's in-game records for patch 7.1.1, and they move with balance patches. How weapons deal damage in general: How damage works; fire, gas, arc and stun on every front: Fire, gas, arc and stun. The rules come from the wiki's Damage page (revision of September 18, 2026).

2.4How to read the unit tables

Every unit below ends with its anatomy, one row per body part, generated from the data layer with a source link per row. Armor is the part's AV. Health is the part's own pool on difficulty 4 and up; "Main" means it shares the main pool. In Weak point, fatal means destroying the part kills the bug, % to Main is the share of damage it passes to the main pool, durable is the share it takes as durable damage, ExDR is explosive damage resistance, explosion-immune parts pass blasts to the main pool, and a bleed-out pool starts a death timer once the part breaks. Rows the data grades unverified carry the tag.

Chaff · the breach callers

Small bugs: Scavengers, Spitters, Pouncers, Hunters, Shriekers

Any gun kills a small bug; what kills you is the one you did not see. Shoot Pouncers and Hunters first, Spitters at range, and anything releasing orange mist at once. A crowd tool (a machine gun, a shotgun, a sentry, a cluster bomb) does the rest.

3.1Scavenger

Fragile scouts that claw for 40, back off a few meters and come again; out of reach, some burrow and pop up under you. Any hit kills one, and a melee strike to the head saves ammunition on a lone Scavenger. It can call a breach, so shoot the one that stops and releases orange mist. For packs: M-105 Stalwart, A/MG-43 Machine Gun Sentry, A/ARC-3 Tesla Tower, AX/AR-23 Guard Dog, Eagle Cluster Bomb.

Everything on a Scavenger is Unarmored, and the head is fatal:

PartArmorHealthWeak pointSource
Main060kill route: any hit kills it; kill it before it releases the orange breach-call cloud; main health poolwiki
Head020WEAK POINT -- any gun; fatal; 100% to Main; explosion-immunewiki
Limbs (6)030not a kill zone; 30% to Main; explosion-immunewiki

3.2Bile Spitter

Walks in and spits acid inside about 15 m (15 damage every 3 seconds), then bursts into an 85-damage acid cloud when it dies, a burst that chains through clumped bugs and divers. Shoot it at range with any primary (AR-23 Liberator, SG-225 Breaker, R-63 Diligence), and never finish one at arm's length. It can call a breach.

The same soft body as a Scavenger, except that its limbs are fatal too:

PartArmorHealthWeak pointSource
Main060kill route: any hit kills it; shoot it from range because it bursts into acid (85) on death; main health poolwiki
Head020WEAK POINT -- any gun; fatal; 100% to Main; explosion-immunewiki
Limbs (6)030fatal; 30% to Main; explosion-immunewiki

3.3Pouncer

Leaps long distances straight at a diver, then claws for 40. The wiki's advice is to shoot Pouncers before any other small bug; shotguns and SMGs track a leaping target best (SG-225 Breaker, SMG-37 Defender, P-19 Redeemer), and an A/MG-43 Machine Gun Sentry or AX/AR-23 Guard Dog covers your back. It can call a breach. In some spawn tables Scavengers, Spitters and Pouncers stand in for one another.

Any hit anywhere kills it:

PartArmorHealthWeak pointSource
Main060kill route: any hit kills it; shoot it first when it starts to leap; main health poolwiki
Head020WEAK POINT -- any gun; fatal; 100% to Main; explosion-immunewiki
Limbs (6)030fatal; 30% to Main; explosion-immunewiki

3.4Hunter

The first target inside any mixed swarm, by the wiki's advice. Hunters flank and strafe, pounce from 15-20 m for 35 and a knockdown, slow you with an acid tongue, and call breaches. Volume wins: SG-225 Breaker, SMG-37 Defender, M-105 Stalwart, P-19 Redeemer. One ignition kills a Hunter within seconds (SG-451 Cookout, AR-2 Coyote, SG-225IE Breaker Incendiary), and the LAS-5 Scythe sets a whole pack alight at range. Shoot the legs or wings to stop the pounce; a melee hit knocks one back, even in mid-air. A/MG-43 and A/G-16 sentries and the Eagle Cluster Bomb thin the packs.

Patch 6.3.0 cut the damage Hunters do to durable targets and, by the patch notes, left them unable to hurt the Bastion or an exosuit's hull (an exosuit's Medium-armored arms and legs still take reduced damage); since 7.0.0 they can claw the FRV. The data layer lists Hunters from difficulty 2 unverified, the value on the Hunter's own wiki page; the wiki's Difficulty page and the Fandom wiki say 3. On Predator and Spore Burst planets the strain versions replace them (Strains).

Legs and wings are the pounce-stoppers; the notes give the lower health on difficulties 1-3:

PartArmorHealthWeak pointSource
Main0160kill route: head or body with any gun; legs or wings stop the pounce; main health pool; 130 HP on D1-D3wiki
Head040WEAK POINT -- one or two shots; fatal; 100% to Main; explosion-immunewiki
Claws (2)06040% to Main; explosion-immune; 45 HP on D1-D3wiki
Legs (4)060destroying legs stops the pounce; 50% to Main; explosion-immune; 45 HP on D1-D3wiki
Wings (2)020destroying wings stops the pounce; 30% to Main; explosion-immunewiki

3.5Shrieker

Flying bugs that pour out of Shrieker Nests, which appear from difficulty 4: a Shrieker marks a diver, circles, dives for a 50-damage slash and climbs away. Shriekers stopped calling breaches in 2024, so the danger is the flock itself. Anything that tracks fast movers kills them: the hitscan LAS-5 Scythe and LAS-7 Dagger, the LAS-13 Trident, SG-8 Punisher, AC-8 Autocannon on flak, ARC-3 Arc Thrower and MG-43 Machine Gun, and an A/MG-43 or A/G-16 sentry shreds a flock. Go prone (you are harder to hit), put a rock between you and them, and step aside after you kill one mid-dive: the body keeps falling and knocks you down.

The lasting fix is the nest (Nests and holes). Roving flocks also come with the Roving Shriekers operation modifier from difficulty 5, always on Hive Worlds from 5, and since 7.1.0 in Evacuate High-Value Assets missions.

The head and the wings are fatal; the wiki and an independent datamine snapshot disagree on the head's health, so that row is unverified:

PartArmorHealthWeak pointSource
Main080kill route: any hit kills it; the wings are fatal too; kill the nest to stop the flow; main health poolwiki
Head unverified030WEAK POINT (the datamine snapshot lists 20 HP); fatal; 100% to Main; explosion-immunewiki
Limbs03040% to Main; explosion-immunewiki
Wings (2)020WEAK POINT; fatal; 30% to Main; 100% durable; explosion-immunewiki
Mediums · where penetration starts to matter

Medium bugs: Warriors, Hive Guards, Commanders, Spewers, Stalkers

A Light-penetration gun still kills Warriors and Stalkers through the head and every spewer through the mouth, but Hive Guard heads, and Bile Spewer heads from difficulty 6, bounce Light rounds. Carry a Medium-penetration primary (AR-23P Liberator Penetrator, JAR-5 Dominator) or the MG-43 Machine Gun, and explosives for packs.

4.1Warrior

The backbone of every patrol and breach, and a breach caller. Light penetration to the head is enough (AR-23 Liberator, R-63 Diligence, SG-225 Breaker); explosives handle packs (CB-9 Exploding Crossbow, R-36 Eruptor, GL-21 Grenade Launcher, G-12 High Explosive), and an Eagle Airstrike, Eagle Cluster Bomb, Orbital Gatling Barrage or A/MG-43 sentry clears a wave. Warriors claw for 55, hard enough since 6.3.0 to scratch exosuits and the Bastion, and strafe sideways to cut off a retreat.

A headless Warrior goes berserk, runs faster and bleeds out, and it can still call a breach while it bleeds: finish it or back off. Shooting off a leg stops the speed-up.

Every part is Very Light; the head is fatal and passes all its damage to the main pool (the notes give the lower health on difficulties 1-3):

PartArmorHealthWeak pointSource
Main1325kill route: head with any Light AP gun; a headless Warrior charges faster until it bleeds out, so finish it or back off; main health pool; 20% durable; 250 HP on D1-D3wiki
Head1150WEAK POINT -- fastest kill; fatal; 100% to Main; 20% durable; explosion-immune; bleed-out pool 200 (decays 70/s); 110 HP on D1-D3wiki
Claws (2)110040% to Main; explosion-immune; 75 HP on D1-D3wiki
Legs (4)1100a lost leg stops the headless speed-up; 40% to Main; explosion-immune; 75 HP on D1-D3wiki

4.2Bile Warrior

A Warrior, from difficulty 4, that bursts into an 85-damage acid cloud when it is killed through the body. Shoot it from 5 m or more and aim for the head: a headless Bile Warrior bleeds out without bursting. Otherwise it dies like a Warrior.

A Warrior's anatomy; only the death burst differs:

PartArmorHealthWeak pointSource
Main1325kill route: headshot and let it bleed out (no acid burst); a body kill bursts for 85 acid; main health pool; 20% durablewiki
Head1150WEAK POINT -- bleed-out kills do not burst; fatal; 100% to Main; 20% durable; explosion-immune; bleed-out pool 200 (decays 70/s)wiki
Claws (2)110040% to Main; explosion-immunewiki
Legs (4)110040% to Main; explosion-immunewiki

4.3Alpha Warrior

A faster Warrior that Alpha Commanders summon in threes from difficulty 8; it pings as a plain Warrior. After the headshot, finish the body, because it is fast enough to reach you before it bleeds out, or take a leg to slow it.

The same Very Light armor, but its head passes less damage to the main pool than a Warrior's does:

PartArmorHealthWeak pointSource
Main1325kill route: head, then finish the headless body: it is fast enough to reach you before it bleeds out; main health pool; 20% durablewiki
Head1150WEAK POINT -- finish the headless body; fatal; 50% to Main; 20% durable; explosion-immune; bleed-out pool 200 (decays 70/s)wiki
Claws (2)110050% to Main; explosion-immunewiki
Legs (4)110050% to Main; explosion-immunewiki

4.4Hive Guard

Bring Medium penetration or fire. Its head and front plates are Medium armor, so Light rounds bounce off the front: shoot the head with an MG-43 Machine Gun, AR-23P Liberator Penetrator, SMG-32 Reprimand or M-1000 Maxigun, or burn it, because burn damage goes straight to its Light-armored main pool (FLAM-40 Flamethrower, SG-451 Cookout, SG-225IE Breaker Incendiary, G-10 Incendiary, G-13 Incendiary Impact). An Eagle Napalm Airstrike, Eagle Airstrike or Orbital Gatling Barrage handles a group. With Light guns only, flank it: one diver keeps it crouched with fire at the head while another shoots the body and the Very Light rear legs from the side.

A quiet walker, from difficulty 2, that slashes for 55 and can call a breach. When shot it crouches behind its front plates for about 3 seconds, and it keeps crouching under sustained fire; the gap between its front legs and its head still exposes the body.

Old guides get the Hive Guard wrong

Patch 6.2.2 (late April 2026) left the Hive Guard with a Heavy head, and 6.2.3 restored the Medium head and the Light body eight days later (6.2.3 notes). A guide written that week, or copied from one, tells you to bring Heavy penetration, and the Fandom wiki's Hive Guard page still showed the Heavy head in September 2026. Medium is enough.

The front (head and tarsal plates) is Medium; everything you can reach from the side is Light or Very Light:

PartArmorHealthWeak pointSource
Main2500kill route: head with Medium AP, or flank to the Light-armor body and Very Light rear legs; main health pool; 30% durablewiki
Head3250WEAK POINT for Medium AP; Light AP bounces; fatal; 75% to Main; 35% durable; explosion-immune; bleed-out pool 200 (decays 75/s)wiki
Claws (2)110025% to Main; explosion-immunewiki
Frontal tarsal plates (2)3125the armor shield it crouches behind; 45% to Main; explosion-immunewiki
Front legs (2)1125the soft limbs behind the plates; 45% to Main; explosion-immunewiki
Rear legs (2)1125WEAK POINT for Light AP when flanking; 35% to Main; explosion-immunewiki

4.5Brood Commander

Kill it before it summons. A Brood Commander calls three Warriors, calls breaches even with its head shot off, and since 6.1.0 also summons when it spots a diver who is not the host. Its head, body and claws are Light armor, so Light guns deal only 65% there: Medium penetration and explosives work best (AR-23P Liberator Penetrator, JAR-5 Dominator, R-36 Eruptor, CB-9 Exploding Crossbow, MG-43 Machine Gun), with an Eagle Airstrike, Orbital Precision Strike or A/MG-43 sentry for a group. Its legs are Very Light, and each lost leg slows it and its charge. A headless Commander lives longer than a Warrior; a melee hit staggers it long enough to bleed out.

It claws for 55 and bull-rushes from 15-20 m for 70 with a knockdown, a charge that ends early if it hits terrain or a larger bug. It first appears at difficulty 1 as the target of Eliminate Brood Commanders missions and joins regular patrols from 3; on the highest difficulties the Alpha Commander replaces it.

Light armor everywhere but the legs; the head is fatal but leaves a long bleed-out:

PartArmorHealthWeak pointSource
Main2800kill route: head and body with Medium AP or explosives; the Very Light legs slow it and its charge; main health pool; 60% durablewiki
Head2200WEAK POINT -- but it lives longer headless than a Warrior; fatal; 50% to Main; 60% durable; explosion-immune; bleed-out pool 300 (decays 75/s)wiki
Claws (2)220050% to Main; 50% durable; explosion-immunewiki
Legs (4)1170WEAK POINT -- each lost leg slows it; 60% to Main; 40% durable; explosion-immunewiki

4.6Alpha Commander

An Alpha Commander, a large spiked Terminid, stands on a rock in a volcanic landscape with falls of lava behind it
An Alpha Commander on a volcanic world (official image from Arrowhead's Escalation of Freedom announcement on Steam, July 2024)

Replaces the Brood Commander on the highest difficulties, arriving with its Alpha Warriors (from difficulty 8): it has more health, summons Alpha Warriors in threes (sometimes Hive Guards, which the wiki calls unintended), and since 6.3.0 it no longer retreats. Kill it exactly like a Brood Commander, with more ammunition. The wiki's tactics text says destroying both claws kills it, but its anatomy table marks the claws as not fatalunverified.

A Brood Commander's layout with bigger pools:

PartArmorHealthWeak pointSource
Main21,000kill route: as Brood Commander (the wiki also reports that destroying both claws kills it); main health pool; 70% durablewiki
Head2250WEAK POINT; fatal; 100% to Main; 70% durable; explosion-immune; bleed-out pool 300 (decays 100/s)wiki
Claws (2) unverified2200the wiki reports that losing both claws kills it (the anatomy table marks them not fatal); 50% to Main; 50% durable; explosion-immunewiki
Legs (4)1200WEAK POINT -- slows it; 60% to Main; 50% durable; explosion-immunewiki

4.7Nursing Spewer

No artillery: an acid stream up close and a thin spore cloud that hides nearby small bugs until it dies. Any gun kills it through the Unarmored mouth or the Light head. Explosives on the butt make it burst, and the burst chains: a G-16 Impact thrown under one can kill two (the GL-21 Grenade Launcher, R-36 Eruptor, CB-9 Exploding Crossbow and PLAS-101 Purifier work too). Stagger interrupts the spew (SG-8 Punisher, ARC-3 Arc Thrower). Up close it claws for 55, and a bursting butt sprays 300 damage of acid, so don't stand beside one you are about to pop. First seen at difficulty 3.

The mouth and the butt are Unarmored and fatal; the butt is fully durable, which is why it wants explosives:

PartArmorHealthWeak pointSource
Main2750kill route: head or mouth with any gun; explosives on the butt make it burst; main health pool; 50% durablewiki
Head2300WEAK POINT; fatal; 100% to Main; explosion-immunewiki
Mouth0250WEAK POINT -- any gun; fatal; 100% to Main; explosion-immunewiki
Spinal plates2500explosive target; fatal; 20% to Main; 80% durablewiki
Butt0750WEAK POINT for explosives -- bursts on death; fatal; 60% to Main; 100% durablewiki
Front legs (2)220050% to Main; explosion-immunewiki
Rear legs (2)225050% to Main; 30% durable; explosion-immunewiki

4.8Bile Spewer

Kill Bile Spewers early in a fight from difficulty 6: from 6 their head, body, spinal plates and front legs are Medium armor, and they lob two bile bombs at about 30 m (500 damage each, with a ragdoll) that throw divers into the melee. The mouth stays Unarmored at every difficulty and is the Light-penetration answer, which is why the data puts its minimum penetration at 2; from 6 the head needs Medium penetration (MG-43 Machine Gun, AR-23P Liberator Penetrator, JAR-5 Dominator, R-63CS Diligence Counter Sniper). Explosives on the butt or spinal plates kill fastest, and the burst chains through neighbors (G-16 Impact, GL-21 Grenade Launcher, R-36 Eruptor, CB-9 Exploding Crossbow, PLAS-101 Purifier). Stagger interrupts the spew (SG-8 Punisher, ARC-3 Arc Thrower, S-11 Speargun), and an Eagle Airstrike, Eagle Cluster Bomb or Orbital Gatling Barrage clears a patrol.

Its acid stream reaches 11-20 m and, since 6.3.0, pierces vehicle armor. First seen at difficulty 3.

Bile Spewers with glowing green acid sacs gather in a green haze around a larger spiked Terminid that vents green bile into the air
Bile Spewers in a green haze (official Steam store screenshot)

The first seven rows are the bug below difficulty 6; from difficulty 6 the four rows marked D6+ replace its Main, Head, Spinal plates and Front legs rows (the mouth, butt and rear legs do not change):

PartArmorHealthWeak pointSource
Main2750D3-D5 variant; kill route: mouth with any gun; head with Medium AP from D6 (Light AP below D6); butt or spinal plates with explosives; main health pool; 50% durablewiki
Head2300WEAK POINT -- Light AP works only below D6; fatal; 100% to Main; explosion-immunewiki
Mouth0250WEAK POINT -- any gun; fatal; 100% to Main; explosion-immunewiki
Spinal plates2500explosive target (D3-D5 armor); fatal; 20% to Main; 80% durablewiki
Butt0750WEAK POINT for explosives -- bursts on death; fatal; 60% to Main; 100% durablewiki
Front legs (2)2200D3-D5 armor; 50% to Main; explosion-immunewiki
Rear legs (2)225050% to Main; 30% durable; explosion-immunewiki
Main (D6+ variant)3750Medium armor on D6 and above; 50% durablewiki
Head (D6+ variant)3300WEAK POINT for Medium AP; fatal; 100% to Mainwiki
Spinal plates (D6+ variant)3500fatal; 20% to Main; 80% durablewiki
Front legs (D6+ variant) (2)320050% to Mainwiki

4.9Stalker

Close the lair and the Stalkers stop coming: they come only from Stalker Lairs, from difficulty 4 (Nests and holes). A Stalker stays camouflaged until about 20 m, knocks you down with its tongue from range, impales for 55, retreats after losing about half its health and regenerates while hidden; the wiki calls it a priority target once spotted. Stagger or stun it, then shoot the small head: the SG-8 Punisher, SG-451 Cookout or M90A Shotgun stagger it, the SG-20 Halt or AR-32 Pacifier stun it, and an MG-43 Machine Gun works too. Stalkers take 25% more fire damage and burning stops the regeneration; fire, gas or bile on a camouflaged Stalker leaves it partly visible. Since 1.003.101 a lair wakes only after an enemy has spotted you, not merely because you walked within 200 m.

The head is small, fatal and has no durability, so any gun kills it once the Stalker holds still:

PartArmorHealthWeak pointSource
Main1800kill route: stagger or stun it, then hit the 175-HP head; close its lair to stop the respawns; main health pool; 50% durablewiki
Head1175WEAK POINT -- low health, no durability; fatal; 100% to Main; explosion-immunewiki
Body armor2MainLight armor; not a kill zone; 100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Underbelly1Mainfatal soft spot; fatal; 100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Claws (2)1Main100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Legs (4)1Main100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Wings0125not a kill zone; 30% to Main; 50% durable; explosion-immunewiki
Heavies · anti-tank to the head

Heavies: Chargers, Impaler, Bile Titan, Dragonroach, Hive Lord

One anti-tank hit to the head kills most of them. The EAT-17, LAS-99 Quasar Cannon and GR-8 Recoilless Rifle one-shot the head of a Charger, a Charger Behemoth, a Spore Charger, a Bile Titan, a Dragonroach and an exposed Impaler; the FAF-14 Spear does too, and a G-123 Thermite stuck to a Charger's head kills it. Heavy-penetration weapons deal only 65% to the Heavy-armored heads of the Charger, Behemoth, Spore Charger, Bile Titan and Dragonroach, so there they are chip damage, not an answer; the exposed Impaler's Very Light head is the exception. Strikes do the rest: the Orbital Railcannon Strike, Orbital Precision Strike and Eagle 500kg Bomb.

Hits to kill, by the numbers

The MLS-4X Commando needs two missiles on each of those heads. The Spore Burst Bile Titan's bigger head survives one EAT-17 or Quasar hit, while the Recoilless and Spear still kill it with one. The RS-422 Railgun, APW-1 Anti-Materiel Rifle and AC-8 Autocannon need several to many hits on any heavy's head, and the Anti-Materiel Rifle and Autocannon bounce off the Rupture Charger's. The counts are arithmetic on the wiki's anatomy and the September 2026 datamine, rechecked by an independent verifier; falloff, angle and hit location vary in a real fight. Heavy-killers for every slot and front: Heavy-killers by slot.

5.1Charger

Kill it with anti-tank to the head (one EAT-17, Quasar or Recoilless hit), a Spear hit anywhere on the torso, or a G-123 Thermite stuck to its head or torso. Without anti-tank, break a leg's armor with Heavy penetration (APW-1 Anti-Materiel Rifle, MG-206 Heavy Machine Gun, AC-8 Autocannon, LAS-98 Laser Cannon) and kill the Light flesh beneath, about eight Anti-Materiel Rifle shots in allapprox. A FLAM-40 Flamethrower works if you survive flame range (Chargers take 1.5x fire damage), and after a dodged charge any gun can hit the Unarmored butt during its one-second recovery; explosives are best there, because the butt is durable.

Strikes: Orbital Precision Strike (80-second cooldown since 7.1.0), Eagle 500kg Bomb, Eagle Airstrike, Orbital Railcannon Strike. A G-23 Stun or G-109 Urchin holds it still so the strike lands. Patch 6.3.0 made the Eagle 110mm Rocket Pods kill "smaller heavies like Chargers" more reliably, though not every time.

What kills divers: the charge (9 m/s since 6.3.0) tramples for 90 with a ragdoll, and a crush on a downed diver deals 350, nearly three times a diver's 125 health. A Charger idles until it hears or sees you, roars, fixates on one diver and charges past its target until it hits terrain; since 6.3.0 it turns less sharply and needs a second to recover. Wait, then dive sideways at the last moment; lead it into rocks (ramming one stuns it briefly); bait it so a teammate gets a clean shot at the head. Don't let it drag you away from the squad: the Hunters and Warriors around a Charger fight are what usually kill the diver it chases.

Chargers join regular patrols at difficulty 4; on difficulty 10, Behemoths and Spore Chargers replace them.

Heavy armor almost everywhere. The head and the leg flesh under broken leg armor are the fatal routes, and broken plates expose Very Light inner flesh:

PartArmorHealthWeak pointSource
Main42,400kill route: Anti-Tank to the head (one shot); or break leg armor with Heavy AP and shoot the flesh; or any gun on the butt after a dodged charge; main health pool; 100% durable; ExDR 25%; bleed-out pool 750 (decays 100/s)wiki
Head41,200WEAK POINT for Anti-Tank (one shot); fatal; 70% to Main; 75% durable; ExDR 25%wiki
Torso armor (2)4800breaks to expose the inner flesh; 100% to Main; 85% durable; ExDR 25%wiki
Inner flesh1MainWEAK POINT -- exposed when torso or rear plates break; fatal; 300% to Main; 30% durable; explosion-immune; shares the Main poolwiki
Underside2Mainbelly; fatal; 100% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Rear armor plates42,200breaks to expose the inner flesh; fatal; 75% to Main; 75% durable; explosion-immunewiki
Butt0950WEAK POINT for any gun after a dodge -- explosives best; fatal (downs it, then it bleeds out); 150% to Main; 80% durable; ExDR 25%wiki
Claws (2)450070% to Main; 70% durable; explosion-immunewiki
Front leg armor (2)480060% to Main; 70% durable; ExDR 25%wiki
Rear leg armor (2)480050% to Main; 70% durable; ExDR 25%wiki
Leg flesh (4)2800WEAK POINT -- exposed when its leg armor breaks; fatal; 50% to Main; 70% durable; ExDR 25%wiki

5.2Charger Behemoth

A heavier Charger with bigger health pools and thicker leg armor, so Heavy-penetration leg work takes much longer. Anti-tank to the head still one-shots it and a Spear hit to the torso still kills it; Thermite must go on the head. It first appears at difficulty 3, where the Eliminate Chargers target is always a Behemoth, and joins regular patrols from 7.

A Charger's layout with more health in the head, torso and legs:

PartArmorHealthWeak pointSource
Main43,000kill route: as Charger: Anti-Tank to the 1,600-HP head still one-shots it; Thermite must go on the head; main health pool; 100% durable; ExDR 25%; bleed-out pool 1000 (decays 100/s)wiki
Head41,600WEAK POINT for Anti-Tank (one shot); fatal; 70% to Main; 100% durable; ExDR 25%wiki
Torso armor (2)41,000100% to Main; 85% durable; ExDR 25%wiki
Inner flesh1MainWEAK POINT -- exposed when plates break; fatal; 300% to Main; 30% durable; explosion-immune; shares the Main poolwiki
Underside2Mainbelly; fatal; 100% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Rear armor plates42,200fatal; 75% to Main; 75% durable; explosion-immunewiki
Butt0950WEAK POINT after a dodge -- explosives best; fatal; 50% to Main; 100% durable; ExDR 25%; destroying it starts a bleed-outwiki
Claws (2)450070% to Main; 70% durable; explosion-immunewiki
Front leg armor (2)41,00060% to Main; 80% durable; ExDR 25%wiki
Rear leg armor (2)41,00050% to Main; 80% durable; ExDR 25%wiki
Leg flesh (4)2800WEAK POINT -- exposed when its leg armor breaks; fatal; 50% to Main; 70% durable; ExDR 25%wiki

5.3Spore Charger

A Spore Charger, a spiked heavy Terminid studded with glowing yellow spore pods, looms in an orange fog
A Spore Charger in its own spore fog (official image from Arrowhead's Escalation of Freedom announcement on Steam, July 2024)

A Charger wrapped in its own spore fog, from difficulty 7, that can burst into 300 damage of acid spores when it dies (though not when it bleeds out). Ping it to mark it through the fog, kill it at range with anti-tank to the head or Thermite, and keep clear of the body. The Orbital Railcannon Strike and Eagle 110mm Rocket Pods auto-target it through the fog. Its six spore-flesh pods take any gun but pass little damage to the main pool.

A Charger's anatomy plus the spore-flesh pods:

PartArmorHealthWeak pointSource
Main42,400kill route: as Charger, but from range: it can burst into acid spores when killed (not when it bleeds out); main health pool; 100% durable; ExDR 25%; bleed-out pool 750 (decays 100/s)wiki
Head41,200WEAK POINT for Anti-Tank (one shot); fatal; 70% to Main; 75% durable; ExDR 25%wiki
Torso armor (2)4800100% to Main; 85% durable; ExDR 25%wiki
Inner flesh1MainWEAK POINT -- behind the plates; fatal; 300% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Underside2Mainfatal; 100% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Rear armor plates42,200fatal; 75% to Main; 75% durable; explosion-immunewiki
Butt0950150% to Main; 100% durable; ExDR 25%; destroying it starts a bleed-outwiki
Spore flesh (6)1500any gun, but a poor kill route; 20% to Main; 100% durable; explosion-immunewiki
Claws (2)450070% to Main; 70% durable; explosion-immunewiki
Front leg armor (2)480060% to Main; 70% durable; ExDR 25%wiki
Rear leg armor (2)480050% to Main; 70% durable; ExDR 25%wiki
Leg flesh (4)2800WEAK POINT -- after leg armor breaks; fatal; 50% to Main; 70% durable; ExDR 25%wiki

5.4Impaler

Two of an Impaler's tentacles arch out of the ground in a pink haze as a Helldiver carrying a backpack fires at them
An Impaler's tentacles erupt near a diver (official image from Arrowhead's Escalation of Freedom announcement on Steam, July 2024)

Hit the head while its tentacles are buried. A Recoilless, EAT-17 or Quasar hit kills it outright, the AC-8 Autocannon, R-36 Eruptor and CB-9 Exploding Crossbow work too, and the exposed head is soft enough that any gun hurts it, which is why the data puts its minimum penetration at 2. If it keeps its head down, walk in and bait the close slam: it lifts its head and shows its mouth. Otherwise break a leg's armor with Heavy penetration and finish the Unarmored flesh with an MG-43 Machine Gun or M-105 Stalwart. Stagger weapons (SG-8 Punisher, JAR-5 Dominator, SG-22 Bushwhacker, AR-23C Liberator Concussive) interrupt the tentacles, and flames and sentries make them retract. Throw strikes early (Eagle 500kg Bomb, Eagle Strafing Run, Orbital Railcannon Strike, Orbital Precision Strike): tentacle hits knock you down mid-input.

What kills divers: it buries its head and drives three tentacles out of the ground near any diver in its line of sight (150-damage explosive hits), and up close it slams, with a shockwave since 7.0.0. It is especially dangerous to the FRV and exosuits, and gas does not confuse it. First seen at difficulty 5 as the Eliminate Impaler target, it joins breaches and patrols from 6 and guards the mega nests of difficulty 10. Patch 7.0.0 quietly dropped its butt to Very Light armor (an undocumented change the wiki recorded).

A Very Light head that passes extra damage to the main pool; the rest is Heavy plate over Unarmored flesh:

PartArmorHealthWeak pointSource
Main44,000kill route: hit the head while its tentacles are buried (any gun, Anti-Tank fastest); otherwise break leg armor and shoot the flesh; main health pool; 100% durablewiki
Head11,250WEAK POINT -- exposed only while the tentacles are buried; fatal; 150% to Main; 75% durablewiki
Tentacle armor (3)4Main100% to Main; 75% durable; shares the Main poolwiki
Tentacle flesh (3)1500damage makes a tentacle retract; 50% to Main; 70% durablewiki
Crest armor41,000breaking it also strips the right torso armor; 75% to Main; 80% durablewiki
Torso armor (2)41,00075% to Main; 75% durablewiki
Inner flesh0MainWEAK POINT -- behind torso armor; fatal; 150% to Main; 90% durable; explosion-immune; shares the Main poolwiki
Underside2Mainbelly; fatal; 150% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Rear armor plates41,00075% to Main; 75% durablewiki
Butt11,100Very Light since 7.0.0 (was Medium); 140% to Main; 85% durablewiki
Leg armor (4)41,00050% to Main; 70% durablewiki
Leg flesh (4)01,000WEAK POINT -- after leg armor breaks; fatal; 50% to Main; 70% durablewiki

5.5Bile Titan

Kill it with anti-tank to the head (one EAT-17, Quasar, Recoilless or Spear hit) or one hit anywhere from an MS-11 Solo Silo or EAT-411 Leveller. The Orbital Railcannon Strike auto-targets the largest enemy near its beacon and has dealt 10,000 damage since 6.3.0; the Eagle 500kg Bomb, Orbital Precision Strike and Eagle 110mm Rocket Pods work too, and so does a Hellpod landing on it (the Power Steering ship module helps you steer it). With any gun, pop both bile sacs to stop the spew; the Light-armored belly can be shot from underneath, dangerously.

What kills divers: an acid spew at 25-30 m (60 plus acid burn, about 10 seconds apart) that kills anything smaller than a Charger in its path, other bugs included; a 1,000-damage slam on anyone in front of it or under it; its legs as it walks; and its body when it falls. Never stand in front of it or under it, fight from beyond its spew or from its flank, and shoot when it is targeting someone else. It is immune to stun and confusion, but gas still damages it.

It first appears at difficulty 4 as the Eliminate Bile Titans target and joins regular patrols at 5 (the wiki's Difficulty page) or 6 (its own page); it guards heavy nests from 7 and mega nests on 10, sometimes with a Bile Titan Bug Hole. It never spawns on missions with Dragonroaches (a Charger comes instead), except on Spore Burst planets, where the Spore Burst Bile Titan replaces it (Strains).

The head is Heavy and fatal; the sacs and the belly are the soft parts, and the leg flesh is Heavy and no practical route:

PartArmorHealthWeak pointSource
Main46,500kill route: Anti-Tank to the 1,500-HP head (one shot) or heavy stratagems; pop the sacs to stop the spew; the belly from underneath; main health pool; 100% durable; ExDR 50%wiki
Head41,500WEAK POINT for Anti-Tank (one shot); fatal; 100% to Main; 95% durable; ExDR 50%wiki
Torso armor (2)41,500100% to Main; 100% durable; ExDR 50%wiki
Inner flesh0MainWEAK POINT -- exposed when torso armor breaks; fatal; 100% to Main; 70% durable; ExDR 50%; shares the Main poolwiki
Butt armor43,500rear armor block; fatal; 100% to Main; 100% durable; ExDR 50%wiki
Upper bile sac0750pop it to stop the spew (not fatal); 100% to Main; 100% durable; ExDR 50%wiki
Lower bile sac0750pop it to stop the spew (not fatal); 100% to Main; 100% durable; ExDR 50%wiki
Underside24,000WEAK POINT -- the belly, for any gun from below; fatal; 60% to Main; 80% durablewiki
Claws (2)41,000100% to Main; ExDR 50%wiki
Leg armor (12)41,000100% to Main; 100% durable; ExDR 50%wiki
Front-left leg flesh42,000Heavy-armored; not a practical kill route; fatal; 100% to Main; 100% durable; ExDR 50%; bleed-out pool 1500 (no decay)wiki
Leg flesh (3)42,000Heavy-armored; not a practical kill route; fatal; 100% to Main; 100% durable; ExDR 50%; bleed-out pool 2000 (no decay)wiki

5.6Dragonroach

A Dragonroach flies between rock spires under an orange sky as a Helldiver on a ledge aims at it
A Dragonroach over a Gloom-covered Hive World (official image from Arrowhead's Into the Unjust announcement on Steam, August 2025)

Drop what you are doing when one appears: the wiki calls the Dragonroach the highest-priority target whenever it is on the field. Anti-tank to the head kills it in one hit; the homing FAF-14 Spear and StA-X3 W.A.S.P. Launcher ignore its evasive flight; the GP-20 Ultimatum, EAT-411 Leveller and MS-11 Solo Silo kill it with a hit anywhere on the body; the AC-8 Autocannon on flak strips its wings; the PLAS-45 Epoch and MLS-4X Commando need two hits; and the Orbital Railcannon Strike kills it reliably. It staggers easily, so sustained explosive fire, such as an EXO-49 Emancipator's autocannons, can pin it in the air. Shoot it in the second it hovers after a dive.

What kills divers: it circles high, screeches when it picks a target, flaps once, then dives in a strafing fire-breath run (60 fire damage plus burning) and hovers low behind you, still breathing fire. The flame is wider than it looks, and sentries count as targets. Go prone when it is about to hit you and after you are hit (that puts the fire out, and burning puddles cannot relight you), wear fire resistance (Inflammable, Acclimated, Desert Stormer), or block the fire with an SH-20 Ballistic Shield Backpack.

It flies only as a solitary patrol, never from breaches or at objectives, from difficulty 5 unverified on planets where it is active (Hive Worlds and other Gloom planets); patch 4.1.0 cut its spawn rate by a third to a half.

The head is the anti-tank target. The wings are Unarmored and fatal but fully durable, with a deep bleed-out pool, so only high durable damage works there. The two innards rows are a known game issue (Heavy instead of the intended softer armor), and the leg-flesh row comes from a datamine snapshot alone:

PartArmorHealthWeak pointSource
Main46,500kill route: Anti-Tank to the 1,500-HP head (one shot); or high durable damage into the Unarmored, fatal wings; main health pool; 100% durable; ExDR 50%wiki
Head41,500WEAK POINT for Anti-Tank (one shot); fatal; 100% to Main; 95% durable; ExDR 50%wiki
Carapace (2)41,500100% to Main; 100% durable; ExDR 50%wiki
Claws (2)41,000100% to Main; ExDR 50%wiki
Wings (4)01,500WEAK POINT -- Unarmored and fatal, but 100% durable; fatal; 30% to Main; 100% durable; ExDR 50%; bleed-out pool 2500 (no decay)wiki
Thorax sac0750not fatal; 100% to Main; 100% durable; ExDR 50%wiki
Abdomen sac0750not fatal; 100% to Main; 100% durable; ExDR 50%wiki
Thorax innards unverified43,000known issue: meant to be Light armor; fatal; 60% to Main; 80% durable; explosion-immunewiki
Abdomen innards unverified4Mainknown issue: meant to be Unarmored; fatal; 100% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Abdomen armor43,500fatal; 100% to Main; 100% durable; ExDR 50%wiki
Leg armor (12)41,000100% to Main; ExDR 50%wiki
Leg flesh (4) unverified42,000not in the wiki's anatomy table (SuperCalc snapshot only); Heavy-armored, not a practical kill route; fatal; 100% to Main; 100% durable; ExDR 50%; bleed-out pool 1500-2000 (no decay)wiki

5.7Hive Lord

You do not have to kill it. The Hive Lord is a roaming boss on Hive Worlds from difficulty 7, one per mission, which Arrowhead's design director calls a "force of nature" that players may try to kill but are not forced to (behind-the-scenes post, September 3, 2026). It tracks disturbances in the ground, can be baited with explosions and barrages (or finds you if you are loud), and does not move over rocky terrain.

To kill it, break its plates with anti-tank in volume: the Eagle Strafing Run and Orbital Gatling Barrage hit many plates at once; the Recoilless, Spear and EAT-17 break them between cooldowns; the EXO-45 Patriot Exosuit's rockets strip a plate and its gatling shreds the flesh; the TD-220 Bastion works if its driver keeps clear of eruptions; a B-100 Portable Hellbomb set during its bile rain does huge damage. Then pour high-rate fire into the exposed flesh (AR-61 Tenderizer, M-105 Stalwart, M-1000 Maxigun), never explosives, which that flesh ignores. It retreats when badly hurt and keeps its damage when it comes back; a kill pays XP and completes an optional objective.

To survive it, spread out (one attack can hit a clustered squad), stand on rocks, bait it away with explosions and stay mobile (LIFT-850 Jump Pack, LIFT-182 Warp Pack, light armor, the Experimental Infusion booster). Surfacing launches anyone close and throws rocks; it sweeps, slams (and lies exposed for a moment afterward) and rains bile in three sweeps or one long stream, mostly explosive damage, so the Fortified passive helps. It is immune to stun and confusion. The wiki says fire and gas still work on it, although by the penetration rule burn damage cannot pierce its body armorunverified.

Tank-class plates over Light inner flesh; the crown is all but immune, and the open mouth takes any gun:

PartArmorHealthWeak pointSource
Main5150,000kill route: break Tank I plates with Anti-Tank, then shoot the Light-armor flesh beneath; or avoid it (fighting it is optional); main health pool; ExDR 25%wiki
Crown10150,000immune to almost everything (armor 10); 25% to Main; explosion-immunewiki
Jaws6150,000Tank II armor; 50% to Main; explosion-immunewiki
Mandibles (2)610,000Tank II armor; 50% to Main; explosion-immunewiki
Mouth2150,000WEAK POINT -- the open mouth takes Light AP; 100% to Main; explosion-immunewiki
Dorsal armor plates (6)515,000break with sustained Anti-Tank fire (50,000 effective each); 10% to Main; ExDR 25%; bleed-out pool 35000 (no decay)wiki
Sternal armor plates (6)515,000break with sustained Anti-Tank fire; 10% to Main; ExDR 25%; bleed-out pool 35000 (no decay)wiki
Lower sternal plate520,000break with sustained Anti-Tank fire; 10% to Main; explosion-immune; bleed-out pool 35000 (no decay)wiki
Inner flesh (6)2150,000WEAK POINT -- exposed when a plate breaks; 100% to Main; explosion-immunewiki
Fins (14)55,000not a kill route; 25% to Main; ExDR 50%wiki
Subfactions · read the planet first

Strains: Predator, Spore Burst, Rupture

Check the planet's strain before you pick a loadout. Predator planets want stagger, fire and sentries; Spore Burst planets want fire and lasers so bugs die without bursting; Rupture planets want a Medium-penetration primary and explosives that force burrowers up. Strain units appear only on planets their strain has invaded.

Since early 2025

Predator Strain

Cloaking Predator Hunters replace Hunters, and relentless Predator Stalkers replace some Warriors and Hive Guards; the map gets more Stalker Lairs. Stay together, bring stagger (SG-8 Punisher, ARC-12 Blitzer), reveal them with fire or gas, and set sentries.

Since early 2025; Titan since 6.2.2

Spore Burst Strain

Scavengers, Hunters and Warriors burst into spores that speed up the rest; patrols are larger and come about twice as often, and on difficulty 10 every regular bug but the Hive Guard is replaced. Kill with fire and lasers, keep crowd control up (MD-8 Gas Mines, A/M-23 EMS Mortar Sentry, Orbital EMS Strike, A/ARC-3 Tesla Tower), never melee, and pop the Titan's sacs.

Since Into the Unjust, 2025

Rupture Strain

Burrowing ambushers: Rupture Warriors replace every Warrior, Rupture Spewers the Nursing and some Bile Spewers, and Rupture Chargers the Chargers, with Medium heads and a Charger head a class above Heavy. Bring Medium penetration, force them up with explosives, hurt them underground with gas, fire and explosions, and keep moving.

The wiki says the Spore Burst Strain has been marked on the Galactic War map since April 2026. Arrowhead's creative director has said every faction may get this kind of subfaction treatment (Steam, September 25, 2026), so plan bug loadouts per strain, not only per faction: Subfaction adjustments.

6.1Predator Hunter

A Hunter that cloaks like a Stalker, attacks more aggressively and adds a 50-damage acid spit that, since 6.3.0, can pierce vehicle armor. Stagger it (SG-8 Punisher, ARC-12 Blitzer), burn it (SG-451 Cookout, SG-225IE Breaker Incendiary, AR-2 Coyote), reveal the cloaked ones with fire or gas (AX/TX-13 Dog Breath, G-4 Gas, MD-8 Gas Mines), and let A/MG-43 and A/G-16 sentries cover the flanks; shoot the legs to stop a pounce. It calls breaches like a Hunter, from difficulty 2 on Predator planets.

A Hunter's soft anatomy with a slightly bigger main pool:

PartArmorHealthWeak pointSource
Main0175kill route: any hit kills it; stagger it; fire or gas reveals it when cloaked; main health poolwiki
Head040WEAK POINT; fatal; 100% to Main; explosion-immunewiki
Claws (2)06040% to Main; explosion-immunewiki
Legs (4)060destroying legs stops the pounce; 50% to Main; explosion-immunewiki
Wings (2)02030% to Main; explosion-immunewiki

6.2Predator Stalker

No camouflage, no tongue and no lair: Predator Stalkers spawn in the normal pool on Predator planets from difficulty 4, claw for 55, never retreat and come in numbers. Hold your ground behind sentries with a clear view (A/MG-43, A/G-16, A/FLAM-40 Flame Sentry) and meet them with stagger plus fire (SG-451 Cookout, SG-8 Punisher, AR-2 Coyote), an MG-43 Machine Gun or the AX/TX-13 Dog Breath; explosives get risky once they close in. Whether one can call a breach is not documented.

A Stalker's small, fatal head on a smaller main pool:

PartArmorHealthWeak pointSource
Main1650kill route: stagger it, then hit the 175-HP head; it never retreats, so hold your ground behind sentries; main health pool; 50% durablewiki
Head1175WEAK POINT -- no durability; fatal; 100% to Main; explosion-immunewiki
Body armor2Main100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Underbelly1Mainfatal soft spot; fatal; 100% to Main; 50% durable; explosion-immune; shares the Main poolwiki
Claws (2)120070% to Main; 50% durable; explosion-immunewiki
Left legs (2)1200100% to Main; 50% durable; explosion-immunewiki
Right legs (2)120070% to Main; 50% durable; explosion-immunewiki
Wings012530% to Main; 50% durable; explosion-immunewiki

6.3Spore Burst Scavenger

A Scavenger that bursts into spores when it dies; since 6.2.2 the spores speed up nearby Spore Burst bugs. A kill while it burns releases no spores, so the answers are fire and lasers (SG-451 Cookout, SG-225IE Breaker Incendiary, LAS-5 Scythe, FLAM-40 Flamethrower, AR-2 Coyote) and crowd control (MD-8 Gas Mines, A/M-23 EMS Mortar Sentry, A/FLAM-40 Flame Sentry, A/ARC-3 Tesla Tower). Never melee one. First seen at difficulty 2 on Spore Burst planets.

A Scavenger's body:

PartArmorHealthWeak pointSource
Main060kill route: any hit kills it; a burning kill releases no spores; main health poolwiki
Head020WEAK POINT; fatal; 100% to Main; explosion-immunewiki
Limbs (6)03030% to Main; explosion-immunewiki

6.4Spore Burst Hunter

A Hunter with a partly durable body that bursts into 35-damage acid spores when it dies. Kill it while it burns, shoot the legs to stop the pounce, and never melee it.

A Hunter's layout, with a partly durable body and legs:

PartArmorHealthWeak pointSource
Main0160kill route: any hit kills it; a burning kill releases no spores; main health pool; 35% durablewiki
Head040WEAK POINT; fatal; 100% to Main; explosion-immunewiki
Claws (2)06040% to Main; explosion-immunewiki
Legs (4)06050% to Main; 25% durable; explosion-immunewiki
Wings (2)02030% to Main; explosion-immunewiki

6.5Spore Burst Warrior

A Warrior with a more durable body that bursts for 50 when it dies. Burn it, or shoot the head and let it bleed out; neither releases spores.

A Warrior's Very Light anatomy with more durability:

PartArmorHealthWeak pointSource
Main1325kill route: headshot and let it bleed out, or burn it: neither releases spores; main health pool; 50% durablewiki
Head1150WEAK POINT -- bleed-out kills do not burst; fatal; 100% to Main; 40% durable; explosion-immune; bleed-out pool 200 (decays 65/s)wiki
Claws (2)110040% to Main; 25% durable; explosion-immunewiki
Legs (4)110040% to Main; 35% durable; explosion-immunewiki

6.6Spore Burst Bile Titan

Replaces the Bile Titan on Spore Burst planets from difficulty 5 unverified by its own wiki page (the wiki's Difficulty page and the Fandom wiki disagree). Its head holds more health, so only the GR-8 Recoilless Rifle and FAF-14 Spear kill it with one head hit; the EAT-17 and LAS-99 Quasar Cannon need two. The MS-11 Solo Silo and EAT-411 Leveller kill a regular Bile Titan with a hit anywhere, but no source yet confirms that against this bigger variantunverified. It spews spores instead of bile: low damage (35), but a ragdoll unless you wear the Rock Solid passive, and a cloud that speeds up every Spore Burst bug nearby. Pop both sacs to stop the spew and the speed boost. The Orbital Railcannon Strike, Eagle 500kg Bomb, Orbital Precision Strike and Eagle 110mm Rocket Pods still apply.

A Bile Titan's layout with more health in the main pool, the head and the sacs:

PartArmorHealthWeak pointSource
Main unverified47,000kill route: Recoilless or Spear to the 2,500-HP head (one shot); pop both sacs to stop the spore spew; main health pool; 100% durable; ExDR 50%wiki
Head42,500WEAK POINT -- Recoilless or Spear to one-shot; fatal; 100% to Main; 95% durable; ExDR 50%wiki
Torso armor (2)41,500100% to Main; 100% durable; ExDR 50%wiki
Inner flesh0MainWEAK POINT -- exposed when torso armor breaks; fatal; 100% to Main; 70% durable; ExDR 50%; shares the Main poolwiki
Butt armor43,500fatal; 100% to Main; 100% durable; ExDR 50%wiki
Upper bile sac01,000pop it to stop the spew and its speed buff; 100% to Main; 100% durable; ExDR 50%wiki
Lower bile sac01,000pop it to stop the spew and its speed buff; 100% to Main; 100% durable; ExDR 50%wiki
Underside24,000WEAK POINT -- the belly, from below; fatal; 60% to Main; 80% durablewiki
Claws (2)41,000100% to Main; ExDR 50%wiki
Leg armor (12)41,000100% to Main; 100% durable; ExDR 50%wiki
Front-left leg flesh42,000fatal; 100% to Main; 100% durable; ExDR 50%; bleed-out pool 1500 (no decay)wiki
Leg flesh (3)42,000fatal; 100% to Main; 100% durable; ExDR 50%; bleed-out pool 2000 (no decay)wiki

6.7Rupture Warrior

Replaces every Warrior on Rupture planets from difficulty 6. It burrows, surfaces within about 3 m, often under your feet, and hits twice (front claws, then hind legs); run as it surfaces and it lunges after you. To dodge, wait until it has been underground for 3-4 seconds, then sprint over and past it. Its head and claws are Medium armor, so Light guns only work on its Very Light body and legs, which is why its minimum penetration is 2: carry a Medium-penetration primary (AR-23P Liberator Penetrator, AR-2 Coyote, BR-14 Adjudicator, JAR-5 Dominator) or an MG-43. Explosives force it up (CB-9 Exploding Crossbow, PLAS-1 Scorcher, PLAS-101 Purifier, GP-31 Grenade Pistol, most grenades; a G-23 Stun surfaces it stunned), and explosions, gas and fire hurt it underground (MD-8 Gas Mines, Orbital Gas Strike). The wiki suggests heavy armor, the Feet First passive or an SH-32 Shield Generator Pack against the eruption. Whether it calls breaches is not documented.

A Medium head and claws on a Very Light body:

PartArmorHealthWeak pointSource
Main1250kill route: Medium AP to the head as it surfaces; Light AP only on its body and legs; main health pool; 20% durablewiki
Head3110WEAK POINT for Medium AP; fatal; 100% to Main; 20% durable; explosion-immune; bleed-out pool 160 (decays 70/s)wiki
Claws (2)375Medium armor; 40% to Main; explosion-immunewiki
Legs (4)1100Light AP works here; 40% to Main; explosion-immunewiki

6.8Rupture Spewer

Replaces the Nursing Spewer and some Bile Spewers from difficulty 6: it burrows, surfaces to breathe acid up close or fire a three-shot bile burst at range, lobs bile bombs and ducks under again. Its head is Medium armor, the small mouth takes any gun, and explosives flush it out and burst the butt (R-36 Eruptor, GL-21 Grenade Launcher, CB-9 Exploding Crossbow); the S-11 Speargun or ARC-3 Arc Thrower interrupts the spew, though an emergence with the head out ignores the ARC-12 Blitzer's stagger. Gas, fire and explosions hurt it underground (MD-8 Gas Mines, Orbital Gas Strike).

A spewer's anatomy with a Medium head and front legs:

PartArmorHealthWeak pointSource
Main2750kill route: Medium AP to the head when it surfaces; explosives flush it out and burst the butt; main health pool; 50% durablewiki
Head3300WEAK POINT for Medium AP; fatal; 100% to Main; explosion-immunewiki
Mouth0250WEAK POINT -- any gun, small target; fatal; 100% to Main; explosion-immunewiki
Spinal plates2500fatal; 20% to Main; 80% durablewiki
Butt0750WEAK POINT for explosives; fatal; 60% to Main; 100% durablewiki
Front legs (2)3200Medium armor; 50% to Main; explosion-immunewiki
Rear legs (2)225050% to Main; 30% durable; explosion-immunewiki

6.9Rupture Charger

Replaces the Charger on Rupture planets, from difficulty 6 unverified by the wiki (the Fandom wiki says 4). It burrows and erupts under a diver for 350 and a ragdoll, and its head and front plates are a class above Heavy, so Heavy-penetration weapons bounce off: use true anti-tank to the head (one EAT-17, Quasar, Recoilless or Spear hit, or a Thermite) or work Heavy fire on its side and rear leg armor. Its tunnel leaves bigger rubble than other Rupture bugs; sprint past it to make it surface at a bad angle. Explosives force it up, and underground only grenades, gas and sometimes fire reach it. Once it surfaces, an Orbital Precision Strike or Eagle 500kg Bomb lands; a G-23 Stun pins it.

A Charger with a Tank-class head and front plates:

PartArmorHealthWeak pointSource
Main unverified42,400kill route: Anti-Tank to the Tank I head (one shot); Heavy AP only on the side and rear leg armor; explosives force it to surface; main health pool; 100% durable; ExDR 25%; bleed-out pool 750 (decays 100/s)wiki
Head51,200WEAK POINT for Anti-Tank -- Tank I armor (Heavy AP bounces); fatal; 70% to Main; 75% durable; ExDR 25%wiki
Torso armor (2)4800100% to Main; 85% durable; ExDR 25%wiki
Inner flesh1MainWEAK POINT -- behind the plates; fatal; 300% to Main; 30% durable; explosion-immune; shares the Main poolwiki
Rear armor plates42,200fatal; 75% to Main; 75% durable; explosion-immunewiki
Butt0950150% to Main; 80% durable; ExDR 25%; destroying it starts a bleed-outwiki
Underside2Mainbelly; fatal; 100% to Main; 100% durable; explosion-immune; shares the Main poolwiki
Claws (2)450070% to Main; 70% durable; explosion-immunewiki
Frontal tarsal plates (2)5800Tank I front plates; 60% to Main; 70% durable; ExDR 25%wiki
Front leg armor (2)480060% to Main; 70% durable; ExDR 25%wiki
Rear leg armor (2)480050% to Main; 70% durable; ExDR 25%wiki
Leg flesh (4)2800WEAK POINT -- after leg armor breaks; fatal; 50% to Main; 70% durable; ExDR 25%wiki
Spawners · explosives only

Nests, holes and what closes them

Every diver should carry one hole-closer, and an explosive grenade is enough: a hole closes to an explosive with demolition 20 or more that goes off inside it, or to any hit of demolition 40 or more on its rim. Bullets, lasers and arcs never close one, whatever their power.

7.1What closes a hole

Into the hole (an explosive, demolition 20 or more). Every explosive grenade, except the G-3 Smoke, G-23 Stun and K-2 Throwing Knife; the TM-1 Lure Mine counts only when it goes off inside. Launchers and explosive guns: GP-31 Grenade Pistol, GL-21 Grenade Launcher, GL-28 Belt-Fed Grenade Launcher, the AR/GL-21 One-Two's underbarrel, GL-15 Evictor, R-36 Eruptor, CB-9 Exploding Crossbow, P-33 Missile Pistol, P-34 Breacher, AC-8 Autocannon (both modes), GR-8 Recoilless Rifle, EAT-17, LAS-99 Quasar Cannon, MLS-4X Commando, PLAS-45 Epoch, S-11 Speargun, StA-X3 W.A.S.P. Launcher, RL-77 Airburst Rocket Launcher, EAT-700 Expendable Napalm and the CQC-20 Breaching Hammer's explosion. Explosive sentry, emplacement and exosuit rounds close a hole they land in.

From the rim (demolition 40 or more, explosive or not). GP-20 Ultimatum, EAT-411 Leveller, FAF-14 Spear, MS-11 Solo Silo, TED-63 Dynamite, G/40-K Melta Mine, G-48 Giga Grenade, G-60 Anti-Tank Seeker, B/MD C4 Pack, MD-17 Anti-Tank Mines (since 7.0.0) and the TD-220 Bastion's cannon. Among stratagems: the Eagle Airstrike, Cluster Bomb, 500kg Bomb, Napalm Airstrike and Smoke Strike; the Orbital Precision, Gas, EMS and Smoke Strikes; the Orbital Laser; the 120mm, 380mm and Walking Barrages; the B-100 Portable Hellbomb and NUX-223 Hellbomb; and any Hellpod that lands on it (which can cost you the pod's contents). The Orbital Railcannon Strike and Eagle 110mm Rocket Pods have the force but aim at the largest enemy, not at holes.

Never. Bullets, lasers and arcs of any power (the LAS-98 Laser Cannon has enough demolition but is not explosive), and the G-3 Smoke, G-23 Stun, K-2 Throwing Knife and GL-52 De-Escalator.

The lists follow the wiki's Demolition page (revision of September 25, 2026). Which weapons carry which demolition force: Special jobs: spawners; spawners on every front: Spawners and structures.

7.2Bug Hole

Every hole keeps spawning bugs until it is closed, and medium holes also send Commanders and spewers. Holes appear from difficulty 1. The two rows are the two ways to close one:

PartArmorHealthWeak pointSource
Inner hole----structure: an explosive with demolition 20+ inside the hole closes it (bullets and arcs never do)wiki
Outer rim----structure: demolition 40+ on the rim closes it, explosive or not (GP-20 Ultimatum, EAT-411 Leveller, TED-63 Dynamite, G/40-K Melta Mine, B/MD C4 Pack)wiki

7.3Bug Nest

A nest is an optional objective that clears when every hole in it is closed; it holds samples and sometimes a malfunctioning Hellpod. Clear it from the rim with fast explosive launchers (GL-21 Grenade Launcher, AC-8 Autocannon, CB-9 Exploding Crossbow, GP-31 Grenade Pistol, R-36 Eruptor), and dodge the bugs rather than fighting them in the bowl; note an exit before you go in, because heavy nests are bowl-shaped. The Orbital Laser moves between holes and can clear a heavy nest in one use, and an Eagle 500kg Bomb closes several holes that sit close together.

  • A heavy nest with only three holes usually has a heavy, often a Charger, already waiting.
  • Destroying half the map's nests raises the patrol spawn rate: on high difficulties, decide whether a nest near your route is worth it.
  • The wiki's Difficulty page counts one heavy outpost from difficulty 4, one or two on 5-7, two or three on 8, up to four on 9, and a possible giant outpost on 10.
  • The mega nests of difficulty 10 can hold Mutated Eggs; extracting with one pays 2 super and 4 rare samples.

Nest sizes by hole count, from the data layer:

PartArmorHealthWeak pointSource
Nest (1-14 holes)----structure: light 1-3 holes, medium 4-5, heavy 3-10, mega 11-14 (D10); cleared when every hole is closed; clearing half the map's nests raises patrol spawnswiki

7.4Stalker Lair

The only source of Stalkers outside Predator planets, from difficulty 4: close it first, the way you close a Bug Hole (it has one or two holes). An explosive into each hole does it (G-12 High Explosive, G-16 Impact, GP-31 Grenade Pistol, GL-21 Grenade Launcher); TED-63 Dynamite can close both holes; a GP-20 Ultimatum works from outside; an Eagle 500kg Bomb, Eagle Airstrike or Orbital Precision Strike works from a distance. The wiki's lair page says a non-explosive hit with enough demolition also works inside, which its Demolition page contradictsunverified.

PartArmorHealthWeak pointSource
Lair hole (1-2)----structure: closes like a Bug Hole; keeps spawning Stalkers while an alerted enemy has spotted a diver nearby; close it firstwiki

7.5Bile Titan Bug Hole

A hole that spawns Bile Titans (Chargers on Dragonroach planets). It needs demolition 40, explosive or not: a GP-20 Ultimatum, EAT-411 Leveller, FAF-14 Spear, MS-11 Solo Silo, TED-63 Dynamite, G/40-K Melta Mine, G-48 Giga Grenade, G-60 Anti-Tank Seeker or B/MD C4 Pack, a Bile Titan's body falling on it, or the rim-closing strikes above. First seen at difficulty 6 unverified by the wiki's Bug Hole page (its Bug Nest page says 8).

PartArmorHealthWeak pointSource
Hole unverified----structure: needs demolition 40 (no explosive requirement); spawns Bile Titans, or Chargers on Dragonroach planetswiki

7.6Shrieker Nest

Two or three mushroom towers, from difficulty 4, that send Shriekers once an enemy detects a diver within about 130 m (the wiki's Shrieker page says about 150). Engage from beyond that radius: a GR-8 Recoilless Rifle, FAF-14 Spear or AC-8 Autocannon on flak; an EAT-17 plus a few seconds of machine-gun fire per tower; one E/MG-101 HMG Emplacement has enough ammunition for three towers; the EXO-49 Emancipator and the TD-220 Bastion work too. An Orbital Precision Strike or Eagle 500kg Bomb takes a tower, and a NUX-223 Hellbomb pod can snag on the cap. The towers are fully durable, so primaries barely scratch them; a tower also falls to demolition 60, which only the Hellbombs and the SEAF artillery mini-nuke reach.

PartArmorHealthWeak pointSource
Tower (2-3 per nest)22,500structure: 100% durable; spawns Shriekers once an enemy detects a diver within about 130 m; demolition 60wiki

7.7Spore Spewer

A fog-spewing structure, from difficulty 2, that hides bugs and sits among samples; Mega City Restore Air Quality missions are built around them. It is fully durable, so primaries take forever: one hit from a GR-8 Recoilless Rifle, FAF-14 Spear, EAT-411 Leveller, MS-11 Solo Silo or GP-20 Ultimatum destroys it, two from an EAT-17, LAS-99 Quasar Cannon or MLS-4X Commando, three or four from an R-36 Eruptor or an AC-8 on flak, and one call of the Orbital Precision Strike, Eagle Strafing Run, Eagle 500kg Bomb, Eagle Airstrike or Orbital Railcannon Strike.

PartArmorHealthWeak pointSource
Structure22,500structure: 100% durable, so primaries take very long; demolition 50wiki

7.8Terminid eggs

Purge Hatcheries asks you to destroy most of the eggs in the marked hatchery nests before the bugs react. Eggs die to anything, but a bursting egg knocks back anyone touching it: flamethrowers, explosives (CB-9 Exploding Crossbow, R-36 Eruptor, GL-21 Grenade Launcher, AC-8 Autocannon) or melee weapons reach them safely, and a B-100 Portable Hellbomb or Eagle 500kg Bomb clears a whole hatchery.

PartArmorHealthWeak pointSource
Egg010structure: the Purge Hatcheries objective; bursting eggs knock back anyone touching themwiki

7.9Infested Tower

A Mega Shrieker Nest skyscraper in Super Earth's mega cities, the target of Cleanse Infested District from difficulty 4. The mission's Hellbomb at its base is the intended answer; the TD-220 Bastion (four shots), the EXO-45 Patriot and EXO-49 Emancipator exosuits and the M-1000 Maxigun also bring one down.

PartArmorHealthWeak pointSource
Tower (Mega Shrieker Nest)215,000structure: Cleanse Infested District (Super Earth mega cities); 100% durable; demolition 50wiki
Reinforcements · stop the call

Breaches, patrols and detection

A breach is a call you can stop. The bug that spots you stands still, calls and releases a visible orange cloud; kill it before the call completes (any gun works) or break line of sight before anything sees you. If a breach opens anyway, do not fight in the middle of it: bomb the eruption and fall back.

8.1Who calls breaches

Scavengers, Bile Spitters, Pouncers, every kind of Hunter, Warriors, Bile Warriors, Alpha Warriors, Spore Burst Warriors, both Commanders and Hive Guards can call, by the wiki's Bug Breach page; whether Rupture Warriors and Predator Stalkers can is not documented. Heavies, spewers, Stalkers and flying bugs cannot, and Shriekers lost the ability in 2024. Headless Warriors and Commanders can still call while they bleed out. An internal cooldown limits how often breaches happen, and it is shorter on higher difficulties; the Localization Confusion booster lengthens the cooldown between enemy reinforcement calls (Boosters).

8.2When a breach opens

  1. Call it and ping itTell the squad where it is so nobody walks into it.
  2. Bomb the eruptionAn Orbital Gatling Barrage, Eagle Airstrike or Eagle Napalm Airstrike on the hole as the wave comes up, thrown ahead of the swarm and never onto squadmates.
  3. Fall back togetherPull back to high ground or a choke point, with sentries behind you. Don't stand and fight in the middle of it.
  4. Callers first, heavies to the anti-tank diversMost small and medium bugs in the wave can call again; the diver with anti-tank takes the Charger or Titan while the rest keep the chaff off them.
  5. Move onOnce the wave thins, leave; staying where the fight was invites the next call.

This drill is this manual's synthesis of the wiki's Bug Breach page and unit tactics notes.

8.3Detection and stealth

Since 1.003.101 (June 2025), Terminid spawners (holes, lairs, nests) no longer reveal you just because you walked within 200 m; they activate once an enemy has identified you. Chargers, Bile Titans and Impalers stand still until they notice you, so a squad can walk past them, and since 5.0.2 spewers, Chargers and the Impaler react to near-miss fire from a shorter distance. Stay out of sight lines and a quiet squad can pick its fights.

8.4Patrols and spawn balancing

Spore Burst patrols are larger and come about twice as often, and clearing half the map's nests raises patrol spawns. Since 7.1.0 the game measures enemy "pressure" per diver (how many enemies, and how close): when the global enemy cap is reached, a diver under low pressure gets spawns near them, and far-away enemies despawn when the count is over budget (7.1.0 notes). Splitting up is fairer than it was, but melee swarms still overwhelm a lone diver, so move in pairs. 7.1.0 also reworked the fog around bug outposts to blend with each planet and to improve visibility (not inside the Gloom or on Hive Worlds).

Squad rules that matter around breaches, from friendly fire to the shared reinforcement pool: Samples, reinforcements and friendly fire.

Theater · the Gloom

Hive Worlds and the Gloom

On a Gloom planet, bring weapons that need little ammunition and a B-1 Supply Pack, fewer Eagles, and a plan for the Dragonroach. On a Hive World, also expect caves where only reinforcements can be called in, and the Hive Lord from difficulty 7.

9.1What the Gloom does to your mission

  • Light Gloom Cover, Moderate Gloom Blanket, Heavy Gloom Shroud: the extraction shuttle takes 20, 30 and 40 seconds longer respectively; Moderate also slows Eagle rearm by 20% and Heavy by 30%, and Heavy halves the ammunition you get from pickups.
  • Gloom Source (Hive Worlds): reinforcements -20%, Eagle rearm +30% and ammunition from pickups -50%.

Lean on weapons that need little ammunition, carry a Supply Pack, and remember that every Eagle stratagem rides the same slow rearm. Loadouts for the bug front: By front and difficulty; extraction under pressure: Extraction.

9.2Caves and Hive World rules

Hive Worlds, added with Into the Unjust in September 2025, are Terminid-terraformed planets with deep cave systems (wiki Hive World). Inside a cave you can call only reinforcements, and the diver lands at the nearest cave entrance or roof opening; holes in the roof let other stratagems through, with the Super Destroyer positioned overhead so orbitals fire straight down. Vehicles may not fit through small openings. Bug Mines cover the surface and the caves, and Roving Shriekers are always present from difficulty 5. Minor points of interest (bones, Terminid rock) are rich in Super Credits, Requisition and Medals but poor in supplies.

Into the Unjust key art: four Helldivers fight Terminids in a glowing cave under the Helldivers 2 logo
Into the Unjust key art (official, Arrowhead's announcement on Steam, August 26, 2025), the update that opened the Hive Worlds and their caves

9.3Hive World missions

Destroy Spore Lung sends you down into the hive to detonate the mission's B-100 Portable Hellbomb; since 7.1.0 the Lung has far less health, so exosuits or sustained anti-tank fire can also finish it. In Nuke Nursery you defend the Hive Breaker Drill, and an Orbital EMS Strike freezes the bugs attacking it. The GATER oil-rig escort (Conduct Mobile E-711 Extraction) can fail when a surfacing Hive Lord flings the rig; Extract E-711 and Restart Pumps round out the list. Every mission type: Mission types.

The Spore Lung's health since 7.1.0, an undocumented change the wiki recorded:

PartArmorHealthWeak pointSource
Lung25,000structure: underground in Destroy Spore Lung missions; 100% durable; health cut from 30,000 in 7.1.0 (undocumented)wiki

9.4Bug Mines

Bile flowers that explode when you step on them or damage them, and release acid; shoot them from range with anything to set them off before you walk through.

PartArmorHealthWeak pointSource
Mine----hazard (Terminid flora): explodes when stepped on or damaged and releases acid (slows 30% for 4 s; you can still sprint)wiki

9.5Who lives there

The Rupture Strain was born on the Hive Worlds; the Hive Lord and Dragonroaches roam them; Spore Burst and Predator units appear depending on the planet. The wiki's list of Gloom planets (revision of September 8, 2026) names Diaspora X, Omicron, Epsilon Phoencis VI, Zagon Prime, Enuliale, Gemstone Bluffs, Nabatea Secundus, Navi VII, Erson Sands, Socorro III and Eskerapprox. The front moves daily: The fronts explains it, and the live war maps show today's.

Faction playbook

Playbook: what to bring, by difficulty

Bring light or medium armor, a Medium-penetration or explosive primary, a grenade that closes holes and a crowd tool for breaches; from difficulty 6, make sure at least two divers carry a reusable anti-tank weapon. The bands below say what each step up adds; the target order is in The bug front today.

10.1What to bring by difficulty

Each band lists what joins the fight in it (the roster table in chapter 1 gives every unit's first difficulty), the minimum answer, and a sound kit from free, Requisition and Helldivers Mobilize! items. Requisition unlock levels come from the stratagem data.

Difficulty 1-3

Chaff, Hive Guards, first nests

New: the small bugs, Warriors, Hive Guards, Hunters, spewers and Brood Commanders; a Charger Behemoth only as the Eliminate Chargers target.

Minimum: Light penetration, Medium for Hive Guard heads, and one explosive that closes holes.

Kit: AR-23 Liberator or SG-225 Breaker, P-19 Redeemer, G-12 High Explosive; MG-43 Machine Gun, Eagle Airstrike, Orbital Precision Strike, A/MG-43 Machine Gun Sentry.

Difficulty 4-5

The first heavies

New: Chargers (from 4), Stalkers and their lairs, Shriekers and their nests, Bile Warriors; Bile Titans as the Eliminate target (from 4) and then in patrols; the Impaler as the Eliminate target (from 5); Dragonroaches on Gloom planets; operation modifiers (one from difficulty 5, two from difficulty 8).

Minimum: an anti-tank head shot within reach of every diver.

Kit: add the EAT-17 (level 3), or the GR-8 Recoilless Rifle (level 5) or LAS-99 Quasar Cannon (level 18) once unlocked; the Eagle 500kg Bomb (level 15); a Medium-penetration primary.

Difficulty 6-7

Heavies in every breach

New: Impalers and Bile Titans in breaches and patrols; the Rupture Strain (from 6); Bile Spewers with Medium armor and artillery; Bile Titan Bug Holes; Behemoths and Spore Chargers in patrols (from 7); the Hive Lord on Hive Worlds (from 7).

Minimum: two or more divers with a reusable anti-tank weapon, demolition 40 for Titan holes, and Medium-penetration primaries.

Kit: Recoilless, Quasar or FAF-14 Spear (level 20) plus EAT-17s; Orbital Railcannon Strike (level 20); Eagle 500kg Bomb; an Orbital Gatling Barrage or Eagle Napalm Airstrike for breaches; sentries.

Difficulty 8-10

Everything, more often

New: Alpha Commanders and Alpha Warriors (from 8), a second operation modifier, more heavy nests, the mega nests of difficulty 10 with Impalers and Titan holes, and Charger variants in place of ordinary Chargers on 10.

Minimum: full anti-tank coverage, crowd control and mobility.

Kit: as for 6-7, plus a B-1 Supply Pack, the Stamina Enhancement or Experimental Infusion booster, and light or medium armor with Med-Kit or a resistance passive.

Warbond items that change the bug fight: the G-123 Thermite, R-36 Eruptor, CB-9 Exploding Crossbow and GP-31 Grenade Pistol (Democratic Detonation); the GP-20 Ultimatum and B-100 Portable Hellbomb (Servants of Freedom); the AR-2 Coyote and MS-11 Solo Silo (Dust Devils); the PLAS-101 Purifier (Polar Patriots); and the EAT-411 Leveller (Siege Breakers). The bug-front purchase order is under Variants: by front; dated community loadouts for bugs are under By front and difficulty, and the coverage check tests a loadout against this front's rules.

10.2What kills squads on the bug front

This list is this manual's synthesis from the unit data and the wiki's tactics notes, not a community ranking.

  • Breach chains. Most small and medium bugs that spot you can call a breach (spewers, Stalkers and Shriekers cannot), and every breach brings more callers. Kill callers first, break line of sight, never fight inside a nest, bomb the breach and move.
  • Hunter and Predator Hunter packs. Fast flankers whose pounces knock you down and whose tongues slow you. Shotguns, fire and sentries; stay grouped; shoot legs.
  • Stalkers from an open lair. Camouflaged flankers with a knockdown tongue that heal while hidden. Find and close the lair first.
  • Getting crushed while down. A Charger's crush and a Bile Titan's slam are lethal. Dive sideways, never into the path, and never stand in front of or under a Titan.
  • Friendly fire in the melee. Strikes thrown onto a tangled fight, and sentries and machine guns firing through divers: friendly fire caused about 11.6% of all Helldiver deaths since launch, by the official war statistics. Throw strikes ahead of the swarm, call your throws, and place sentries behind the squad.
  • Acid pinning. Spewer streams and Spitters slow you into the melee, and from difficulty 6 Bile Spewer artillery ragdolls you. Kill spewers early (mouth or explosives) and stim early.
  • Spore Burst frenzy. Chains of bursts speed the swarm up and hide it. Fire, lasers and gas; no melee.
  • Dragonroach dives. A wide fire breath across open ground. Watch the sky, ping it, go prone, wear fire resistance.
  • Hive Lord eruptions. One attack can hit a whole clustered squad. Spread out, stand on rocks, bait it away.
  • Running dry on Hive Worlds. A Gloom Source means reinforcements -20%, Eagle rearm +30% and ammunition from pickups -50%. Bring a B-1 Supply Pack, pick your objectives and skip optional fights.
  • Splitting up. Spawns are balanced per diver since 7.1.0, but melee swarms still overwhelm a lone diver. Move in pairs.

10.3Squad roles against bugs

A four-diver split this manual suggests from the unit counters and the dated tier list below; no community source defines these roles. Everyone still carries a grenade that closes holes, one answer to a Bile Titan and light or medium armor, and says their role in chat on joining (Roles and loadout coordination).

Role 1

Anti-tank

GR-8 Recoilless Rifle or LAS-99 Quasar Cannon, spare EAT-17s, Eagle 500kg Bomb. Takes the heads of Chargers, Titans and Dragonroaches.

Role 2

Second anti-tank and heavy support

FAF-14 Spear or AC-8 Autocannon, Orbital Railcannon Strike. Titans, Impalers, holes and Shrieker Nests from range.

Role 3

Crowd control

MG-43 Machine Gun, M-105 Stalwart or FLAM-40 Flamethrower; an A/MG-43 or A/G-16 sentry. Breach waves, Hunters, and keeping the chaff off the anti-tank divers.

Role 4

Objectives and nests

GL-21 Grenade Launcher or AC-8 Autocannon, Eagle Airstrike, Orbital Laser. Closing holes, spewer packs, eggs.

The Recoilless, Autocannon and Spear each take the backpack slot, so their carriers cannot also wear a Supply Pack; give the pack to a diver whose weapon needs none.

10.4Armor, passives and boosters against bugs

  • Weight: light or medium armor. Bugs punish slow divers.
  • Resistances: Acclimated and Desert Stormer (acid, fire, gas and arc) and Inflammable (fire: the Dragonroach, and your own flamers). The wiki notes that resistances do little against Spore Burst bursts, which already deal little damage.
  • Survival: Med-Kit (more stims); Rock Solid stops the Spore Burst Bile Titan's ragdoll, and Feet First helps against Rupture ambushes, per the wiki. True Grit (faster support-weapon reloads) suits the anti-tank diver.
  • Fortified (explosive resistance) matters far less against bugs than against bots, though it helps against Bile Spewer artillery and the Hive Lord's bile.
  • Boosters: Hellpod Space Optimization, Stamina Enhancement and Experimental Infusion are the S+ picks for bugs in The Pelvic Girdle's Steam tier list (updated August 19, 2026; see 10.6), with Increased Reinforcement Budget, Muscle Enhancement and Vitality Enhancement in its S tiercommunity-tested. Each diver brings a different one: 4 per squad at most, and a duplicate adds nothing.

Every passive and the sets that carry it: Passives by job; boosters in a squad: Boosters in a squad.

10.5Vehicles and sentries against bugs

Since 6.3.0, bug attacks hurt vehicles far more than they used to. The TD-220 Bastion is Heavy armor all over; exosuits are Heavy on the hull and hips but Medium on the arms and legs; the FRV is Medium.

  • No damage to any vehicle: Scavenger and Pouncer claws.
  • Only Medium parts (exosuit limbs, the FRV), at 65%: Hunter slashes and pounces, Shrieker dives, Stalker tongues and Impaler tentacles.
  • 65% to Heavy plating, full damage to Medium parts: the claws of Warriors, Hive Guards and Commanders, the Stalker's strike, Bile Spitter spit and Dragonroach fire.
  • Full damage everywhere: spewer acid streams and bile bombs, Bile Titan spew, Predator Hunter spit, Hive Lord bile, Charger tramples and crushes, Commander charges and the Titan's slam. Acid also deals 1.5x damage to exosuits and 3x to the Bastion, and a Charger's crush 3x to the Bastion.

Since 7.1.0 enemies ignore unoccupied vehicles. Vehicles are strong against heavies (the Bastion and exosuits against the Hive Lord, the EXO-49 Emancipator against Shrieker Nests and Dragonroaches) and weak where Impalers and Rupture Chargers ambush from below. Sentries have double health since 6.3.0 (400 for the turret and mortar sentries) to survive the bugs' harder hits. The stratagems: Vehicles and exosuits, Sentries, emplacements and mines.

10.6Community picks against bugs, dated

The most detailed dated list is the Steam guide "Helldivers 2 Tier Lists (Weapons, Stratagems)" by The Pelvic Girdle, built from u.gg data and updated August 19, 2026, before 7.1.0 and the Ironclad Democracy warbond (Steam guide). Its S+ picks against Terminidscommunity-tested:

  • Primaries: AR-2 Coyote, CB-9 Exploding Crossbow, R-36 Eruptor, PLAS-101 Purifier.
  • Support weapons: 40-K Meltagun, AC-8 Autocannon, B/FLAM-80 Cremator, EAT-17, GR-8 Recoilless Rifle.
  • Eagles: Eagle 500kg Bomb, Eagle Airstrike.
  • Sentries and emplacements: A/AC-8 Autocannon Sentry, A/ARC-3 Tesla Tower, A/MG-43 Machine Gun Sentry, E/MG-101 HMG Emplacement.
  • Backpacks: AX/FLAM-75 Hot Dog, B-1 Supply Pack, LIFT-182 Warp Pack.
  • Armor passives: Acclimated, Desert Stormer, Inflammable, Med-Kit, True Grit.
  • Boosters: Experimental Infusion, Hellpod Space Optimization, Stamina Enhancement.

Its S tier adds the DBS-2 Double Freedom, SG-97 Sweeper, SG-8P Punisher Plasma, ARC-12 Blitzer and PLAS-1 Scorcher among primaries, and the LAS-99 Quasar Cannon, GL-21 Grenade Launcher, FLAM-40 Flamethrower, MS-11 Solo Silo, S-11 Speargun, EAT-700 Expendable Napalm, B/MD C4 Pack and CQC-20 Breaching Hammer among support weapons. The list rates no orbital strikes against bugs. Other dated rankings: Community tiers, dated.

Balance history · 2025-2026

What changed for bugs

Check a guide's date before you trust it: anything written before 6.2.3 may still call the Hive Guard's head Heavy, and anything before 6.3.0 describes an older Charger and bugs that could barely touch vehicles. The changes that matter for your loadout, newest first (every patch is in the patch history):

7.1.0 · 2026-09-22
Spawns balanced per diver
Enemy pressure is measured per diver and far enemies despawn over budget; Evacuate High-Value Assets can spawn Shriekers; the Spore Lung lost most of its health (an undocumented change); the Orbital Precision Strike cooldown dropped to 80 seconds; the fog around bug outposts was reworked for visibility.
7.0.0 · 2026-08-12
Devoid of Liberty
Hunters can claw the FRV; the Impaler's slam gained a shockwave and its butt dropped to Very Light armor (undocumented); MD-17 Anti-Tank Mines gained the demolition force to close holes from outside.
6.3.0 · 2026-06-16
Chargers, vehicles, orbitals
Chargers turn less sharply, charge at 9 m/s and recover for a second after a charge; the Alpha Commander no longer retreats; Hunter, Warrior, spewer and Stalker damage against durable targets went down; many bug attacks gained penetration against vehicles; sentries got double health; the Railcannon and Precision Strike hit harder, and the Eagle 110mm pods got better against Chargers.
6.2.3 · 2026-05-06
Hive Guard restored
Body back to Light armor with more health, head back to Medium, front legs Medium, claws Very Light.
6.2.2 · 2026-04-28
Spore Burst Bile Titan
The new Titan; spores speed up the Spore Burst Strain; the Bile Titan's spew splash shrank; the Hive Guard's head went Heavy (undone eight days later); bugs hurt vehicles more; gas slows confused enemies; the Impaler got harder to stagger.
6.1.0 · 2026-03-17
Flame panic
Terminids flamed in the face panic; Brood Commanders summon against divers who are not the host.
5.0.2 · 2026-01-22
Shorter reactions
Spewers, Chargers and the Impaler react to near-miss fire from a shorter distance.
5.0.0 · 2025-12-02
Less knockback
Bile Spewer artillery and the Stalker's tongue knock you around less; Chargers no longer speed up after a charge.
4.1.0 · 2025-10-23
Bug balance pass
Rupture Warriors slowed underground and forced to surface more often; bigger spewer mouths; bugs harder to ignite; Dragonroach spawns cut by a third to a half, and its wings given their own health pool.
1.004.002 · 2025-09-16
Dragonroach burns
Fire and gas now damage the Dragonroach; Rupture Warriors track every diver, not only the host.
1.004.000 · 2025-09-02
Into the Unjust
Hive Worlds with caves and the Spore Lung mission; the Rupture Strain; the Dragonroach; and the Hive Lord, added without a patch note.
1.003.101 · 2025-06-10
Line-of-sight detection
Holes, lairs and nests activate only once an enemy has spotted you, not when you walk within 200 m.
1.003.000 · 2025-05-13
Fire rework
Larger bugs take more burn damage but ignite more slowly; the Spore Spewer's demolition threshold came down.

Before these, the Predator and Spore Burst Strains first appeared in February 2025. The official notes behind the biggest entries: 6.3.0, 6.2.2, 7.0.0, Into the Unjust.

Threat dossier10

Automatons

Every bot from Trooper to Factory Strider: armor by part, weak points, the attacks that kill squads, and the weapons, stratagems and tactics that kill each one.

10 chapters~56 min readapprox6community5unverified4
On this page10 chapters
Situation report · patch 7.1.1

The front today

Bots win at range. They shoot straight, fire rockets and cannons, and wrap their big units in heavy armor around a few small soft spots. Fight them from cover, kill the ones calling for help first, and carry the penetration your difficulty demands.

This tab covers all 37 bot units, the standard roster plus the Jet Brigade, Incineration Corps and Cyborg Legion, and every bot structure you will be asked to destroy: what each one does to you, where it is soft, and what kills it.

1.1Before you drop on a bot planet

  • Bring a medium-penetration or explosive primary. Devastators arrive at difficulty 2, and light rounds glance off their torsos. Until you own one, aim for heads.
  • From difficulty 4, every diver carries heavy or anti-tank penetration. Hulks and tanks join the regular spawns there. The EAT-17, Recoilless Rifle, Quasar Cannon and Thermite grenade all answer both.
  • Wear Fortified armor and go prone when rockets fly. Most bot damage is explosive, and both cut it hard (by how much).
  • Kill the flare before it flies. Any light bot can fire a red flare that calls a dropship. The draw is slow: shoot the bot during it and the drop never comes.
  • Break line of sight. Bots cannot shoot through walls or see through smoke. Move from cover to cover and smoke open ground.
  • Aim for the glow. Heads, stomachs, heatsinks, thrusters, eyes and vents are where bots are soft.
  • Put a grenade in every Fabricator you pass. One explosive through a vent ends its production.
  • Skip what you do not need. Tanks, Factory Striders and Cannon Turrets can be walked around.

1.2What to shoot first

  1. A light bot drawing its flareThe draw is long enough to interrupt; once the flare is up, a dropship is on its way to you.
  2. Anything that knocks you down or kills in one hitRocket Devastators and Rocket Raiders, a Reinforced Scout Strider stopping to fire, Cannon Turrets, Barrager Tanks, Mortars and Gunships.
  3. Force multipliersAgitators (their death stuns the bots they command) and Detector Towers.
  4. ClosersHulk Scorchers and Firebombers, Berserker packs, Radicals and Jet Brigade jumpers.
  5. Everything elseTroopers and plain Devastators, one at a time, from cover.

1.3What changed in 2026, and what advice is stale

No bot unit has arrived since the Cyborg Legion (Radical, Agitator and Vox Engine), which came with Machinery of Oppression on 2026-02-10. Devoid of Liberty (7.0.0) changed no bot unit or stat; 7.1.0 brought the Retrieve Recon Craft mission to the bot front. The numbers that decide fights today come from four 2026 patches:

6.0.1 · 2026-02-03

Harder at the top

Difficulty 9 and up got more intense on every front, which Arrowhead called the biggest change on the Automaton front, and bots re-aim more often when many of them are firing. Commando missions (behind the lines, limited Super Destroyer support) are offered on every bot planet under liberation. Patch notes

6.2.2 · 2026-04-28

Tanks got tougher

Every tank's hull and rear engine vents gained health and armor, the Heavy Devastator's shield became breakable, and the War Strider's hip joints got softer. Tank advice from before this patch ("one Recoilless to the hull", "medium penetration to the rear") no longer works. Patch notes

6.3.0 · 2026-06-16

Bots hit vehicles; Vox Engines got softer

About 28 bot attacks gained one penetration step, so exosuits, the Bastion tank and other vehicles take real damage from bot fire. The Vox Engine lost health and its cannons lost armor, no more than three can be alive at once, and the Orbital Railcannon Strike now kills one in a single hit. Vox Engine guides from before this patch are wrong. Patch notes

7.1.0 · 2026-09-22

Spawns follow each diver

Enemy spawns are balanced per diver by nearby pressure, so a split squad gets fairer spawns, and far-off bots despawn when the map is over budget. The Orbital Precision Strike's cooldown dropped to 80 seconds, and Anti-Air Emplacements no longer block the Eagle rearm. Patch notes

1.4Where the bots are

On September 26, 2026 at 12:00 UTC the Automatons held 12 planets with an active campaign and drew about a quarter of the divers fighting on campaign planets live figure. That changes every day: the live war maps show today's front. Before you pick a loadout, check the planet's subfaction icon: a planet may field the Jet Brigade, the Incineration Corps or the Cyborg Legion instead of the standard roster, and each one changes a slot or two (Subfactions).

A column of skull-faced Automatons with glowing red eyes and heat blades marching through a red-lit factory city
Red-eyed Automatons march through a Cyberstan factory city: official art from Arrowhead's Machinery of Oppression announcement (February 10, 2026).
Penetration versus armor

Damage rules against bots

Match your penetration to the part you are shooting. Put medium penetration in your primary and heavy or anti-tank penetration in your support slot; everything else on the bot front is aim.

Every attack has an armor-penetration value (AP) and every body part an armor value (AV). A hit with more penetration than the part's armor does full damage, an equal hit does 65%, and a lower one bounces off and does nothing. The game's weapon traits name the tiers AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank. What Kills What sets the rule out for all three fronts, and Weapons explains durable damage and stagger.

2.1What each tier reaches on the bot front

Light · AP2

Any gun

Kills every light bot and hits the heads and glowing stomachs of Devastators and Berserkers at full damage. Slowly, or from behind: Scout Strider legs, the Hulk's back heatsink, the Heavy Devastator's backpack, Vox Engine vents. It bounces off Devastator torsos. AR-23 Liberator, R-63 Diligence, SG-8 Punisher, M-105 Stalwart.

Medium · AP3

The bot-front baseline

Adds Devastator torsos and the Scout Strider's waist. Slowly: Gunship thrusters, tank turret heatsinks and tracks, Barrager launch tubes, War Strider hips, the Factory Strider's chin guns and belly. It cannot hurt a Hulk's head or body, tank hulls or strider eyes. R-63CS Diligence Counter Sniper, JAR-5 Dominator, AR-23P Liberator Penetrator, MG-43 Machine Gun; the blasts of the CB-9, GL-21 and PLAS-101 Purifier.

Heavy · AP4

Hulk eyes and Gunships

Adds the Hulk's eye slit (at 65%), Gunship thrusters, tank turret heatsinks, War Strider eyes and hips, Scout Striders from the front, and the Anti-Air, Mortar and Bunker turrets. Slowly: Hulk and War Strider bodies, the Factory Strider's eye and legs, tank rear vents, Vox Engine cannons. It cannot hurt tank fronts, dropships or Fabricator shells. AC-8 Autocannon, APW-1 Anti-Materiel Rifle, MG-206 Heavy Machine Gun, LAS-98 Laser Cannon, P-4 Senator, R-36 Eruptor.

Anti-tank · AP5 and up

Everything, in fewer hits

AP5 (RS-422 Railgun, S-11 Speargun, charged PLAS-45 Epoch, P-33 Missile Pistol, Eagle Strafing Run) does full damage to every heavy-armored part but only 65% to tank hulls, dropship thrusters and Fabricator shells, and nothing to a Command Bunker. From AP6 (EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle, MLS-4X Commando, EAT-411 Leveller, GP-20 Ultimatum, FAF-14 Spear, G-123 Thermite) you hurt every bot and structure. One EAT-17, Quasar, Recoilless or Spear hit kills a Hulk, a Scout Strider or a Gunship, drops a dropship, or kills a War Strider through its crotch, hips or legs (the Commando needs about two).

2.2The fine print that decides fights

  • Shoot armor square-on. Most weapons lose penetration only at extreme angles, but there is no reason to give any away.
  • Explosions carry one AP value, one step lower in the outer ring. They ignore durability but are cut by a part's explosive resistance; a fully blast-immune part (every part of a Berserker, a Gunship's fuselage) passes the blast to the unit's main pool once, if it can penetrate that.
  • Durable parts (tank hulls, striders, thrusters) take a weapon's lower "durable" damage for most of each hit, so rockets, cannons and anti-tank beat fast-firing guns there.
  • The main pool. Most parts pass part of their damage to the unit's main health, and the unit dies when that pool or any fatal part runs out. A Hulk with a broken heatsink goes down and bleeds out over about 13 seconds.
  • Breakable armor (the Factory Strider's plates, the Agitator's helmet and chest plate, the Heavy Devastator's shield) must break before the part under it takes damage.
  • Structures play by their own rules: Detector Towers, Stratagem Jammers and Gunship Facilities check demolition force, not armor, and a Fabricator dies to an explosive in its vent or to anti-tank on its shell (Fabricators and structures).

2.3Your side of the exchange

A diver has 125 health and takes half damage from explosions, which is most of what bots throw at you. Stack the rest:

  • Fortified armor: Recoil -30% when crouched or prone; 50% explosive resistance. It is the default passive against bots (every passive).
  • Go prone. Lying down cuts damage from an explosion's outer radius by 90%. Dive the moment a rocket volley comes in.
  • Walls and smoke. Since patch 1.001.104 bots cannot shoot through walls or see through smoke. An Orbital or Eagle Smoke Strike, or a G-3 Smoke grenade, gets you across open ground.
  • Shields. The SH-32 Shield Generator Pack blocks projectiles from every side but not fire or gas, and the FX-12 Shield Generator Relay gives the squad a dome to shoot from. War Strider grenades ignore both, and Radical kicks break the relay.
  • Vehicles are not safe. Since 6.3.0 bot grenades, rockets, autocannons and cyclers hurt exosuits, the Bastion tank and other vehicles.

2.4The ladder: every bot and structure

Read "Min. penetration" as the lowest tier that kills the unit from the front, the way it usually faces you (2 = any gun, 3 = medium, 4 = heavy, 5 and up = anti-tank); a softer weak spot that needs flanking, like a Hulk's heatsink, is in the unit's own table further down. "Body armor" is the armor of the main pool, "From difficulty" is the lowest difficulty where the unit can appear at all (regular spawns may start later), and a subfaction of "--" means the standard roster. A structure with no penetration value falls to demolition force or an explosive in its vent instead.

UnitClassSubfactionBody armorMin. penetrationFrom difficultySource
Assault RaidersmallJet Brigade021wiki
Brawlersmall--021wiki
Commissarsmall--121wiki
Incendiary Rocket RaidersmallIncineration Corps021wiki
Jet Brigade CommissarsmallJet Brigade021wiki
Jet Brigade MG RaidersmallJet Brigade022wiki
Jet Brigade TroopersmallJet Brigade023wiki
Maraudersmall--025wiki
MG Raidersmall--022wiki
Pyro TroopersmallIncineration Corps021wiki
Rocket Raidersmall--022wiki
Troopersmall--021wiki
AgitatormediumCyborg Legion121wiki
Berserkermedium--022wiki
Conflagration DevastatormediumIncineration Corps221wiki
Devastatormedium--222wiki
Heavy Devastatormedium--221wiki
Incendiary MG DevastatormediumIncineration Corps223wiki
Jet Brigade DevastatormediumJet Brigade222wiki
RadicalmediumCyborg Legion121wiki
Reinforced Scout Stridermedium--428wiki
Rocket Devastatormedium--221wiki
Scout Stridermedium--423wiki
Annihilator Tankheavy--553wiki
Barrager Tankheavy--537wiki
Factory Striderheavy--544wiki
Hulk Bruiserheavy--444wiki
Hulk FirebomberheavyIncineration Corps444wiki
Hulk Obliteratorheavy--443wiki
Hulk Scorcherheavy--444wiki
Jet Brigade Hulk BruiserheavyJet Brigade434wiki
Jet Brigade Hulk ScorcherheavyJet Brigade434wiki
Shredder Tankheavy--553wiki
Vox EngineheavyCyborg Legion547wiki
War Striderheavy--436wiki
Dropshipair--551wiki
Gunshipair--335wiki
Ammo Stockpilestructure--331wiki
Anti-Air Emplacementstructure--444wiki
Automaton Fabricatorstructure--5--1wiki
Automaton MG Emplacement (Heavy Fusion Repeater)structure--321wiki
Automaton MG Emplacement (Light Fusion Cycler)structure--221wiki
Bulk Fabricatorstructure--5--1wiki
Bunker Turretstructure--445wiki
Cannon Turretstructure--553wiki
Command Bunkerstructure--665wiki
Contact Minestructure----2--wiki
Cyborg Production Unitstructure------4wiki
Detector Towerstructure------4wiki
Enemy Bio-Processorstructure--123wiki
Fuel Silostructure------1wiki
Gunship Facilitystructure------6wiki
Megafactory Gatestructure--44--wiki
Mortar Emplacementstructure--444wiki
Parked Dropshipstructure--553wiki
Stratagem Jammerstructure------4wiki
Terrorist Memorialstructure------4wiki
Transmission Towerstructure----22wiki
Light and medium bots

Infantry and Scout Striders

Head-shoot light bots before they flare. Drop Devastators with a shot to the head or the glowing stomach, or carry medium penetration for the torso. Back away from Berserkers while you empty a magazine into them, and blow Scout Striders off their legs.

3.1Troopers, Raiders and Commissars

Any primary kills them, and one head shot does it. Every light bot shares the Trooper's frame (the table below): a small head, a body any gun gets through, and arms that on most of them only disarm it. Each one can fire a red flare from its left arm to call a bot drop, and the draw animation is long enough to interrupt. Shooting near them makes them flinch and spray, so suppressive fire protects a teammate who is reloading. For groups, bring an Eagle Cluster Bomb, an Orbital Airburst Strike or a sentry.

From D1

Trooper

A fusion SMG in short bursts, then a pause to cool; throws HE grenades at divers behind cover. Keeps its distance and flares once alerted. One head shot.

From D1

Commissar

Leads patrols with a fusion pistol, a heat blade and a grenade. Lightly armored all over, which any gun still penetrates at full damage. It does not flare more often than other light bots, whatever you have heard.

From D1

Brawler

Runs straight at you with two heat blades that injure limbs and chain hits so you cannot stim. Its head shares the main pool, so body and leg shots kill it just as fast; drop it before it reaches you.

From D2

MG Raider

The most dangerous light bot at medium range: long bursts from a light fusion repeater. Suppress it, or shoot the finned power backpack, which explodes and burns the bots around it (and any diver nearby).

From D2

Rocket Raider

A rocket every few seconds from long range, and each one ragdolls you. Priority target: shooting at it ruins its aim. The Incineration Corps swaps it for the Incendiary Rocket Raider.

From D5

Marauder

A Trooper with an armored torso. Aim for the head, or bring medium penetration.

The Assault Raider (a Jet Brigade jump-pack bot that also turns up on standard planets), the Jet Brigade Troopers, MG Raiders and Commissars, the Pyro Trooper and the Incendiary Rocket Raider are under Subfactions. The shared light frame, where only the head is a weak spot and the arms are not fatal:

PartArmorHealthWeak pointSource
Main (body pool)0125main pool; 125 totalwiki
Head040fatal weak spotwiki
Torso0100fatalwiki
Arms (2)065non-fatal; gun arm disarmswiki
Legs (2)090fatalwiki

3.2Devastators

Shoot the head: one round from an R-63 Diligence or R-63CS Diligence Counter Sniper, a JAR-5 Dominator or a P-113 Verdict kills a Devastator, and so does one APW-1 shot. The glowing stomach is a bigger target behind the same light armor, though it takes a few more hits; the torso needs medium penetration. A missed head shot glances off the armored torso. Devastators walk steadily toward you while firing, but they flinch when hit, so steady fire ruins their aim, and stagger weapons (the SG-8 Punisher family, the JAR-5, the CB-9 Exploding Crossbow) keep them off balance. Two CB-9 bolts to the torso usually kill one and stagger its neighbors.

D1 in Eliminate Devastators · regular from D4

Rocket Devastator

Four-rocket salvos every few seconds, accurate at range, and each rocket ragdolls you. Kill it first. Any gun destroys its rocket pods and turns it into a plain Devastator, or you can let it waste its rockets on solid cover while you peek.

D1 in Eliminate Devastators · regular from D4

Heavy Devastator

Fast fusion-repeater bursts from behind a shield; a group covers each other's pauses, and its hits stop you from stimming. Shoot over the shield rim at the head, or flank the backpack: any gun breaks it, and that kills the bot. Explosives stagger it into dropping its guard. Since 6.2.2 the shield breaks too: about five AC-8 or APW-1 shots approx, or one anti-tank hit. Bullets into the shield do nothing to the bot.

Every Devastator is built on this frame (the Rocket Devastator's pelvis is lighter); the head and stomach are the soft fatal parts, the torso the armored one:

PartArmorHealthWeak pointSource
Main (body pool)2750main poolwiki
Head1110fatal weak spotwiki
Torso3425fatal; armoredwiki
Shoulders (2)2150non-fatalwiki
Arms (2)1260non-fatal; gun arm disarmswiki
Stomach1350fatal weak spotwiki
Pelvis2500fatalwiki
Legs (2)2500fatalwiki

The Heavy Devastator adds the breakable shield and a backpack you can kill from behind:

PartArmorHealthWeak pointSource
Main (body pool)2750main poolwiki
Head1110fatal weak spot (peeks over the shield)wiki
Torso3425fatal; armoredwiki
Shoulders (2)2150non-fatalwiki
Arms (2)1260non-fatal; gun arm disarmswiki
Stomach1350fatal (behind the shield)wiki
Pelvis2500fatalwiki
Legs (2)2500fatalwiki
Backpack2600fatal weak spot (from behind)wiki
Shield4800breakable armor (drops when destroyed)wiki

3.3Berserkers

Back away and keep shooting the head or the glowing stomach; stagger stops them cold. Berserkers run straight at you in packs of three or more to force you out of cover, and their chainsaw arms maim in one hit. Stagger weapons (JAR-5 Dominator, SG-8 Punisher, SMG-72 Pummeler, CB-9 Exploding Crossbow) or steady high-rate fire (MG-43 Machine Gun, M-105 Stalwart, BR-14 Adjudicator) put them down; a G-23 Stun grenade stops a whole pack, and leg shots slow them. Every part is blast-immune, so explosives only reach the main pool: save them for a clump. A Berserker that has lost both arms, or finds you on the ground, stomps. They appear from difficulty 2 and never on Incineration Corps planets.

Kill it with

head or stomach (AV1) with stagger: JAR-5 Dominator; SG-8 Punisher; MG-43 Machine Gun; M-105 Stalwart; G-23 Stun. Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry.

The chest is its one tough, armored part; the head and stomach are soft:

PartArmorHealthWeak pointSource
Main (body pool)0750main poolwiki
Head1110fatal weak spotwiki
Chest2425fatal; toughest part (durable)wiki
Stomach (glowing)1350fatal weak spotwiki
Pelvis1600fatalwiki
Shoulders (2)0180non-fatalwiki
Arms (2)1260non-fatal; disarms (it then stomps)wiki
Legs (2)1750fatal; slows itwiki

3.4Scout Striders

One explosive hit takes a leg (a single AC-8 shell, GL-21 grenade or CB-9 bolt); medium penetration works on the waist; from behind or above, shoot the pilot. The Scout Strider is a fast two-legged walker with a heavy fusion repeater (it penetrates vehicles since 6.3.0) and a stomp. Its front plate shields the Trooper pilot, and destroying the waist throws the pilot out. A grenade thrown behind a fresh drop can take out a whole cluster. It appears from difficulty 3, except on Cyborg Legion planets, where Radicals and Agitators take its place.

Reinforced Scout Strider · from difficulty 8

It carries four heavy HE rockets whose blast and shockwave kill any diver who is not prone or in Fortified heavy armor. It stops and vents exhaust for a moment before each rocket: that is your cue to dive. Kill it first by shooting one of its side rockets (most primaries need a shot or two); patch 6.1.0 restored the kill when a rocket detonates, though the wiki's tactics text still calls it bugged. Otherwise put medium penetration into the waist, or one AC-8 shell into each leg. Its pilot is sealed in, so nothing jumps out afterward.

The legs are the Scout Strider's softest fatal part, and the open pilot is the weak spot from behind:

PartArmorHealthWeak pointSource
Main (walker pool)4500main poolwiki
Pilot (Trooper, open back)0125fatal weak spot from behind or abovewiki
Front plate4350fatal; shields the pilot from the frontwiki
Heavy fusion repeater4300fatalwiki
Turret system3300fatalwiki
Waist3300fatalwiki
Legs (2)2400fatal; lowest armorwiki

The Reinforced model trades the open pilot for side rockets that are fatal weak spots:

PartArmorHealthWeak pointSource
Main (walker pool)4500main poolwiki
Faceplate4400fatalwiki
Heavy fusion repeater4300fatalwiki
Rocket rails (2)2200non-fatalwiki
Side rockets (4)2100fatal weak spot (kill restored in 1.006.100; the wiki's tactics text still calls it bugged)wiki
Turret system3300fatalwiki
Waist3300fatalwiki
Legs (2)2400fatalwiki
Hulks, walkers and tanks

Heavies: Hulks, striders and tanks

Every heavy has a spot you can reach without anti-tank: the Hulk's eye slit and back heatsink, the War Strider's hips and eyes, a tank's turret heatsink, the Factory Strider's chin guns and belly. Anti-tank turns a flanking maneuver into one shot; from difficulty 4, every diver should carry heavy or anti-tank penetration.

Heavies are slow, so big stratagems land on them (stratagems by job). Across all three fronts, What Kills What sorts the heavy-killers by slot.

4.1Hulks

One EAT-17, Quasar Cannon, Recoilless Rifle or Spear anywhere on the body kills a Hulk, and so does one Thermite. Without anti-tank, put heavy penetration into the eye slit, or get behind it and shoot the glowing heatsink with anything. The APW-1 Anti-Materiel Rifle, RS-422 Railgun and S-11 Speargun kill with one eye shot; the AC-8 Autocannon and R-36 Eruptor need two, the MG-206 four. On the heatsink an AC-8, CB-9 or GL-21 needs two or three hits, a Liberator about 19 rounds computed. When the head is hard to hit, shoot a leg: one cripples and staggers it, both kill it.

From D4

Hulk Bruiser

A fusion autocannon (it penetrates vehicles since 6.3.0) and a rocket launcher. The common Hulk: fight it from cover and kill it at range.

From D4

Hulk Scorcher

A heavy flamethrower out to about 25 m and a rotary saw with no windup, and it sprints. Never run from it in a straight line, cripple a leg, and dive to put yourself out.

Eliminate missions only

Hulk Obliterator

Two revolving rocket launchers firing alternating salvos. It appears only as the target of Eliminate Automaton Hulks, a difficulty-3 mission.

Subfaction variants

Firebomber and jump-pack Hulks

The Incineration Corps' Hulk Firebomber lobs white-phosphorus shells over cover, then switches to a flamethrower up close. Jet Brigade Hulks trade the heatsink for a jump pack that kills them when it blows. Both are under Subfactions.

Every Hulk hits hard up close: an arm slam ragdolls you, the stomp hurts, and a dying Hulk vents and then explodes, so step back from the wreck. They are slow, so the Eagle 500kg Bomb, Eagle Airstrike, Strafing Run, 110mm Rocket Pods, Orbital Precision Strike and Railcannon all land.

Kill it with

APW-1 or RS-422 Railgun (1 head); AC-8 (2 head); EAT-17 / LAS-99 / GR-8 (1 body); flank the AV1 heatsink. Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Eagle Airstrike; Orbital Railcannon Strike.

A Helldiver runs across a snowy slope away from a Hulk whose flamethrower stream sweeps toward the camera
Never outrun a flamethrower Hulk in a straight line: an official Xbox store screenshot of a Hulk's flamer on a snowy world.

Every Hulk shares this anatomy: heavy armor all over except the heatsink on its back.

PartArmorHealthWeak pointSource
Main (body pool)41,800main pool; EAT-17, LAS-99, GR-8 or FAF-14 Spear one-shots itwiki
Head (eye slit)4250fatal weak spotwiki
Arms (2)4500non-fatal; disarms (it then stomps)wiki
Legs (2)4500non-fatal; one cripples it, both kill it (+500 no-decay bleed)wiki
Back heatsink1900fatal weak spot from behind (downs it; 650 bleed at 50/s)wiki

4.2War Strider

One EAT-17, Quasar or Recoilless shot to the crotch, a hip joint or a leg kills it, and so does one Spear or Ultimatum anywhere. Without anti-tank, three AC-8 or APW-1 shots to an eye or a hip joint do it. The War Strider arrives at difficulty 6, taking a tank's place. It is slow, rarely chases and announces itself with a howl, but its twin fusion culverins penetrate vehicles (since 6.3.0) and it lobs ten-grenade salvos in a high arc over cover that ignore shield packs and the Shield Generator Relay. Strafe sideways to dodge its guns, always keep an exit from the grenade rain, and do not count on mines: it sets them off. One overcharged Railgun shot to an eye or two Missile Pistol shots to the torso also kill it, and the Eagle 500kg, Airstrike, a full 110mm Rocket Pods salvo, the Precision Strike and the Railcannon all do.

Kill it with

EAT-17 / LAS-99 / GR-8 (1 crotch, hip or leg); FAF-14 Spear or GP-20 (1); AC-8 or APW-1 (3 per eye or hip joint). Stratagems: Eagle 500kg Bomb; Eagle Airstrike; Eagle 110mm Rocket Pods; Orbital Railcannon Strike.

Since 6.2.2 the hip joints are its softest fatal parts; the eyes and the rear heatsink are heavy-armored weak spots:

PartArmorHealthWeak pointSource
Main (body pool)43,500main poolwiki
Torso43,300fatalwiki
Eyes (2)4500fatal weak spotwiki
Fusion culverins (2)4500non-fatal; disarmswiki
Grenade launchers (2)4400non-fatal; disarmswiki
Crotch41,800fatalwiki
Rear heatsink4700fatal weak spot (from behind)wiki
Hip joints (2)3750fatal weak spot; lowest armorwiki
Legs (2)41,500fatalwiki
Greaves (2)5150non-fatal; the only AV5 partwiki

4.3Factory Strider

Shoot out the chin guns first (AC-8, APW-1 or Laser Cannon), then put one Recoilless shot or two EAT-17 or Quasar shots into the eye. A Leveller or Solo Silo kills it wherever it hits. The Orbital Railcannon Strike, which one-shots a Vox Engine since 6.3.0, does not one-shot a Factory Strider; the Eagle 500kg Bomb and Precision Strike help, and orbital barrages soften it.

  • What it does: a top cannon that turns all the way around and kills a diver with one shell, chin gatlings, crushing feet and a large death explosion. It drops four Devastators every 50 to 55 seconds approx (Jet Brigade Devastators on Jet Brigade planets), and it hears unusually well.
  • Other ways in: breaking the head armor exposes the whole head to heavy-penetration fire; the belly panels die to sustained medium or heavy fire from underneath, which is dangerous with fresh Devastators around; each leg takes two Recoilless, EAT-17 or Quasar hits, one Bastion shell, or two or three anti-tank mines laid on its path.
  • Use it: its cannon destroys Fabricators, Detector Towers and Jammers, so bait its fire into them. Shoot down its dropship before release and it dies with the ship.
  • When it appears: from difficulty 4 as the target of Eliminate Automaton Factory Strider; in regular spawns from difficulty 6 by the wiki's Difficulty table, or 7 by its own page (6 on Cyborg Legion planets) sources disagree.
  • Intercept Convoy (difficulty 7 and up): five Factory Striders cross the map, one carrying a Stratagem Scrambler, and convoy striders fire flares. On Cyborg Legion planets the convoy is five Vox Engines. Anti-tank mines on the route and the Solo Silo (one missile can kill two striders) are the classic answers.
Kill it with

EAT-411 Leveller or MS-11 Solo Silo (1); GR-8 (1 eye); EAT-17 / LAS-99 (2 eye); AC-8 or APW-1 on gatlings and belly. Stratagems: Eagle 500kg Bomb; Orbital Precision Strike; Orbital 380mm HE Barrage; MD-17 Anti-Tank Mines (convoys).

A Factory Strider buckles in a fireball on a snowy plain while two Helldivers, one wearing a missile backpack, watch
A Factory Strider goes down in a fireball: an official Xbox store screenshot.

Armor plates must break before what is under them takes damage; the eye, the leg assemblies and the belly panels are the fatal weak spots:

PartArmorHealthWeak pointSource
Main (body pool)410,000main poolwiki
Head armor51,500breakable armor over the eyewiki
Head (eye)42,500fatal weak spotwiki
Neck armor51,500breakable armorwiki
Neck42,500fatalwiki
Chin gatling guns (2)3300non-fatal; destroy firstwiki
Top cannon turret5900non-fatal; disarmswiki
Body armor plates (front, top, sides, rear)52,200breakable armor; 30% to Mainwiki
Front engine weak spot42,000non-fatal; 100% to Mainwiki
Rear engine weak spot31,500non-fatal; 100% to Mainwiki
Leg armor (8)51,500breakable armorwiki
Knee armor (4)5800breakable armorwiki
Leg assemblies (4)41,500fatal (+2,000 no-decay bleed: 3,500 effective)wiki
Belly panels (2)31,200fatal weak spot from underneath (+1,200 no-decay bleed)wiki
Stratagem scrambler (one convoy strider)05,000non-fatal; jams stratagemswiki

4.4Tanks: Annihilator, Shredder and Barrager

One Recoilless shot to the turret, one Spear or one Thermite kills any tank. The EAT-17 and Quasar need two turret hits, or one close to the turret heatsink from the side. Without anti-tank, circle while it tracks a teammate and hit the turret heatsink with an AC-8 or R-36 Eruptor (about three shots each).

Patch 6.2.2 made every tank's hull and rear engine vents much tougher: "one Recoilless to the hull" and "medium penetration to the rear" are dead advice, and the rear vents now take full damage only from anti-tank weapons. Destroying the turret or the engine kills the tank, which explodes after a short delay and leaves a wreck you can use as cover; destroying a track immobilizes it. Tracks crush divers. For stratagems the wiki's first pick is the Eagle Airstrike; the 110mm Rocket Pods, Railcannon and Orbital Laser work, and the Eagle 500kg and Precision Strike need a direct hit.

D3 (rare) · regular from D4

Annihilator Tank

A fusion battle cannon that shows a red light about two seconds before it fires, plus a coaxial and a hull gun. Circle it while it tracks someone else; it cannot hit a diver standing on its turret.

D3 (rare) · regular from D4

Shredder Tank

Four heavy fusion cyclers on a fast turret that tracks divers standing right beside it, so do not try to climb it; kill it from range.

From D7

Barrager Tank

Three-rocket volleys, fired straight at you up close or as artillery that ignores cover at range. Its launch tubes face you front and back and are its weak spot, and an Eagle Strafing Run destroys them. Kill it early.

The Annihilator's hull and turret, which the Shredder shares (its turret sides are fully armored too): the turret heatsink is the soft way in, the rear vents the anti-tank one.

PartArmorHealthWeak pointSource
Turret (turret pool)52,100fatal; destroying it destroys the tankwiki
Turret front5Mainshares the turret pool; explosion-immunewiki
Turret rear heatsink3750fatal weak spot; 200% to the turret poolwiki
Hull (hull pool)54,000main poolwiki
Hull front and sides5Mainshares the hull pool; 35% explosive resistancewiki
Rear engine vents41,500fatal weak spot; 150% to the hull poolwiki
Tracks (2)3750non-fatal; immobilizeswiki

The Barrager keeps the hull, but its launcher turret has soft tubes front and back. Ignore the old wiki line that two Eruptor rounds break a tube: the tubes gained health in 6.2.2, and a recount puts it at about six computed.

PartArmorHealthWeak pointSource
Launcher turret (turret pool)52,100fatalwiki
Launch tubes (front and back)31,500fatal weak spot; 150% to the turret poolwiki
Hull (hull pool)54,000main poolwiki
Hull front and sides5Mainshares the hull pool; 35% explosive resistancewiki
Rear engine vents41,500fatal weak spot; 150% to the hull poolwiki
Tracks (2)3750non-fatal; immobilizeswiki
Gunships and dropships

Air and bot drops

Stop the drop before it happens: kill flaring bots and Detector Towers. When a drop comes anyway, leave, or hit a dropship thruster with anti-tank so it crashes onto its own cargo. Against Gunships, focus one thruster, and end the Gunship Facility with a Hellbomb.

5.1Bot drops

A drop is called by a light bot's flare, by a Detector Tower that can see you, or by a convoy strider. Dropships come in from the same direction all mission (in cities they descend straight down), so once you know the direction you can pre-aim. A dropship carries 12 slots of bots: light bots, Devastators and Scout Striders take one each, a Hulk four, a War Strider eight, and a tank or Factory Strider the whole ship community-measured.

  1. Deny itKill the flaring bot during its draw animation; since 4.1.0 a basic Trooper needs a good look at you before it flares. A prone diver is invisible to a Detector Tower.
  2. Down itOne EAT-17, Quasar or Recoilless hit on a thruster (two Commando rockets) can crash the ship onto its own cargo. The Leveller, Spear, Solo Silo and the Bastion's main gun cleave through the fuselage and destroy the whole load, and a Factory Strider dies with its ship if the fuselage goes before release.
  3. Meet the cargoA GL-21 or another splash weapon kills bots while they hang under the ship; an Orbital EMS Strike freezes the drop, and an Orbital Airburst Strike, 120mm HE Barrage or Gatling Barrage on the landing zone catches them as they land.
  4. Or leaveBreak line of sight and move on before the new bots find you.
An Automaton dropship with glowing red engines flies low over a lone Helldiver in driving rain
A bot dropship comes in over a lone Helldiver on a stormy world: an official Xbox store screenshot.

The dropship's thrusters carry anti-tank armor, and the ship falls when one goes:

PartArmorHealthWeak pointSource
Main (hull pool)53,500main poolwiki
Fuselage5Mainfatalwiki
Thrusters (4)51,500downs it (it may crash onto its cargo)wiki

5.2Gunships

Focus one thruster: two AC-8 Autocannon or APW-1 shots, two R-36 Eruptor rounds or two charged PLAS-101 Purifier shots bring a Gunship down, and any anti-tank hit anywhere kills it. The W.A.S.P. Launcher and the Spear lock on. The MG-206 needs about eight rounds per thruster and the R-63CS about nine computed.

Gunships hover at range, strafe around your cover and fire a heavy fusion cycler (it penetrates vehicles since 6.3.0) and rocket salvos that ragdoll you; when one crashes, the wreck crushes and its fuel blast kills. They come two ways. From difficulty 6 a Gunship Facility launches up to two every 60 seconds, four alive per tower, once a diver within about 150 m has been spotted, and only a Hellbomb destroys the tower (towers and facilities). From difficulty 5 an operation can also roll the Gunship Patrols modifier (operations carry one from difficulty 5, two from difficulty 8), which sends groups of two to four; alerting one alerts the group. The E/MG-101 HMG Emplacement shreds them, and an active SEAF SAM Site shoots them down.

Kill it with

one thruster: AC-8 2; APW-1 2; R-36 Eruptor 2; MG-206 8; any anti-tank 1; W.A.S.P. or Spear lock on. Stratagems: E/MG-101 HMG Emplacement; SEAF SAM Site; Hellbomb the Gunship Facility.

All four thrusters are fatal weak spots with far less health than the hull:

PartArmorHealthWeak pointSource
Main (body pool)3950main poolwiki
Fuselage3Mainfatal; explosion-immune, fully durablewiki
Front thrusters (2)3400fatal weak spotwiki
Rear thrusters (2)3400fatal weak spotwiki
Machinery of Oppression

The Cyborg Legion

Kill Agitators first: their death stuns every bot they command. Watch for Radical smoke, which marks where a Radical is about to sprint from. From difficulty 7, bring a dedicated Vox Engine answer: an Orbital Railcannon Strike, a Leveller or Solo Silo, Spears on its cannons, or three broken vents and a grenade in the hatch.

The Cyborg Legion (Radical, Agitator and Vox Engine) arrived with Machinery of Oppression on 2026-02-10; Arrowhead's reveal describes Cyborgs as augmented soldiers built in the Megafactories of Cyberstan. They spawn only on planets that show the Cyborg Legion icon: Radicals and Agitators on every difficulty in place of Scout Striders, and Vox Engines from difficulty 7 in place of Factory Striders (which spawn there from difficulty 6). Unlike other bots, Cyborgs attack the moment they detect you, with no scanning pause. The wiki lists Radicals and Agitators from difficulty 1; the Fandom wiki says 4 and up sources disagree.

A heavily armored Cyborg Legion soldier with a glowing visor and an arm-mounted weapon stands in a dusty canyon
A heavily armored Cyborg Legion unit from the Machinery of Oppression announcement, which places it beside its description of the Agitator.
A towering tracked war machine with glowing red eyes looms behind a Cyborg soldier, factory smokestacks burning in the background
A Cyborg in front of a tracked Cyborg Legion war machine, shown beside the announcement's Vox Engine description.

6.1Agitator

Kill it first: its death stuns every bot under its command for a few seconds. An Agitator commands the Troopers and other light bots, Berserkers and Devastators around it; their eyes glow orange-yellow and they move faster, which makes Heavy Devastators and Berserkers far more dangerous. It hangs back behind them, uses cover and sidesteps, fires a plasma charger in short volleys or an overcharged explosive shot, and throws grenades at your last position. Break its helmet (two or three R-63 Diligence shots) and one more head shot finishes it. Explosive weapons such as the SG-8P Punisher Plasma and PLAS-101 Purifier hit several of its parts at once, and one GP-31 Grenade Pistol impact or one overcharged Railgun shot to a leg kills it.

Kill it with

kill first; helmet then head: R-63 Diligence (2-3 + 1); SG-8P Punisher Plasma; PLAS-101 Purifier; GP-31 (1 impact). Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry.

The helmet and the chest plate are breakable armor over softer parts:

PartArmorHealthWeak pointSource
Main (body pool)1750main poolwiki
Helmet2200breakable armor over the headwiki
Head1150fatal weak spot (after the helmet)wiki
Torso armor2300breakable armorwiki
Torso21,200fatalwiki
Pauldrons (2)2200non-fatalwiki
Upper arms (2)1300non-fatalwiki
Forearms (2)2300non-fatalwiki
Pelvis and left leg21,400fatalwiki
Right leg21,400fatalwiki

6.2Radical

Watch for its smoke, then take the head: one shot from an R-63 Diligence, JAR-5 Dominator or APW-1 kills it. A Radical yells, throws a smoke grenade between you and it (and again about every 30 seconds), then sprints in as fast as a sprinting diver. Up close it fires a plasma scattergun and fights with kicks and strikes that ragdoll you unless you wear Rock Solid armor, and it executes downed divers. Its smoke also blinds your sentries, and its kicks break Shield Generator Relays. Explosive weapons (PLAS-101 Purifier, SG-8P Punisher Plasma, GL-21 Grenade Launcher) hit several parts at once, stagger interrupts the kicks, and a dive to the side as it commits to a melee attack makes it miss.

Kill it with

head (AV1): R-63 Diligence, JAR-5 Dominator, APW-1 1 shot; explosives (PLAS-101 Purifier, SG-8P, GL-21); stagger. Stratagems: Eagle Cluster Bomb; Orbital Airburst Strike; A/G-16 Gatling Sentry.

Only the head is soft; the chest and legs carry big health pools behind light armor:

PartArmorHealthWeak pointSource
Main (body pool)1750main poolwiki
Head1150fatal weak spotwiki
Torso (glowing chest)21,200fatalwiki
Pauldron2200non-fatalwiki
Upper arms (2)1300non-fatalwiki
Forearms (2)2300non-fatalwiki
Pelvis and left leg21,400fatalwiki
Right leg21,400fatalwiki

6.3Vox Engine

One Orbital Railcannon Strike kills it (since 6.3.0; a hit on a speaker can waste the shot), and so does one Leveller or Solo Silo on the body. Two Spears kill it, one per cannon. With no heavy answer, break three of its six vents and throw any grenade into the hatch that opens.

  • Threat: two plasma macro-culverins (they can fire straight down at divers underneath and wreck structures), side miniguns guarding its flanks, 16-missile salvos whose impact points glow on the ground, a reactor blast on death and a falling sarcophagus. It blares propaganda as it comes, your early warning, and sounds an alarm when it spots you. It appears from difficulty 7, and no more than three are alive at once.
  • The vent trick: three vents sit high on the rear torso, three low on the rear chassis and underneath. Any gun breaks them, and each broken vent also hurts the main pool. After three, a hatch opens: any thrown grenade inside destroys the Engine (throwing knives, autocannon shells and grenade-launcher rounds do not count). Kill the side miniguns first so you can approach from the flank.
  • The cannons: destroying both kills it. Per cannon: one Spear or Bastion shell, two EAT-17, Quasar or Recoilless hits, three Anti-Tank Emplacement shells or Patriot exosuit rockets, or four Commando rockets. That is four EAT or Quasar hits in all, or three Recoilless shots to the front.
  • Other heavy damage: two or three C4 charges, two Thermites or two Ultimatum shots under the chassis; two Eagle Strafing Runs; the Orbital Laser.
  • Stale guides: Windows Central's February 11, 2026 guide quotes pre-6.3.0 health and says the Railcannon does not one-shot it; both are out of date.
Kill it with

3 vents then a throwable in the hatch; FAF-14 Spear 1 per cannon (2 kill); EAT-411 or MS-11 1; GR-8 3 body; C4 2-3. Stratagems: Orbital Railcannon Strike (1); Orbital Laser; Eagle Strafing Run (2 uses); E/AT-12 Anti-Tank Emplacement.

Most of its bulk is anti-tank armor over huge pools; the vents, the cannons and the hatches are the ways in:

PartArmorHealthWeak pointSource
Main (body pool)59,000main pool (a 50,000 bleed pool drains at 10,000/s after it empties)wiki
Sarcophagus (pilot pod)57,000non-fatal (Arrowhead: intended)wiki
Torso59,000non-fatal; 100% to Mainwiki
Macro-culverin cannons (2)43,500destroying both kills it; each adds 2,000 to Mainwiki
Missile launchers (2)31,200non-fatal; ends the missile salvoswiki
Side miniguns (2)3300non-fatal; destroy first to flankwiki
Speakers (2)3800non-fatalwiki
Fog lights (2)150non-fatalwiki
Torso flaps (2)3500non-fatal; 100% to Mainwiki
Vents (6: 3 upper rear, 3 lower)1300weak spot; each destroyed adds 700 to Main; 3 open a hatchwiki
Hatches (2)0--fatal: any throwable inside (not knives) destroys itwiki
Undercarriage59,000non-fatal; 100% to Mainwiki
Trackpod latches (4)32,000non-fatal; 50% to Mainwiki
Tracks (4)43,000non-fatal; 60% to Mainwiki
Know your planet

Subfactions

Check the planet's subfaction icon before you drop and change one or two slots: explosive primaries against the Jet Brigade, fire resistance against the Incineration Corps, precision and a Vox Engine answer against the Cyborg Legion.

Besides the standard roster the bots field the Jet Brigade, Incineration Corps and Cyborg Legion. Which planets carry which icon shifts with the war (the fronts), and the Loadouts tab has dated builds for each subfaction.

7.1Jet Brigade

Kill them at range with explosive primaries that pop jump packs (PLAS-101 Purifier, SG-8P Punisher Plasma, R-36 Eruptor), and dive backward when they close. On Jet Brigade planets, Troopers, Commissars, MG Raiders, Devastators, Hulk Bruisers and Scorchers wear jump packs (some of them below difficulty 4, all of them from 4), and Assault Raiders become Jet Brigade Commissars. They leap into close range when you are far away and jump again to re-engage. A pack explodes when destroyed, and the blast chains through a group or a whole dropship load; damage that reaches a pack through the chest can set it off even after the bot dies. They also leap out of Eagle and orbital strikes, so stun or pin them before you call one in.

  • Jet Brigade Trooper, MG Raider and Commissar (and the Assault Raider): the light frame plus a jump pack that is a fatal weak spot. Shoot the pack at range.
  • Jet Brigade Devastator: fires six bursts, cools for a few seconds, then jump-packs across open ground. Shoot the pack at range: it explodes and burns, though the Devastator itself can survive it.
  • Jet Brigade Hulks (Bruiser and Scorcher): a heavy jump pack replaces the heatsink and shows over the shoulders from the front. Destroying it kills the Hulk in a big fiery blast, and explosive fire works on it, so weapons that cannot hurt a normal Hulk can kill these: the minimum penetration drops to 3.

The jump pack is the Jet Brigade Hulk's new weak spot, and it is lighter armor than the rest of the body:

PartArmorHealthWeak pointSource
Main (body pool)41,800main pool; EAT-17, LAS-99, GR-8 or FAF-14 Spear one-shots itwiki
Head (eye slit)4250fatal weak spotwiki
Arms (2)4500non-fatal; disarms (it then stomps)wiki
Legs (2)4500non-fatal; one cripples it, both kill it (+500 no-decay bleed)wiki
Heavy jump pack (covers the heatsink)3750fatal weak spot; explodes (500 blast + fire)wiki

7.2Incineration Corps

Wear fire resistance and kill at range; dive or go prone the moment you catch fire. Inflammable armor (75% fire damage resistance) or Acclimated beats Fortified here, and the Integrated Extinguishers booster puts a burning diver out sooner. The Corps brings no Berserkers, Rocket Raiders or Assault Raiders, but it sends fire at you from every direction, and its light bots throw incendiary grenades.

From D1

Pyro Trooper

A portable flamer in short bursts, plus white-phosphorus grenades. Its fuel tank stands above its head: shoot it from more than 4 m away and it explodes in a fiery blast.

From D1

Incendiary Rocket Raider

A fusion bolt every few seconds that trips you (it penetrates vehicles since 6.3.0), and incendiary grenades. Priority target: suppress it and take the head. Its own page says it appears from difficulty 1, the subfaction page says 4 sources disagree.

From D1

Conflagration Devastator

Replaces the Heavy Devastator: a shielded Devastator with an incendiary scattergun. Stay out of close range, shoot over the shield and use explosives. It has no backpack to flank.

From D3

Incendiary MG Devastator

Another shielded Devastator, with an incendiary fusion gun firing eight-round bursts; fight it like a Heavy Devastator. The wiki's change history says its shield became breakable like the Heavy Devastator's, but its anatomy table still lists it as unbreakable flagged.

The Hulk Firebomber replaces the Bruiser from difficulty 4: it lobs two white-phosphorus shells over cover, pauses, and switches to a flamethrower inside about 25 m. Keep moving and kill it like any other Hulk.

Fire is a poor weapon against bots

Since 6.1.0, small and medium bots panic and attack at random while they are being flamed, but only flamethrower-type weapons and the Meltagun cause it; a burn from incendiary grenades or rounds is not documented to. The bot loadout checklist also notes that small bots take only half damage from fire, so on this front prefer explosives and medium penetration.

The Pyro Trooper's fuel tank is the fatal weak spot to shoot from range:

PartArmorHealthWeak pointSource
Main (body pool)0125main poolwiki
Head040fatal weak spotwiki
Torso0100fatalwiki
Arms (2)065non-fatalwiki
Legs (2)090fatalwiki
Fuel tank (200-HP shell over a 10-HP core)2200fatal weak spot; explodes (400 blast + fire)wiki

7.3Cyborg Legion

Bring precision (the R-63 Diligence or JAR-5 Dominator) and explosives for Agitators and Radicals, plus a dedicated Vox Engine answer from difficulty 7. The Legion replaces Scout Striders with Radicals and Agitators on every difficulty, and Factory Striders with Vox Engines from difficulty 7; its units have their own chapter, The Cyborg Legion. Its home ground, the Megafactory cities, bristles with Anti-Air Emplacements that ground your Eagles, so plan on orbitals there (Windows Central's February 2026 guide advised the same). Rock Solid armor keeps Radical kicks from ragdolling you.

Outposts and objectives

Fabricators and structures

A grenade through a Fabricator's vent ends it. Clear outposts on your way for samples and Requisition, take out Detector Towers and Anti-Air sites before they shape the fight, and remember that only a Hellbomb destroys a Gunship Facility.

8.1Outposts and Fabricators

An outpost's Fabricators keep building bots until they die. Small outposts hold one Fabricator, medium outposts one to three, heavy outposts three or four, and a Fortress six. Clearing a small, medium, heavy or Fortress outpost pays 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP respectively; a Fortress adds Confidential Data, and every outpost holds samples. Outposts are guarded by machine-gun emplacements, turrets, barbed wire and, commonly from difficulty 7, contact mines. There are three ways to kill a Fabricator:

  1. An explosive into a ventAny explosive with demolition 20 or more delivered inside a vent or through the open door: a thrown grenade, a GL-21 grenade, an R-36 Eruptor round, or an AC-8 shell through the hatch. Small-arms fire into a vent does nothing; it has to be an explosive.
  2. Anti-tank on the shellOne EAT-17, Quasar, Recoilless or Spear hit, two Commando rockets, or an Eagle Strafing Run or Airstrike. Aim at the upper structure: low walls soak up blasts.
  3. Demolition on the shellA GP-20 Ultimatum direct hit or TED-63 Dynamite, a Hellpod landing on it, or a shot you bait from a Cannon Turret, Annihilator, Factory Strider or Reinforced Scout Strider.

Stand clear when it goes: a Fabricator explodes violently (a diver still inside a Hellpod is safe). The ordinary Fabricator builds light bots, never Commissars:

PartArmorHealthWeak pointSource
Shell51,500destroyed by damage (AV5) or demolition 40wiki
Vents----weak spot: an explosive with demolition 20+ inside destroys itwiki

The Bulk Fabricator in city and Megafactory outposts builds Devastators, Berserkers, Scout Striders, Hulks, tanks and War Striders. The vent rule is the same (one Eruptor round into a vent does it), and its shell takes one Spear, two EAT-17, Quasar or Recoilless hits, or four Commando rockets. The health below is the in-game record; the patch notes that introduced it gave a higher figure.

PartArmorHealthWeak pointSource
Shell54,000destroyed by damage (AV5) or demolition 50wiki
Vents (2, on top)----weak spot: an explosive with demolition 20+ inside destroys itwiki
A snowbound Automaton base of dark towers, bunkers and red banners bearing the bot emblem, with smoke and fire on the horizon
A "supersized" Automaton fortress, in Arrowhead's words, from its Escalation of Freedom announcement (July 2024).

Which of your weapons close spawners, on every front: special jobs on the Weapons tab.

8.2Turrets and emplacements

Hit turrets from behind: every one has a softer rear heatsink or vent. Or run the Compromise Automaton Defenses objective (difficulty 4 and up, since 6.0.1): uploading its virus makes every Cannon Turret, Bunker Turret, Mortar and Anti-Air Emplacement on the map malfunction, though they still count as targets.

From D3

Cannon Turret

The Annihilator's cannon on a tower, with a red flash about a second before it fires and a very long reach. Stand at the foot of a tall tower (the barrel cannot point down that far) or hit the rear heatsink. Kill it with: rear heatsink (AV3): AC-8 3, R-36 Eruptor 3, anti-tank 1; hug the base of a tall tower.

From D5

Bunker Turret

A fusion gun in two-shot bursts out to about 150 m, and tiny on radar. The Spear cannot lock on to it; a Railgun works at 80% charge. Kill it with: AP4: AC-8, APW-1, LAS-98 Laser Cannon; anti-tank 1; G-123 Thermite; rear vent with AP3.

From D4

Anti-Air Emplacement

Grounds every Eagle within 150 m: an Eagle flown into its coverage gets shot, and every Eagle goes on cooldown (since 7.1.0 it no longer blocks the rearm). Use orbitals or a Hellbomb, not Eagles. Kill it with: AP4: AC-8, APW-1, LAS-98; anti-tank 1; FAF-14 Spear locks on; G-123 Thermite; rear vent with AP3.

From D4

Mortar Emplacement

Shells any diver another bot has spotted, 50 to 150 m out; Mission Control warns that you are in range of enemy artillery. Kill it with: AP4: AC-8, APW-1, LAS-98; anti-tank 1; G-123 Thermite; rear vent with AP3; anti-tank mines, orbitals and a Hellbomb work too.

Machine-gun emplacements are manned by a Trooper behind a gun shield: head-shoot the gunner or use explosives, and man the empty gun yourself if you like. The Cannon Turret's anatomy shows the pattern every bot turret follows, an armored front and a soft rear:

PartArmorHealthWeak pointSource
Turret pool52,100main poolwiki
Front5Mainexplosion-immunewiki
Rear heatsink3750fatal weak spot; 200% to Mainwiki

8.3Detector Towers, Jammers and Gunship Facilities

These three ignore armor and fall only to demolition force, so bring the right tool before you engage.

From D4

Detector Tower

A red vision cone 150 m long; while it sees a diver it calls bot drops onto your last known position. Prone divers are invisible to it, and it cannot see straight down. Destroy it with the objective Hellbomb (not offered inside Fortresses), an Eagle 500kg Bomb, an Orbital Precision Strike, SEAF artillery, or a Cannon Turret shot you bait into it.

From D4

Stratagem Jammer

No stratagems within 150 m except SEAF artillery. Disable it at its terminal, then use a Hellbomb or any stratagem with demolition 50; a Portable Hellbomb or SEAF artillery works without disabling it.

From D6

Gunship Facility

Launches Gunships while a diver is near. Only demolition 60 destroys it: a NUX-223 Hellbomb, a B-100 Portable Hellbomb or a SEAF artillery mini-nuke within about 17 m. Eagles and orbitals do nothing to it.

8.4Mission targets and hazards

  • Command Bunker (Destroy Command Bunkers, from difficulty 5): its casemates and turrets fire from long range unprovoked. The mission Hellbomb does the job; so do EAT-411, FAF-14 Spear, MS-11 or Bastion (1); EAT-17 / LAS-99 / GR-8 / GP-20 (2); C4 or Thermite (2). Aim at the bunker, not its walls.
  • Megafactory gates wall off districts of the factory cities: G-48 Giga Grenade (demolition 40); explosives and anti-tank; or use a culvert or broken wall. Guns whose standard damage exceeds their durable damage (the APW-1, the AC-8) cannot hurt them, and bots open the gates as they approach.
  • Contact mines (common from difficulty 7) kill most divers outright; Fortified or Democracy Protects may save you. Shoot them from range (beam weapons such as the LAS-5 Scythe clear a minefield) and ping them for the squad.
  • Enemy Bio-Processors (Sabotage Orgo-Plasma Synthesis, Blitz: Destroy Bio-Processors): any weapon (AV1, 5,000 HP); one B/MD C4 charge, EAT-411 Leveller or GP-20 Ultimatum shot, TED-63 Dynamite or G-48 Giga Grenade (demolition 40); two G-123 Thermite thrown close.
  • Transmission Tower (Destroy Transmission Network): any weapon on the plates; CB-9 Exploding Crossbow, R-36 Eruptor or AC-8 Autocannon hit several at once; LAS-99 Quasar Cannon brings the tower down.
  • Supply bases (Sabotage Supply Bases): ammunition stockpiles take AP3+ or explosives (50 HP, AV3, 100% durable), from a distance, and they chain-explode, so keep your distance. Fuel silos need demolition 60: NUX-223 Hellbomb, B-100 Portable Hellbomb or SEAF Artillery Mini-Nuke.
  • Parked dropships (Sabotage Air Base): any anti-tank weapon (1 shot), e.g. LAS-99 Quasar Cannon; GP-20 Ultimatum 1; G-123 Thermite or G-48 Giga Grenade 1; P-33 Missile Pistol 2; TM-1 Lure Mine 2; PLAS-45 Epoch 2 charged; RS-422 Railgun 3-4.
  • Terrorist Memorials (Erase Terrorist Memorials, a Megafactory objective): AC-8 Autocannon (APHET) or most grenades, e.g. G-12 High Explosive (demolition 30).
  • Cyborg production (Halt Cyborg Production, Megafactory maps from difficulty 4): the cooling tower needs a Hellbomb or another heavy-demolition strike, and the Cyborg Assembly Unit dies only through the objective (flood it with hydrogen from the terminal), with a huge blast 30 seconds later.

Every structure's armor, health and minimum penetration is in the ladder, and each mission is on the Missions tab. Structure explosions and the Vox Engine's and Factory Strider's cannons do demolition for you.

By difficulty

Playbook

Fight from cover, kill what knocks you down first, and bring one more anti-tank answer than you think you need. The rules below hold at every difficulty; the bands after them say what each step up adds and what to carry for it.

9.1Ten rules

  1. Break line of sightBots win at range and cannot shoot through walls or smoke. Move cover to cover, and bring smoke (Orbital or Eagle Smoke Strike, G-3 Smoke) to cross open ground.
  2. Kill the flare-callers firstTroopers, Commissars, Raiders, Brawlers, Pyro Troopers and Marauders call drops; interrupt the flare and the drop never comes. Sneaking? Leave patrols alone: killing one alerts the whole patrol, and crawling past is often better.
  3. Shoot to suppressFiring at light bots and Devastators makes them flinch. Cover a reloading or stimming teammate by shooting at whatever is shooting at them.
  4. Shoot in priority orderWhatever knocks you down or kills in one hit, then force multipliers, then closers, then everything else (the list).
  5. Aim for the weak spotsDevastator and Berserker heads and stomachs, the Hulk's eye slit or back heatsink, tank turret heatsinks, Gunship thrusters, War Strider hips and eyes, the Factory Strider's eye and belly, Vox Engine vents.
  6. Carry the right penetrationEveryone: a medium-penetration or explosive primary. From difficulty 4: a heavy-penetration support weapon or an anti-tank weapon on every diver. From difficulty 6: two or more anti-tank answers in the squad. This is our recommendation, read from the armor tables and the difficulty milestones.
  7. Respect explosivesWear Fortified, and dive the moment a Reinforced Scout Strider stops to fire or a rocket volley comes in.
  8. Deny the dropsAnti-tank to a dropship thruster, the Leveller, Spear, Solo Silo or Bastion through the fuselage, or explosives pre-aimed where the cargo lands.
  9. Close the factoriesA grenade into a Fabricator vent ends its spawns, and clearing outposts pays Requisition. Stand clear of the blast.
  10. Skip what you do not needTanks, Factory Striders and Cannon Turrets can be bypassed, Compromise Automaton Defenses switches off the map's turrets, and a prone diver is invisible to a Detector Tower.

Bots spot a standing diver about 10 m later at night community-measured, and since 5.0.2 a suppressed weapon is about half as loud, so night drops and suppressors both help a stealth approach.

9.2What each difficulty adds

Each band lists what first shows up in regular spawns, from the wiki's Difficulty table (a unit's "From difficulty" in the ladder can be lower when a special mission brings it early), and what to carry for it.

Difficulties 1-3

Learn the bots

New: Troopers, Brawlers, Commissars and dropships from 1; Raiders, Devastators, Berserkers and the first outposts from 2; Scout Striders, Cannon Turrets and the first (rare) tanks from 3. Bring: the Orbital Precision Strike and MG-43 Machine Gun you start with, the EAT-17 from level 3 for the odd tank, and an Eagle Airstrike for Devastator lines and Fabricators. The R-63 Diligence (Helldivers Mobilize! p2, 8 Medals) one-shots Devastator heads, and the FS-05 Marksman heavy armor gives you Fortified for 6 Medals. Play: practice head shots, flare interrupts and grenades into vents.

Difficulties 4-5

Heavies arrive

New: Hulk Bruisers and Scorchers, Heavy and Rocket Devastators and regular tanks from 4, with Anti-Air, Mortar, Jammer and Detector Tower objectives; Marauders, Gunships (through an operation modifier), Bunker Turrets and Command Bunker missions from 5. Bring: an anti-tank or heavy-penetration weapon on every diver (the Recoilless Rifle from level 5, the EAT-17, or the Quasar Cannon from level 18), Fortified heavy armor, and the Orbital Precision Strike or Eagle 500kg Bomb for Hulks and tanks. Play: kill Rocket Devastators first, and flank Hulks.

Difficulties 6-7

Striders and the Legion

New: War Striders, regular Factory Striders and Gunship Facilities from 6; Barrager Tanks, Vox Engines on Cyborg planets, Intercept Convoy, and points of interest guarded by Cannon Turrets and mines from 7. Bring: two or more reusable anti-tank weapons in the squad, an AC-8 Autocannon (level 10) or a Spear for Gunships and Anti-Air sites, a Shield Generator Pack or Relay against the gunfire, and on Cyborg planets the Orbital Railcannon Strike (level 20). Play: plan a Hellbomb for every Gunship Facility, and watch for mines.

Difficulties 8-10

Everything, harder

New: Reinforced Scout Striders from 8. No new units after that, but 6.0.1 raised the intensity from difficulty 9 on every front, most of all against bots, and big bot groups re-aim more often. Operations carry more modifiers (one from difficulty 5, two from difficulty 8). Bring: everything above; the dated builds for these difficulties are on the Loadouts tab. Play: dive when a Reinforced Scout Strider vents, pick fewer fights, and stay together.

9.3Squad roles for your first bot squads

One or two per squad

Anti-tank carrier

Recoilless Rifle, EAT-17 or Quasar Cannon, Commando, Spear or Leveller. Calls out Hulks, tanks, War and Factory Striders and Vox Engines, and takes them.

Heavy penetration

Line holder

An AC-8 Autocannon, APW-1 Anti-Materiel Rifle or MG-206 Heavy Machine Gun for Devastators, Scout Striders, Gunships and turret vents. The Autocannon also closes Fabricators.

Force multiplier

Support

Shield Generator Relay, EMS, smoke and sentries; revives teammates and covers their reloads.

Ping heavies and turrets the moment you see them: the bot front punishes surprises. Stay within reach of each other; 7.1.0 balances spawns when a squad splits, but a diver on their own has no one to cover a reload. More on squad roles and squad compositions.

9.4Drills for when it goes wrong

Drill

A dropship is inbound

Get to cover that faces the drop. The anti-tank carrier hits a thruster; everyone else splashes the cargo as it hangs, then kills Rocket Devastators and Rocket Raiders first. If the fight is not worth it, leave before the bots find you.

Drill

A Hulk is closing

Anti-tank to the body, or heavy penetration to the eye slit. No launcher? Cripple a leg, then circle to the heatsink while a teammate holds its attention. Against a Scorcher, never run in a straight line, and dive to put out flames.

Drill

A tank rolls up

Recoilless or Thermite to the turret, or two EAT or Quasar hits. Without anti-tank, flank it while it tracks someone else and hit the turret heatsink. An Annihilator cannot hit a diver standing on its turret; a Shredder's turret tracks divers right beside it.

Drill

Gunships overhead

Get under cover, then focus one thruster per Gunship with an Autocannon, Anti-Materiel Rifle or Eruptor, or lock on with a Spear or W.A.S.P. If a Facility keeps launching them, the fix is a Hellbomb on the tower.

Loadout and shopping list

What to bring and buy

Bring one stratagem for heavies, one for crowds and drops, and one that shields you from gunfire. Buy the explosive primary, the anti-tank grenade and the Fortified armor first.

10.1Stratagems by job

Heavies

Hulks, tanks, striders, Vox Engines

Orbital Railcannon Strike: one-shots tanks, Hulks, War Striders and Vox Engines, and only softens a Factory Strider. Eagle 500kg Bomb: Hulks and War Striders (tanks only on a direct hit). Eagle Airstrike: the wiki's first pick against tanks. Eagle 110mm Rocket Pods: lock onto the biggest target in range. Orbital Precision Strike: a direct hit kills Hulks and tanks, with a cooldown of only 80 seconds. Orbital Laser: anything, 3 per mission.

Crowds and drops

Infantry, Berserker packs, fresh drops

Eagle Cluster Bomb: light bots, Berserker packs and Devastators in the open. Orbital Airburst Strike and 120mm HE Barrage: groups and fresh drops. Orbital Gatling Barrage: Devastators, Scout Striders and infantry. Eagle Strafing Run: Devastator lines and Scout Striders; two runs kill a Vox Engine. Orbital EMS Strike: freezes a drop, a Hulk or a Berserker pack for your follow-up.

Structures

Outposts and objectives

Orbital 380mm HE Barrage and Walking Barrage: whole outposts and Fortresses. Eagle 500kg Bomb and Orbital Precision Strike: Detector Towers, disabled Jammers and Fabricators. Hellbombs: the only answer to a Gunship Facility. Anti-Air sites ground your Eagles within 150 m, so bring at least one orbital.

Holding ground

Cover you can call in

FX-12 Shield Generator Relay: a dome to shoot from (not against War Strider grenades, and Radical kicks break it). Orbital or Eagle Smoke Strike: cross open ground under Devastator and turret fire. Rocket and Autocannon Sentries: Hulks, striders and Devastators. E/MG-101 HMG Emplacement: Gunships and Devastators. E/AT-12 Anti-Tank Emplacement and MD-17 Anti-Tank Mines: Factory Striders and convoys (War Striders set mines off).

Every stratagem's code, cooldown and unlock level is on the Stratagems tab.

10.2The bot loadout checklist

These are the bot-front rules the coverage check tests, each with its source: an answer for every heavy at your difficulty, an anti-air answer from difficulty 5, a Hellbomb plan for Gunship Facilities from 6, a Vox Engine answer on Cyborg planets from 7, and fire only as a last resort. The rules that hold on every front (spawners, crowds, one backpack, 4 different boosters) are on the same tab.

CheckFrom difficultyRuleSource
crowds1Bot drops and Berserker packs need a crowd tool that is not fire alone: explosives, Medium-penetration volume or stun (small bots take half fire damage).wiki
front-note1Fire is weak against bots: small bots take half fire damage and robots ignite slowly, so favor explosives and Medium penetration.wiki
front-note1Bots kill with rockets and cannons: Fortified or a Concussive Padding passive (explosive damage -50%), heavy armor and a shield pack or smoke are the defaults.wiki
front-note1Incineration Corps: fire replaces rockets as the main threat, so Inflammable (75% fire resistance) or Acclimated beats Fortified, and Integrated Extinguishers puts a burning diver out faster.wiki
front-note1Jet Brigade: explosive primaries pop jump packs at range, and jump-packing units leap out of strikes, so stun or pin them first.wiki
front-note1Cyborg Legion: Radical kicks ragdoll you unless you wear Rock Solid, and Agitators buff their squad, so kill them first with precision or explosives.wiki
front-note2Devastator torsos are AV3: carry an AP3 or explosive primary, or aim for their AV1 heads.wiki
front-note5From D5 Gunships (400-HP AV3 thrusters) need an anti-air answer: an AC-8 or AMR (two shots per thruster), a Spear or W.A.S.P. lock-on, or any anti-tank hit.wiki
heavies1Every Automaton heavy at this difficulty (tanks from D3, Hulks from D4, War and Factory Striders from D6-7, Vox Engines on Cyborg planets from D7) needs an answer: a Recoilless, EAT, Quasar or Spear, Thermite, an AP4 hit on a Hulk eye, or a heavy-killing strike.wiki
heavies7Cyborg Legion from D7: bring a Vox Engine answer (9,000 HP): the Railcannon one-shots it, a Leveller or Solo Silo body hit kills it, a Spear kills a cannon, or break three vents and throw a grenade in; EAT and Quasar need four hits.wiki
mix4Anti-air emplacements (from D4, dense on Megafactory maps) ground Eagles within 150 m: bring at least one orbital, or plan to destroy the site first.wiki
spawners6From D6 Gunship Facilities need demolition 60: the mission Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery mini-nuke (Eagles and orbitals do nothing).wiki
squad-boosters1Against bots the dated consensus boosters are Experimental Infusion, Hellpod Space Optimization and Stamina; Concealed Insertion suits stealth and Commando missions, Integrated Extinguishers the Incineration Corps.Steam guide

10.3What to buy for the bot front

The Warbonds tab's bot-front purchase order, built from two dated community lists, GamesRadar's (August 2026) and a Steam guide built on u.gg data (August 19, 2026) community consensus. Democratic Detonation leads because its first three pages hold an anti-tank grenade, an explosive rifle and Fortified heavy armor; the Redacted Regiment and Siege Breakers add the C4 Pack and the Leveller. Buy each warbond, then its items in this order:

#BuyWarbondPageCostWhyConsensus (dated)Source
1Democratic DetonationDemocratic Detonation--1,000 SCFirst against Automatons: the Eruptor, Thermite for tanks and Hulks, and Fortified armor.GamesRadar 2026-08-14 (Eruptor S vs bots)gamesradar.com
2G-123 ThermiteDemocratic Detonation115 MedalsAn anti-tank grenade on page 1: it kills armor without a support slot.GamesRadar S (2026-08-13) and Steam guide S+ (2026-08-19) for the warbondwiki
3R-36 EruptorDemocratic Detonation260 MedalsAn explosive rifle that closes bug holes and fabricators.GamesRadar 2026-08-14 (A/S/A); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
4FS-55 Devastator (armor)Democratic Detonation364 MedalsFortified heavy armor: half damage from explosions.research/02 8.5 on GamesRadar (2026-08-14) and Steam guide (2026-08-19) per-front tierswiki
5Redacted RegimentRedacted Regiment--1,000 SCSecond against Automatons: the Censor, Reduced Signature armor and the C4 Pack.GamesRadar 2026-08-14 (Censor S, C4 S vs bots); Steam guide 2026-08-19 (Reduced Signature S+)gamesradar.com
6R-72 CensorRedacted Regiment135 MedalsA suppressed marksman rifle, a top pick against bots.GamesRadar 2026-08-14 (S vs bots)gamesradar.com
7RS-89 Shadow Paragon (armor)Redacted Regiment145 MedalsReduced Signature light armor: quieter, and enemies spot you later.Steam guide 2026-08-19 (S+ vs bots, S vs squids)Steam guide
8B/MD C4 PackRedacted Regiment3110 MedalsRemote-detonated AT III charges, a top pick against bots.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
9Siege BreakersSiege Breakers--1,000 SCThird against Automatons: the Leveller.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)gamesradar.com
10EAT-411 LevellerSiege Breakers285 MedalsAn expendable anti-tank rocket that closes Bile Titan holes and destroys spawners.GamesRadar 2026-08-14 (S vs bots); Steam guide 2026-08-19 (S+ vs bots)wiki
11Castellan's CreedCastellan's Creed--1,500 SCWorth adding against Automatons: the Meltagun.GamesRadar 2026-08-14 (Meltagun S vs bots)gamesradar.com
1240-K MeltagunCastellan's Creed3110 MedalsA short-range AT III thermal beam.GamesRadar 2026-08-14 (S vs bots, A vs bugs and squids); Steam guide 2026-08-19 (S+ vs bugs and bots)gamesradar.com
13Borderline JusticeBorderline Justice--1,000 SCWorth adding against Automatons: the Talon.GamesRadar 2026-08-14 (Talon S vs bots)gamesradar.com
14LAS-58 TalonBorderline Justice240 MedalsA laser revolver that uses heat instead of ammo, a top pick against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
15Steeled VeteransSteeled Veterans--1,000 SCWorth adding against Automatons: the Senator.GamesRadar 2026-08-14 (Senator S vs bots)gamesradar.com
16P-4 SenatorSteeled Veterans115 MedalsA Heavy-pen revolver, a top sidearm against bots.GamesRadar 2026-08-14 (S vs bots, A vs squids)gamesradar.com
17Entrenched DivisionEntrenched Division--1,000 SCWorth adding against Automatons: the Sapper armor.Steam guide 2026-08-19 (Sapper armor S+ vs bots)Steam guide
18CPG-48 Sapper (armor)Entrenched Division145 MedalsGrenadier armor: explosive resistance plus two extra grenades.Steam guide 2026-08-19 (S+ vs bots)Steam guide
19Polar PatriotsPolar Patriots--1,000 SCOnce the top three are owned: the Purifier fits any front.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com
20PLAS-101 PurifierPolar Patriots380 MedalsA charge-up explosive primary rated S or better on every front in both lists.GamesRadar 2026-08-14 (S/S/S); Steam guide 2026-08-19 (S+ every front)gamesradar.com

The full ranking, the plan for the free warbond and the skip list are on the Warbonds tab.

10.4What the community rates, and when

Tier lists are opinions; read them with their dates.

  • GamesRadar's support-weapon tier list (updated August 14, 2026), for Automatons: S for the C4 Pack, Commando, Expendable Anti-Tank, Leveller, Meltagun, Railgun, Recoilless Rifle and Speargun; A for the Breaching Hammer, De-Escalator, Epoch, Quasar Cannon, Solo Silo and Spear; B for the Anti-Materiel Rifle, Autocannon, Cremator, Grenade Launcher and W.A.S.P.; C for the Heavy Machine Gun, Laser Cannon, Machine Gun, Stalwart and others opinion (GamesRadar).
  • u.gg (its list stamped patch 7.0.2, read September 26, 2026) rates the AC-8 Autocannon S+ against all three factions, the only support weapon it rates that high, where GamesRadar puts it at B against bots opinion.
  • A Steam community thread that calls the Autocannon the bot weapon that "does everything" dates from March 28, 2024, before the armor overhaul of September 17, 2024: history, not current advice (Steam thread).
  • Press guides from the Cyberstan launch (PC Gamer, February 10, 2026; Windows Central, February 11, 2026) recommended the vent-and-grenade trick, shield generators, the Orbital Laser and Hellbombs against Vox Engines. Only Windows Central quoted health figures, and those predate 6.3.0.

The disagreement over the Autocannon is taste, not fact. The neutral comparison is the armor and penetration data on this tab and the penetration ladder.

Threat dossier11

Illuminate

Every Illuminate unit across the Invasion Fleet, Appropriators and Vote Snatchers: shields and how they break, armor, weak points and the counters for each.

12 chapters~65 min readapprox15community6unverified141 sealed spoiler
On this page12 chapters
Threat briefing

The front today

Shoot the Watchers first, bring steady damage instead of one big gun, and check the planet's fleet before you drop. The Illuminate ("squids") protect themselves with shields, breakable plates and deep health pools rather than heavy armor, so machine guns, fire and explosives decide most fights here, and an anti-tank launcher is for a short list of targets.

If you read nothing else
  1. Kill every Watcher on sight. It is the only Illuminate unit that calls reinforcements (how to kill it).
  2. Bring damage per second, not just penetration. Apart from the ships and structures, only the Harvester's and Gatekeeper's heavy armor and the Crusher's helmet need more than medium penetration.
  3. Strip a shield with steady fire, then land the big hit. A Harvester's shield swallows a whole rocket (shields and faction rules).
  4. Use explosives on Overseers. Their shields and plates let blasts straight through to their health (Overseers).
  5. Read the fleet before you drop. Each of the four fleets wants a different loadout (Fleets).
16
Units
4
Fleets
1
Unit that calls reinforcements
7.1.1
Patch checked

1.1Where the front stands

On September 26, 2026 the Illuminate held 25 planets and 19 of the war's campaigns ran against them, drawing about 10% of the divers on campaign planets approx. Most of those planets run the regular roster. Three showed a fleet: Alaraph (Vote Snatchers), Senge 23 (Appropriators, joined by the Invasion Fleet) and Siemnot (Mindless Masses). No planet had an Exostorm, a Void effect or Heavy SEAF Presence that day. The front moves daily, so check the live war maps for today's planets and fleets.

This tab is checked against patch 7.1.1. The last patch to change the Illuminate was 7.1.0 (September 22, 2026): it fixed Wretches and Crushers clipping, made the Gazer Spire finish its firing cycle and balanced enemy spawns per diver (7.1.0 notes). The newest units are the Wretch and Crusher of the Vote Snatchers fleet, added with Devoid of Liberty (7.0.0, August 12, 2026; 7.0.0 notes).

1.2Every unit at a glance

Read the Min. penetration column first: it is the lowest penetration that can kill the unit from the front, through its easiest fatal part (2 is light, so any weapon; 3 medium; 4 heavy; 5 and up anti-tank). Nearly every Illuminate soldier and walker dies to light penetration aimed at the right part; the exceptions are the Harvester, the Stingray, the ships and the spawner structures. Body armor is the armor of the unit's main health pool, and From difficulty is the lowest difficulty where it can appear at all. A dash in Subfaction means the regular roster, the Invasion Fleet; a dash in Min. penetration means only a Hellbomb-class blast destroys it.

UnitClassSubfactionBody armorMin. penetrationFrom difficultySource
Votelesssmall--021wiki
Crescent Overseermedium--023wiki
Elevated Overseermedium--023wiki
ObtrudermediumAppropriators021wiki
Overseermedium--021wiki
Watchermedium--021wiki
WretchmediumVote Snatchers121wiki
CrusherheavyVote Snatchers124wiki
Fleshmobheavy--021wiki
GatekeeperheavyAppropriators424wiki
Harvesterheavy--433wiki
VeracitorheavyAppropriators324wiki
Illuminate Overshipair--10101wiki
Leviathanair--558wiki
Stingrayair--334wiki
Warp Shipair--551wiki
Cognitive Disruptorstructure--022wiki
Exospirestructure--223wiki
Gazerstructure--521wiki
Gazer Spirestructure--9--5wiki
Grounded Warp Shipstructure--551wiki
Illuminate Encampmentstructure----52wiki
Lightning Spirestructure--221wiki
Monolithstructure------1wiki
Void Blossom unverifiedstructure--323wiki
Warp Gatewaystructure--552wiki

1.3No fourth enemy faction

There are still 3 enemy factions as of patch 7.1.1, and no official post announces a fourth. The war has grown subfactions instead: the Illuminate's four fleets, the Terminid strains (Predator Strain, Spore Burst Strain and Rupture Strain) and the Automaton subfactions (Jet Brigade, Incineration Corps and Cyborg Legion). The wiki lists a fourth faction, the Federation of Super Earth, but that is your side: civilians, SEAF soldiers and other Helldivers matter on this tab only as friendly-fire targets in the cities (Where you fight them).

Faction rules

Shields and faction rules

Illuminate defenses punish one big hit and reward steady damage. A shield swallows a whole rocket, a breakable plate throws away the overkill, and several units let an explosion pass straight through to their health. Chip first, then finish, and aim your explosives at the units whose shields and plates let blasts through.

2.1The damage rule in three lines

  • Above: a hit whose armor penetration is higher than the armor of the part it strikes deals full damage.
  • Equal: it deals 65%.
  • Below: it bounces and deals nothing.

The weapon traits in the game name the tiers (AP2 Light, AP3 Medium, AP4 Heavy and AP5 to AP10 Anti-Tank); this tab says light, medium, heavy and anti-tank. Three more rules matter on this front. Explosions carry their own penetration (one tier lower at the edge of the blast); they ignore durability, but a part's explosion resistance cuts them, and a part immune to explosions passes the blast to the unit's main health once, if the blast's penetration reaches that pool's armor. Durable parts shrug off weapons with low durable damage: the walkers, Stingrays, Fleshmobs and Crushers are durable in places, so rockets, explosives, the AC-8 Autocannon and the APW-1 Anti-Materiel Rifle beat fast light fire there. Damage to main health: most parts pass only a share of their damage to the unit's main pool, but a few pass on more than they take (the Fleshmob's faces and the Harvester's eye), which makes them the real weak points. The rule for every front is on What Kills What.

About the shot counts on this tab

Counts such as "4 shots" or "about 17 rounds" were computed by the research from the wiki's datamined weapon damage and the in-game armor tables: point-blank, straight on, every pellet hitting, each blast counted once approx. They ignore damage falloff, angles and blasts that hit several parts at once, so explosives often do better than listed. An independent recount reproduced almost every one. Use them to rank weapons, not to count frames (wiki datamine).

2.2Five shields, five answers

A shield is a separate pool that must empty before the body takes damage, and each kind has its own answer. The wiki's summary of the faction fits: shields and plates cancel or reduce overkill, punishing single powerful shots and rewarding continuous damage (wiki). The health of every shield is in its unit's parts table below.

Harvester · raised once it is alerted

A bubble that swallows any single hit

It absorbs a whole hit whatever its size (an EAT-17 rocket only pops it) and regenerates. Empty it with fast fire (the MG-43 Machine Gun needs about 17 rounds), about 4 GL-21 grenades, or one or two R-36 Eruptor or AC-8 flak shots, whose 30 shrapnel fragments each hit it. Or break one of its generator prongs above and below the eye with medium penetration, and the shield is gone for good.

Overseer · covers the upper body from the front

A hand shield that blasts ignore

Raised under heavy fire, lowered to shoot, and forced down when SEAF soldiers come within 10 m. It never covers the legs, and every explosion goes around it into the Overseer's health, which is why explosives are the Overseer answer.

Veracitor and Gatekeeper · over the pilot

A pilot shield you can switch off for good

A rechargeable shield over the Overseer who drives the construct; explosions pass it by, and fire reaches the pilot through it (GamesRadar, March 20, 2026) community-tested. Break the Veracitor's head (two JAR-5 Dominator shots, one AC-8) or the Gatekeeper's horn (one hit from an AC-8, APW-1 or MG-206) and it never comes back.

Warp Ships · grounded and airborne

A ship shield you must drain fast

It starts regenerating after a 15-second pause, and if it comes back while your grenade sits in the bay, the grenade does nothing. Drain it with steady fire (the LAS-16 Sickle and machine guns empty it without a reload), then act at once. A G-123 Thermite or a C4 charge destroys a grounded ship even through its shield. Airborne ships have carried the same shield since patch 1.002.200.

Illuminate Overship · Take Down Overship

A shield only the big cannon breaks

Only the Planetary Defense Cannon hurts the Overship. Its first shell breaks the shield and a second one into the nearest glowing port kills the ship. A broken shield comes back 60 seconds after it fell; a damaged one starts regenerating after 20 seconds untouched.

2.3Plates that waste your overkill

Breakable plating has its own pool, must break before the part beneath takes damage, and loses any damage beyond what it needed. A single huge hit on a plate is mostly wasted; two medium hits often do more.

  • Overseers: plates over softer flesh on the chest, crotch and limbs, passing little to the Overseer's health. Since 6.1.0 an Overseer staggers when its armor and shield break, and its exposed flesh staggers easily, so the R-72 Censor, SG-20 Halt, SG-97 Sweeper and R-2124 Constitution interrupt it.
  • Harvester: a heavy carapace that, once broken, exposes softer fatal internals.
  • Gatekeeper: heavy carapace and limb plates over fatal internals.
  • Leviathan: fins, spine and tail armored against everything below anti-tank; a broken fin or tail exposes internals that heavy penetration can hurt.
  • Crusher: a helmet over a fatal head; unlike the rest of its body, neither regenerates.

2.4Where explosions go

  • Straight through: the parts of Overseers, Watchers and Obtruders and the limbs of the Voteless ignore explosions, but their main health pool is unarmored, so every blast lands in full. That is why explosive primaries (PLAS-1 Scorcher, PLAS-101 Purifier, CB-9 Exploding Crossbow, R-36 Eruptor, SG-8P Punisher Plasma) and the GP-31 Grenade Pistol are the classic Overseer answer.
  • Blocked below heavy penetration: every Harvester exterior part except the chassis ignores explosions, and the chassis is heavily armored, so while its armor is whole a blast needs heavy penetration to hurt it. GL-21 grenades then do nothing to its body; once its shield is down, the Eagle 110mm Rocket Pods (a heavy-penetration blast since 6.3.0) and the Eagle 500kg Bomb do. Once a teammate breaks the carapace, the exposed internals take GL-21 grenades at full damage.
  • Reduced: the Veracitor's and Gatekeeper's limbs ignore explosions, so a blast only reaches their main health: a medium-penetration blast at reduced damage on the Veracitor, and nothing below heavy on the Gatekeeper. Big blasts and direct hits are what count.
  • Mixed: the Crusher's head, torso and pelvis ignore explosions, its legs and helmet partly resist them and its arms barely do, so one big blast (a G-123 Thermite or C4 charge) hits several parts and its health at once and kills it.
  • Amplified: a Grounded Warp Ship's hull takes extra damage from explosions.

2.5What they do to you

Arcs · stun and chain

Watchers, Harvesters, Lightning Spires

A Watcher's Tesla Suppressor zaps for 30 with a 1.5-second stun that slows you and drains stamina. Within about 20 m a Harvester's Tesla Ripper throws arcs of 60 each, up to three at once, enough to kill several divers. A Lightning Spire arcs for 200 within 25 m and chains through Illuminate units and guard dogs.

Defense: the Electrical Conduit passive (95% arc resistance); Acclimated, Adreno-Defibrillator and Desert Stormer armors resist arcs too. Go prone near a Lightning Spire: it will not target a diver who crawls into range.

Beams · anti-tank penetration, and they set you on fire

Harvesters, Leviathans, Gazers, Gazer Spires

The Harvester's Disintegration Beamer burns 1,400 damage per second (1,800 once its eye is broken) after a 1.1-second charge; a diver has 125 health, so even a graze nearly kills. Each of a Leviathan's four culverins burns 400 per second, a Gazer 50, and a Gazer Spire 1,000 out to about 250 m.

Defense: break line of sight and keep moving sideways. Smoke stops a new lock but not a beam already on you. Vehicles and exosuits are big, slow targets.

Explosions · plasma from every rank

Overseers, Stingrays, Gatekeepers, drones

Overseer bolts and Crescent Overseer barrages; Elevated Overseer grenades (200, and they ragdoll you); Stingray strafes and the Stingray's death blast (300); Leviathan bombs (250); the Gatekeeper's cannon; and the 300-damage crash of a dying Watcher or Obtruder within 1-2 m.

Defense: divers take only half damage from explosions, and Fortified armor cuts that again (its passive: Recoil -30% when crouched or prone; 50% explosive resistance); going prone cuts the outer part of a blast by 90%. The SH-32 Shield Generator Pack is the wiki's answer to Stingray strafes.

Melee · most of it ragdolls you

Crushers, Veracitors, Overseers, Wretches, Fleshmobs

A Crusher's cudgel (200 plus a 50 blast) kills on a direct hit; every Veracitor melee attack has had anti-tank penetration since 7.0.0; an Overseer's staff (75) ragdolls you and the follow-up usually kills; Wretch blades hit for 50; a charging Fleshmob knocks you flat.

Defense: keep moving, because Crusher and Veracitor swings do not track. The Rock Solid passive makes you harder to knock down and stops the Overseer's ragdoll. The SH-20 Ballistic Shield Backpack blocks about 5 Crusher swings or 15 Veracitor hits, but you still go flying.

Vehicles are targets here

Patch 6.3.0 raised the penetration of many Illuminate weapons so they can hurt vehicles (6.3.0 notes; the wiki records the details as undocumented changes). Overseer, Crescent Overseer, Stingray and Gatekeeper plasma also does triple damage to the TD-220 Bastion; Fleshmobs have damaged vehicles since 6.2.2 and can flip an FRV. The wiki advises keeping exosuits, FRVs and emplacements away from Leviathans and out of a Harvester's sight.

2.6Fire, gas, arc and stun

Fire

Kills the horde, panics the rest

Fire alone burns Voteless to death, and since 6.1.0 small and medium Illuminate flamed in the face panic and attack at random (heavies are immune). Fleshmobs take 1.8 times fire damage; Wretches, Harvesters and Crushers 1.5 times.

Gas

Confuses and slows

Gas damages over time and confuses; since 6.2.2 confused units are also slowed 25%. It kills Voteless in 4-7 seconds and pulls a Fleshmob's attention off you, even mid-charge.

Arc

Stuns the drones and the Harvester

An arc hit stuns a Watcher or Obtruder and cancels a Watcher's call. The ARC-3 Arc Thrower stun-locks a Harvester once its shield is down (the A/ARC-3 Tesla Tower does not). Fleshmobs take 1.8 times arc damage.

Stun and EMS

Freezes constructs, stops a charge

The Orbital EMS Strike, G-23 Stun grenade and A/M-23 EMS Mortar Sentry freeze Veracitors and Gatekeepers while the pilot bangs on the controls. Only the Orbital EMS Strike and a G-109 Urchin stop a charging Fleshmob. Stun rounds and arcs (ARC-12 Blitzer, ARC-3, SG-20 Halt) halt an Elevated Overseer's strafing, and a CQC-19 Stun Lance or CQC-30 Stun Baton holds an Overseer.

How these effects compare across the three fronts: Fire, gas, arc and stun by front.

2.7Reinforcements, detection and spawns

  • Only Watchers call reinforcements. The call is long, visible and loud (blue flares), and a kill or an arc stun interrupts it. Once the "Illuminate Ships Incoming" banner appears, the call has gone out and Warp Ships will beam troops down.
  • No calls on Vote Snatchers planets, which have no Watchers, but bigger patrols and guards. Few calls with the Mindless Masses on low difficulties, but Voteless swarms of 50 or more.
  • Sight and alerts, not proximity: since 1.003.101 no spawner gives you away just for being near it; detection runs on line of sight and alert level, and a noise can send enemies to search the spot. The Veracitor spots divers from 100 m, farther than anything else; Obtruders drift toward suspected activity; Stingrays never arrive at the start of a mission.
  • An unalerted Harvester has no shield up, so one big hit, such as an Orbital Railcannon or Precision Strike, can kill it before the fight starts.
  • Spawns follow each diver. Since 7.1.0 the game balances enemy pressure per diver by the number and distance of nearby enemies and despawns far ones when it is over budget. On difficulty 9 and up, patch 6.0.1 raised the intensity on every front, least for the Terminids and the Illuminate.

What each difficulty adds. Most of the roster appears from difficulty 1 (the From difficulty column above holds every unit's figure). Then:

  • Elevated Overseers from difficulty 3 and Crescent Overseers from 3.
  • Harvesters from 3 in Destroy Harvesters missions, and from 4 in regular spawns.
  • Stingrays from 4; Veracitors from 4 and Gatekeepers from 4 (Appropriators); Crushers from 4 (Vote Snatchers).
  • Gazer Spires from 5 (Void missions).
  • Leviathans from 8 (Mega Cities with the Leviathan Blockade modifier). Difficulties 6, 7, 9 and 10 add no new unit.
Fodder and callers

The horde: Voteless and Watchers

Kill the Watcher, then deal with the crowd. The Watcher turns a skirmish into a siege by calling in ships; the Voteless die to anything that hits the head, burn to death from fire alone, and are slow enough that a lightly armored diver can simply outrun them.

A horde of Voteless runs down a colony street toward a golden hexagonal energy dome under a hazy sky
A Voteless horde runs down a Super Earth colony street toward a golden energy dome. In-game capture from Arrowhead's Omens of Tyranny announcement (December 13, 2024).

3.1Watcher

Kill it: the moment you see it. One APW-1 Anti-Materiel Rifle or RS-422 Railgun hit to the body kills it; a JAR-5 Dominator, SG-8S Slugger, P-4 Senator or AC-8 Autocannon needs two approx. An ARC-12 Blitzer or ARC-3 Arc Thrower hit stuns it and cancels the call. Aim at center mass, because it survives losing several fins. Gatling and machine-gun sentries and the AX/AR-23 Guard Dog pick them off too.

Watch out for: the call. A Watcher sweeps the ground with a blue search cone that turns pink when it suspects something; if it spots a diver again, or keeps taking fire, it stops and releases blue flares that bring in Warp Ships. Up close its Tesla Suppressor zaps you (30 damage and a 1.5-second stun that slows you and drains stamina), which is deadly inside a Voteless or Fleshmob crowd. A killed Watcher drops and explodes where it lands (300 damage within 1-2 m, which ragdolls, and 80 out to 5 m), so don't kill one directly overhead.

Where: in every fleet but the Vote Snatchers, which have none (so nothing calls reinforcements there), and rare with the Mindless Masses on low difficulties. The Appropriators' Obtruder looks like a Watcher but never calls (Obtruder).

The body is the fatal weak spot; the eye and fins soak damage without killing it.

PartArmorHealthWeak pointSource
Main0600main health poolwiki
Body2400FATAL WEAK SPOT: center mass; 100% to Main (capped); explosion-immunewiki
Eye0300non-fatal; cannot kill it alone (its transfer to Main is capped at 300); explosion-immunewiki
Upper Fin2200non-fatal; 100% to Main (capped); explosion-immunewiki
Lower Fin2200non-fatal; 100% to Main (capped); explosion-immunewiki
Side Fins (2)0150non-fatal; 100% to Main (capped); explosion-immunewiki

3.2Voteless

Kill it: with anything. One head shot kills every variant, and most automatic weapons drop one with a single leg shot. Fire alone burns them to death (beam and incendiary weapons such as the LAS-5 Scythe and SG-451 Cookout ignite them at range), and gas both damages and confuses a crowd. Against big hordes the wiki suggests the CB-9 Exploding Crossbow, FLAM-66 Torcher, AR-23A Liberator Carbine and SG-8P Punisher Plasma; the A/ARC-3 Tesla Tower and A/FLAM-40 Flame Sentry hold a street by themselves, and the Eagle Cluster Bomb, Eagle Napalm Airstrike and Orbital Gas Strike clear one.

Watch out for: numbers, not damage. Former Super Earth citizens rebuilt by the Illuminate, the Voteless fill almost every patrol and reinforcement wave and pour out of Grounded Warp Ships. One swipes for 25 and lunges a short way; a crowd soaks the fire meant for the Overseers and Harvesters behind it. They are slower than small bugs and cannot leap, so a lightly armored diver can often run past them. A Voteless that survives losing a leg collapses and crawls on.

Where: from difficulty 1 in the regular roster, and in far larger numbers with the Mindless Masses; none on Appropriators planets. Whether they march with the Vote Snatchers is disputed: the wiki's Vote Snatchers page says yes, its Voteless page says no unverified.

Three sizes share one layout, each with more health than the last: the head is the fatal weak spot, the arms are not fatal, and a leg hit drops it.

PartArmorHealthWeak pointSource
Light: Main0100main health pool; bleed-out 100 at 5/swiki
Light: Head140fatal weak spot (any weapon); 100% to Main (capped); explosion-immunewiki
Light: Upper Arms (2)050non-fatal; 40% to Main (capped); explosion-immune; bleed-out 1,000 at 40/swiki
Light: Forearms (2)050non-fatal; 30% to Main (uncapped); explosion-immunewiki
Light: Legs080leg hits down it (a Voteless that survives crawls on); fatal per the in-game record; 30% to Main (capped); explosion-immunewiki
Medium: Main0130main health pool; bleed-out 100 at 5/swiki
Medium: Head150fatal weak spot (any weapon); 100% to Main (capped); explosion-immunewiki
Medium: Upper Arms (2)065non-fatal; 40% to Main (capped); explosion-immune; bleed-out 1,000 at 40/swiki
Medium: Forearms (2)050non-fatal; 30% to Main (uncapped); explosion-immunewiki
Medium: Legs080leg hits down it (a Voteless that survives crawls on); fatal per the in-game record; 30% to Main (capped); explosion-immunewiki
Heavy: Main0160main health pool; bleed-out 100 at 5/swiki
Heavy: Head160fatal weak spot (any weapon); 100% to Main (capped); explosion-immunewiki
Heavy: Upper Arms (2)080non-fatal; 40% to Main (capped); explosion-immune; bleed-out 1,000 at 40/swiki
Heavy: Forearms (2)065non-fatal; 30% to Main (uncapped); explosion-immunewiki
Heavy: Legs080leg hits down it (a Voteless that survives crawls on); fatal per the in-game record; 30% to Main (capped); explosion-immunewiki
Elite infantry

Overseers

Use explosives. An Overseer's shield and plates ignore blasts, so every explosion lands in its health: two hits from an R-36 Eruptor, CB-9 Exploding Crossbow, PLAS-101 Purifier or GP-31 Grenade Pistol drop one approx. Without explosives, put a medium-penetration round into the head, or shoot the legs, which the shield never covers.

All three kinds share one frame: breakable plates over softer flesh, a fatal right arm (the weapon arm), a non-fatal left arm, and legs that pass damage to the main health pool. Only the plain Overseer carries a hand shield, and Stingray plasma never hurts any of them.

An armored Illuminate warrior with glowing eyes holds a tall staff in blue fog
An armored Illuminate warrior with a staff. CG footage from Arrowhead's Omens of Tyranny reveal (December 13, 2024).

4.1Overseer

Kill it:

  • Explosives go around the shield and plates: two hits from the PLAS-101 Purifier, CB-9, R-36 or GP-31, four from the PLAS-1 Scorcher.
  • A medium-penetration head shot kills in one: JAR-5 Dominator, SG-8S Slugger, P-4 Senator, APW-1 or RS-422 (the wiki adds the R-6 Deadeye).
  • Steady fire strips the plates: an MG-43 or AR-23 Liberator kills it in about 10 rounds through the chest or the always-exposed legs approx.
  • Stay out of reach: sidestep its slow bolts and break contact before it closes in; one hit from a CQC-19 Stun Lance or CQC-30 Stun Baton holds it long enough to back off. The Eagle Cluster Bomb, Orbital Airburst Strike and Orbital Gas Strike handle groups.

Watch out for: the Pathfinder Lightspear. At range it fires a slow, charged plasma bolt (40 plus a 30 blast, with anti-tank penetration since 6.3.0); up close it swings it as a staff (75, and the ragdoll usually sets up a killing follow-up). It leads Voteless, pointing its Lightspear to send them in, and raises its hand shield under heavy fire.

Where: in patrols, on objectives, from Grounded Warp Ships and landed ships at outposts, and in reinforcements, from difficulty 1; fewer with the Mindless Masses and none with the Vote Snatchers. The Eliminate Overseers side objective asks for a set number of kills.

The head is the fatal weak spot behind medium armor; the plates pass little to its health, and the legs share its main pool.

PartArmorHealthWeak pointSource
Main0600main health poolwiki
Head3150FATAL WEAK SPOT behind an AV3 helmet (AP3+); 100% to Main (capped); explosion-immunewiki
Chest Armor2150breakable plate over the torso; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Crotch Armor2200breakable plate; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Limb Armor (8)2100breakable plates; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Torso1600fatal; 100% to Main (capped); explosion-immunewiki
Right Arm1300fatal (the lance arm); 50% to Main (capped); explosion-immunewiki
Left Arm1300non-fatal (the shield arm); 50% to Main (capped); explosion-immunewiki
Legs (2)0Mainshare the Main pool at 70% (non-fatal); the shield never covers them; explosion-immunewiki
Shield21,500hand-held energy shield; blocks bullets from the front, explosions pass to Main; lowered when SEAF come within 10 m; non-fatal; explosion-immunewiki

4.2Elevated Overseer

Kill it: stun it, then take the head. An ARC-12 Blitzer, ARC-3 Arc Thrower or SG-20 Halt stun round stops its strafing and makes it drop the grenade it was about to throw; one P-4 Senator or APW-1 head shot then kills it. Its jetpack is fatal too (one SG-8S Slugger shot, three from an R-63 Diligence) approx. The P-92 Warrant's tracking rounds ignore its dodging, guard dogs (the AX/AR-23 Guard Dog and AX/LAS-5 Rover) strip its plates, and diving toward it while firing pushes it back and spoils its aim.

Watch out for: a jetpack Overseer that hovers about 10 m from the nearest diver, strafes sideways and dodges. Its Plasma Storm Rifle fires 7-round bursts (since 6.3.0 it mixes short and long bursts and misses moving targets more), and its Plasma Detonator grenades (200 blast on a 6-second fuse) ragdoll you. Its jetpack explodes when destroyed and can go off later on the corpse, so give burning bodies room.

Where: from difficulty 3; never with the Mindless Masses or the Vote Snatchers.

Patch 4.1.0 gave its head more health but lighter armor, so light penetration hurts it now; guides from before that patch have its old numbers. The torso and arm values below follow the 4.1.0 notes, because the wiki's table was never updated (graded likely).

PartArmorHealthWeak pointSource
Main0450main health poolwiki
Head2200FATAL WEAK SPOT (AV2 since 4.1.0); 100% to Main (capped); explosion-immunewiki
Jetpack2300FATAL WEAK SPOT; explodes (150 blast, 4 m) and can stay live on the corpse; 50% to Main (capped); explosion-immunewiki
Chest Armor2150breakable plate over the torso; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Crotch Armor2200breakable plate; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Limb Armor2100breakable plates; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Torso1450fatal; 100% to Main (capped); explosion-immunewiki
Right Arm1250fatal (the rifle arm); 50% to Main (capped); explosion-immunewiki
Left Arm1250non-fatal; 50% to Main (capped); explosion-immunewiki
Legs (2)0Mainshare the Main pool at 70% (non-fatal); explosion-immunewiki

4.3Crescent Overseer

Kill it: find it by its arcing shots, flank it and use the Overseer answers. It has the Overseer's armor without the hand shield, which makes it the easiest Overseer to kill once you reach it. An Orbital Airburst Strike or Eagle Airstrike on a bombard group, an Eagle Cluster Bomb or an Orbital Precision Strike clears them from afar. Its backpack is not a weak spot.

Watch out for: the Plasma Bombard, which lobs three-round barrages over cover from very long range (40 plus an 80 blast, and it leads its shots); since 6.0.1 the barrage staggers. Up close it switches to slower direct shots and punches that ragdoll. Only one or two come per group, but a group left alone can shell you from where it spawned, so spread out: the splash punishes clumped squads.

Where: from difficulty 3 with the regular roster; with the Mindless Masses only as guards; never with the Appropriators or the Vote Snatchers.

The same frame as the Overseer, minus the shield: the head is the fatal weak spot behind medium armor.

PartArmorHealthWeak pointSource
Main0600main health poolwiki
Head3150FATAL WEAK SPOT behind an AV3 helmet (AP3+); 100% to Main (capped); explosion-immunewiki
Chest Armor2150breakable plate over the torso; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Crotch Armor2200breakable plate; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Limb Armor2100breakable plates; non-fatal; 20% to Main (uncapped); explosion-immunewiki
Torso1600fatal; 100% to Main (capped); explosion-immunewiki
Right Arm1300fatal; 50% to Main (capped); explosion-immunewiki
Left Arm1300non-fatal; 50% to Main (capped); explosion-immunewiki
Legs (2)0Mainshare the Main pool at 70% (non-fatal); explosion-immunewiki
Heavies

Heavies: Harvester and Fleshmob

Harvester: strip the shield, then put one anti-tank rocket into a hip joint. Fleshmob: sidestep the charge and pour fire, shrapnel or explosives into its faces. Neither needs the biggest gun you own, and both punish standing still.

5.1Harvester

Kill it, in order:

  1. Strip the shieldFast fire (about 17 MG-43 rounds; the M-105 Stalwart and LAS-98 Laser Cannon work too), about 4 GL-21 grenades, or one or two R-36 Eruptor or AC-8 flak shots. Or break one generator prong above or below the eye with medium penetration, and the shield is gone for good.
  2. Hit a hip jointOne anti-tank rocket to any hip joint kills it: MLS-4X Commando, EAT-17, LAS-99 Quasar Cannon, GR-8 Recoilless Rifle or FAF-14 Spear. Without a launcher: 4 APW-1 or AC-8 APHET shots per joint, 3 from the RS-422, 15 from the MG-206, 38 from the MG-43. One GR-8 to the eye also kills; an EAT-17 or LAS-99 there needs a second hit approx.
  3. Save your grenadesWhile its armor is whole it ignores blasts below heavy penetration, so stop lobbing GL-21 grenades at the body once the shield is down, unless a teammate has broken the carapace.

Stratagems: the Orbital Laser burns through the shield; the E/AT-12 Anti-Tank Emplacement was introduced, in Arrowhead's words, "to put a dent in those Illuminate Harvesters" (Urban Legends post); the Eagle 110mm Rocket Pods were tuned in 6.3.0 to one-shot an unshielded Harvester more reliably, though Arrowhead says it is still not a guaranteed kill. An Orbital Railcannon Strike, Orbital Precision Strike or Eagle 500kg Bomb kills one only while its shield is down or not yet raised, because the shield soaks the whole hit.

Watch out for: the Disintegration Beamer. After a 1.1-second charge it sweeps a beam for 4 seconds at 1,400 damage per second, with anti-tank penetration, and sets you on fire; destroying the eye raises that to 1,800, so don't chip the eye unless your shot kills. Within about 20 m its Tesla Ripper arcs can kill several divers at once; Electrical Conduit armor negates them, and the ARC-3 Arc Thrower stun-locks the Harvester once its shield is down. Its falling legs and corpse can crush you.

Where: from difficulty 3 in Destroy Harvesters missions and from 4 in regular patrols; it guards Monoliths and heavy encampments and arrives with reinforcements. With the Mindless Masses only on high difficulties; none on Vote Snatchers planets.

The wiki says two MLS-4X Commando rockets to the head kill it; the research's computation gives three through the eye, so aim the Commando at a hip joint instead unverified.

Look for the hip joints and the generator prongs, a tier softer than the heavy plating around them. Rows that begin "Armor broken" exist only after the carapace breaks.

PartArmorHealthWeak pointSource
Main43,000main health pool; the whole exterior is explosion-immune (blasts need AP4+ to reach Main); 70% durablewiki
Eye2350WEAK POINT: 120% to Main, uncapped (one GR-8 kills); destroying it raises beam damage to 1,800/s; non-fatal; explosion-immunewiki
Shield Generators (3)3350WEAK POINT: break one prong and the shield is gone for good; non-fatal; 10% to Main (capped); explosion-immunewiki
Chassis42,000fatal; 100% to Main (capped); 75% durablewiki
Carapace (2)4800non-fatal; 100% to Main (uncapped); 75% durable; explosion-immunewiki
Carapace Weakspots (2)1500non-fatal; 100% to Main (uncapped); 80% durable; explosion-immunewiki
Left Hip Joint31,000FATAL WEAK SPOT; 45% to Main (capped); 70% durable; explosion-immunewiki
Right & Middle Hip Joints (2)31,000FATAL WEAK SPOT; 60% to Main (capped); 70% durable; explosion-immunewiki
Left Upper Thigh Armor4600non-fatal; 30% to Main (capped); 75% durable; explosion-immunewiki
Right & Middle Upper Thigh Armor (2)4900non-fatal; 30% to Main (capped); 75% durable; explosion-immunewiki
Lower Thigh Armor (3)4900non-fatal; 30% to Main (capped); 75% durable; explosion-immunewiki
Shin armor (3)4900non-fatal; 30% to Main (capped); 75% durable; explosion-immunewiki
Left Foot Armor4900non-fatal; 30% to Main (capped); explosion-immunewiki
Right & Middle Foot Armor (2)4900non-fatal; 30% to Main (capped); 75% durable; explosion-immunewiki
Exposed Leg Internals31,000fatal; 60% to Main (capped); 25% durable; explosion-immunewiki
Shield01,500regenerating bubble; absorbs any single hit in full; raised only once alerted; non-fatalwiki
Armor broken: damaged chassis42,000fatal; 100% to Main (capped); 75% durablewiki
Armor broken: internals (2)2800fatal; 100% to Main (capped); 50% durablewiki
Armor broken: right and left upper-leg internals (3)31,000fatal; 45% to Main (capped); 25% durable; explosion-immunewiki
Armor broken: middle upper-leg internals31,000fatal; 60% to Main (capped); 25% durable; explosion-immunewiki
Armor broken: lower-leg internals (3)31,000fatal; 60% to Main (capped); 25% durable; explosion-immunewiki

5.2Fleshmob

Kill it: it has no fatal part, so you grind through its whole health pool. Shoot the faces, which pass on more damage than they take, and use weapons that hit several parts at once.

  • Explosives and shrapnel: the wiki counts 4 GL-21 grenades or 4 StA-X3 W.A.S.P. missiles; the RL-77 Airburst Rocket Launcher, AC-8 flak and Orbital Airburst Strike shred it; two EAT-17 or GR-8 rockets, or one FAF-14 Spear, finish it approx.
  • Fire and arc: it takes 1.8 times damage from both, so flamethrowers, the Eagle Napalm Airstrike, the Orbital Napalm Barrage and the A/FLAM-40 Flame Sentry work well. Gas pulls its attention off you, even mid-charge.
  • Big hits to the faces: since 4.1.0 the six face chunks pass their damage on to its health without a cap, so a big single hit there is multiplied; the wiki computes one VG-70 Variable TOTAL salvo at about its whole health.
  • Dodge: dive sideways out of a charge (it can still clip you). Breaking its arms stops its swings but not its charge, and breaking its legs does not slow it.

Watch out for: under 15 m it walks up and swings; at 15-30 m it rushes you, flailing, knocking divers back and smashing cover; beyond 30 m it roars and charges like a Terminid Charger, ragdolling whoever it hits. It never flinches, and only the Orbital EMS Strike and a stuck G-109 Urchin stop a charge. Since 6.2.2 it damages vehicles and can flip an FRV.

Where: from difficulty 1, the only large enemy on the lowest difficulty, and the Mindless Masses' heavy; none on Appropriators planets, and disputed with the Vote Snatchers unverified.

Every part is unarmored, so what matters is where your damage goes: the face chunks are the weak point, and the arms pass little to its health.

PartArmorHealthWeak pointSource
Main05,000no fatal part: grind the 5,000 pool; x1.8 fire and arc damage; 40% durablewiki
Head Chunks (6)0400WEAK POINT: the faces pass 150% to Main; non-fatal; 25% durable; ExDR 25%wiki
Stomach Chunks (2)0400non-fatal; 100% to Main (uncapped); 40% durable; ExDR 25%wiki
Arms (4)0200non-fatal; breaking them stops its swings (charges remain); 25% to Main (capped); 40% durable; explosion-immunewiki
Legs (2)0400non-fatal; breaking them does not slow it; 100% to Main (uncapped); 40% durable; ExDR 25%wiki
Air and fleet

Air and the fleet's ships

Step sideways out of a Stingray's blue line, then shoot it while it slows. Kill the Watcher and you rarely meet a Warp Ship. In Mega Cities from difficulty 8, kill a Leviathan's turrets first. And never shoot the Overship with small arms: it calls Warp Ships onto the shooter.

A huge jellyfish-shaped Illuminate ship with glowing blue lights hovers over city towers under an orange sky, a large city cannon in the foreground
An Illuminate ship hovers over a Mega City. In-game capture from Arrowhead's Heart of Democracy announcement (May 20, 2025).

6.1Stingray

Dodge it: step sideways out of the blue line it paints on the ground (the fastest escape), or go prone with Fortified armor or under an SH-32 Shield Generator Pack; jump and warp packs dodge it reliably.

Kill it: only while it slows to strafe. The AC-8, APW-1 or RS-422 need 3 hits; the MLS-4X Commando, EAT-17 or GR-8 one; the MG-43 about 30 rounds approx. The LAS-98 Laser Cannon hits it even in full flight. The FAF-14 Spear and StA-X3 W.A.S.P. lock on but only catch it when it slows. An activated SEAF SAM Site shoots Stingrays down, though not at full speed.

Watch out for: it arrives from beyond the map during a mission, never in patrols and never at the start, circles two or three times at high speed, then slows, hovers forward and strafes the blue line with its Plasma Destructor gunpods (50 plus a 125 blast per bolt, anti-tank penetration, for 4.4 seconds). It explodes when it dies (300 within 5-12 m), and its wreck keeps flying. Its strafe kills other Illuminate caught in it, even Grounded Warp Ships, but never Overseers. Call "Stingray line" when the blue strip appears.

Where: from difficulty 4, and only with the regular roster: no other fleet brings them unless the Invasion Fleet joins it.

The whole airframe is one medium-armored, partly durable pool: medium penetration hurts it at reduced damage, heavy at full.

PartArmorHealthWeak pointSource
Main3800main health pool (the whole airframe); explodes on death (300 blast, 5-12 m) and the wreck keeps flying; 70% durablewiki
Gun Ports3Mainnon-fatal; share the Main pool; 50% durable; explosion-immunewiki

6.2Warp Ship

Kill it: kill the Watcher first and it never comes. If it does, splash the troops while they hang in its beam (GL-21, grenades). With a launcher, drain its shield, then put one FAF-14 Spear or GR-8 rocket, or two EAT-17 or LAS-99 shots, into the beamer underneath; the armored sides soak damage, so don't shoot them. A SEAF SAM Site needs one missile for the shield and one to kill.

Watch out for: airborne ships answer a Watcher's call and beam troops down from their underside, like the Automatons' dropships. Since patch 1.002.200 they carry the same shield as the grounded ones, which are spawners (Grounded Warp Ship).

The beamer is the fatal weak spot; every other hull part is anti-tank armor that only feeds the main pool.

PartArmorHealthWeak pointSource
Main53,500main health pool; 100% durablewiki
Beamer51,000FATAL WEAK SPOT under the ship; 100% to Main (uncapped); 100% durable; explosion-immune; +1,500 bleed health (no decay)wiki
Frontal Fuselage (2)51,000non-fatal; 100% to Main (uncapped); 100% durable; explosion-immunewiki
Rear Fuselage (2)51,000non-fatal; 100% to Main (uncapped); 100% durable; explosion-immunewiki
Engine5Mainnon-fatal; shares the Main pool; 100% durable; explosion-immunewiki
Stern (2)51,000non-fatal; 100% to Main (capped); 100% durable; explosion-immunewiki
Bow51,000non-fatal; 100% to Main (capped); 100% durable; explosion-immunewiki
Shield02,5002,500 bubble since 1.002.200; must fall before the hull takes damage; non-fatal; passes nothing to Mainwiki

6.3Leviathan

Kill it: the four turrets first. One EAT-17 or LAS-99 Quasar Cannon hit each (about 9 AC-8 or APW-1 hits) removes almost all its damage approx. The GR-8, FAF-14 Spear and E/AT-12 Anti-Tank Emplacement work on the body; a broken fin or tail exposes internals that the APW-1 and LAS-98 can hurt; in Take Down Overship the Planetary Defense Cannon hits Leviathans hard too. The wiki says an exactly placed Eagle Strafing Run or Orbital Gatling Barrage can kill one unverified.

Watch out for: four Disintegration Culverins underneath (400 damage per second each, setting you on fire) that often focus one diver; since 1.003.103 it marks its target with light a few seconds before firing, so move when you are lit. Ten plasma bomb generators (250 blast) cover anything beneath it, and its wreck crushes whatever is below. Smoke blocks it from acquiring a new target. Keep exosuits, FRVs and emplacements away from it.

Where: only in Mega City missions with the Leviathan Blockade operation modifier, from difficulty 8, up to five at once.

The turrets are the targets; the fins, spine and tail are anti-tank armor, and the internals appear only after one of them breaks.

PartArmorHealthWeak pointSource
Main415,000main health pool; only in Mega City missions with the Leviathan Blockade modifier (D8+), up to 5 at oncewiki
Turrets (4)41,500non-fatal but each carries a 400/s Disintegration Culverin: kill these first; 85% durablewiki
Front Vertebra57,000non-fatal; 100% to Main (capped); ExDR 35%wiki
Front Fins (2)55,500non-fatal; 100% to Main (capped); ExDR 35%wiki
Warp Disc53,000non-fatal; 100% to Main (capped); explosion-immunewiki
Forward-Middle Vertebra55,500non-fatal; 100% to Main (capped); ExDR 35%wiki
Forward-Middle Fins (2)55,000non-fatal; 100% to Main (capped); ExDR 35%wiki
Rearward-Middle Vertebra55,500non-fatal; 100% to Main (capped); ExDR 35%wiki
Rearward-Middle Fins (2)53,900non-fatal; 100% to Main (capped); ExDR 35%wiki
Rear Vertebra55,000non-fatal; 100% to Main (capped); ExDR 35%wiki
Rear Fins (2)53,000non-fatal; 100% to Main (capped); ExDR 35%wiki
Tail53,900non-fatal; 100% to Main (capped); ExDR 35%wiki
Fins or tail broken: internals415,000fatal; 100% to Mainwiki
Fins or tail broken: damaged rearward-middle vertebra55,500non-fatal; 100% to Main (capped); ExDR 35%wiki

6.4Illuminate Overship

Leave it alone unless you are on the Planetary Defense Cannon: small-arms fire only brings Warp Ships down on you, and since 6.1.0 nothing else can destroy it.

Kill it in Take Down Overship: retrieve the access codes, raise the cannon and aim it yourself. The first shell breaks the shield and a second into the nearest glowing port kills the ship. A broken shield returns 60 seconds after it fell, so fire the second shell quickly.

Where: over Mega Cities in Take Down Overship, and in some Exostorm and Void operations.

Its hull and ports sit at the top of the armor scale; only the cannon's shells get through.

PartArmorHealthWeak pointSource
Main1018,001main health pool; 100% durablewiki
Port101,500FATAL WEAK SPOT (the glowing ports under the cap); 100% to Main (capped); 100% durable; explosion-immunewiki
Shield010,00010,000; regenerates 500/s after 20 s untouched; returns 60 s after falling; non-fatal; passes nothing to Mainwiki
Subfactions

Fleets: what changes on each planet

Check the planet's fleet before you drop. The Illuminate front splits into four fleets, the Invasion Fleet, Mindless Masses, Appropriators and Vote Snatchers, and each wants a different loadout. Arrowhead's creative director wrote in September 2026 that the split exists so that loadouts must fit the fleet (A Look Back). A planet's fleet shows as a planet effect on the war map; a planet without one runs the regular roster.

The regular roster · since Omens of Tyranny

Invasion Fleet

Brings: Voteless, Watchers, all three Overseers, Fleshmobs, Harvesters, Stingrays and Warp Ships, plus Leviathans in city missions. Signature threat: shielded Harvesters behind Voteless hordes, Stingray strafes and Crescent bombardment.

Bring: per pair of divers, one horde clearer (M-105 Stalwart, MG-43, a flamethrower, gas) and one Harvester answer (MLS-4X Commando, EAT-17, LAS-99, GR-8), plus a Watcher killer (JAR-5 Dominator, R-63CS Diligence Counter Sniper, APW-1, RS-422). Play: Watchers first, then Harvesters; activate SAM sites for Stingrays; wear Electrical Conduit against the arcs.

Since 6.1.0 · March 2026

Mindless Masses

Brings: far more Voteless and Fleshmobs, in patrols of dozens and swarms of 50 or more even on low difficulties. Removes: Elevated Overseers and Stingrays; Crescent Overseers come only as guards and Watchers are rare on low difficulties, so reinforcement calls are few. Overseers and Harvesters return on high difficulties.

Bring: fire (FLAM-40 Flamethrower, B/FLAM-80 Cremator, FLAM-66 Torcher, P-72 Crisper), the M-105 Stalwart, GL-21, RL-77 Airburst and gas; one-handed SMGs and pistols to shoot while backing off; and still one anti-armor tool. Play: stay mobile and save big blasts for Fleshmob packs.

Since 6.1.0 · live March 20, 2026

Appropriators

Brings: Veracitor and Gatekeeper constructs from difficulty 4, Obtruder swarms, and Overseers, Elevated Overseers, Harvesters and Watchers. Removes: Voteless, Fleshmobs, Crescent Overseers and Stingrays.

Bring: shield breakers (LAS-16 Sickle, machine guns), an AC-8 or APW-1 for Gatekeeper horns and construct weak spots, anti-tank for cockpits, fast-handling rifles for Obtruders, and Fortified armor against the plasma blasts. Play: keep your distance from Veracitors and never melee an Obtruder overhead (the units).

Since 7.0.0 · Devoid of Liberty

Vote Snatchers

Brings: Wretches from difficulty 1 and Crushers from 4, in larger patrols and guards. Removes: every Overseer, the Harvesters, Watchers and Stingrays, so nothing calls reinforcements. Voteless and Fleshmobs may come along; the wiki's pages disagree unverified.

Bring: high rate of fire for Wretch legs (MGX-42 Bullet Storm, MG-43, M-105 Stalwart), heavy penetration for Crusher helmets (AC-8, RS-422, P/40-K Bolt Pistol, APW-1), a G-123 Thermite, fire and gas. Play: kill the Wretches first so they can't surround you while the squad works a Crusher, and never waste a single rocket on a Crusher's body (the units).

7.1Mixed planets

Since 7.0.0 the Invasion Fleet can join another fleet's planet and bring its own units back: all three Overseers, Harvesters, Stingrays, Warp Ships and Watchers on Vote Snatchers planets; Crescent Overseers and Stingrays on Mindless Masses planets; and Voteless, Fleshmobs, Crescent Overseers and Stingrays on Appropriators planets, a list the wiki marks "needs confirmation" unverified. On a mixed planet, split the jobs: some divers clear the horde while others carry the anti-heavy tools. Loadout changes for every front's subfactions are on the loadouts tab (Subfaction adjustments).

Appropriators

Appropriators: Veracitor, Gatekeeper, Obtruder

Kill the pilot, not the machine. One anti-tank hit to an unshielded cockpit ends a Veracitor or Gatekeeper, one heavy-penetration hit to a Gatekeeper's horn switches its pilot shield off for good, and both constructs hide soft weak spots on their backs that any gun can kill. Bring rate of fire for the Obtruder swarms, and Fortified armor, because plasma explodes from every rank.

The Appropriators, added in patch 6.1.0 (6.1.0 notes), field only what the wiki calls "pure" Illuminate: no Voteless, Fleshmobs, Crescent Overseers or Stingrays (wiki). Each construct is driven by an Overseer behind a rechargeable shield; kill the pilot and the machine dies.

8.1Veracitor

Kill it:

  • Cockpit: one EAT-17, GR-8 or LAS-99 to the unshielded cockpit kills it; the MLS-4X Commando needs one or two.
  • Head: break it with medium penetration (two JAR-5 Dominator shots, one AC-8) and the pilot shield is off for good.
  • Back: from behind or from high ground, the soft weak spot at the back of the cockpit takes any weapon (3 AC-8 or APW-1 shots, 15 AR-23 Liberator rounds); its hips and upper legs are fatal and only lightly armored approx.
  • Arms: medium penetration hurts them, so machine guns (MG-43, M-1000 Maxigun) and the RL-77 Airburst's flak at the cockpit work.
  • Strikes: its limbs ignore explosions, so small blasts do little; an Orbital Precision Strike or Eagle 500kg Bomb works, and EMS (Orbital EMS Strike, G-23 Stun, A/M-23 EMS Mortar Sentry) freezes it.

Watch out for: a close-combat walker that charges on its legs, swipes with its claw arms and crosses them over the cockpit at range to protect the pilot. It spots divers from 100 m and has guarded outposts since 7.0.0, which also gave every construct melee attack anti-tank penetration and more knockback (it swipes for 75, slams for 300 and rams for 70): the SH-20 Ballistic Shield still blocks the damage, but you go flying and the shield breaks after about 15 hits. Its charge smashes through obstacles and stops at walls.

Where: Appropriators planets, from difficulty 4.

Find the Pilot, Head and Cockpit Weakspot rows: the pilot is fatal once its shield is down, and the soft weak spots are the any-weapon route.

PartArmorHealthWeak pointSource
Main33,000main health pool; 100% durablewiki
Head3300non-fatal; destroying it switches the pilot shield off permanently; passes nothing to Main; explosion-immunewiki
Chassis31,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Carapace (2)3400non-fatal; 50% to Main (uncapped); 50% durable; explosion-immunewiki
Internals (2)1600fatal weak spots (AV1 vents); 100% to Main (uncapped); 50% durable; explosion-immunewiki
Shield21,300rechargeable shield over the pilot; non-fatal; passes nothing to Main; explosion-immunewiki
Pilot2700FATAL WEAK SPOT once the shield is down (one AV2 hitbox); passes nothing to Main; explosion-immunewiki
Cockpit31,600fatal; 100% to Main (capped); 50% durable; explosion-immunewiki
Cockpit Weakspot1800FATAL WEAK SPOT (AV1) at the back of the cockpit, under the armor around the head; 100% to Main (capped); 50% durable; explosion-immunewiki
Shoulders (2)2800non-fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Upper Arms (2)2800non-fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Lower Arms (2)3800non-fatal; passes nothing to Main; 50% durable; explosion-immunewiki
Arm Weakspots (2)1800non-fatal AV1 vents; destroy the arm they sit on; passes nothing to Main; explosion-immunewiki
Hips (2)21,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Rear Hip31,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Upper Legs (2)21,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Lower Legs (2)31,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki
Rear Leg31,600fatal; 75% to Main (uncapped); 50% durable; explosion-immunewiki

8.2Gatekeeper

Kill it:

  • Horn: the horn on its forehead generates the pilot shield; one AC-8, APW-1 or MG-206 hit removes the shield for good.
  • Cockpit stump: one EAT-17 or GR-8 into the stump that holds the cockpit kills it.
  • Hips and legs: its three hips and three legs are all fatal and medium-armored (a hip takes 3 AC-8 or APW-1 hits, 2 from the RS-422, 9 from the MG-206) approx.
  • Back: its two soft weak spots, at the rear and behind the cockpit, take any weapon from behind.
  • Strikes: the Orbital Precision Strike, Eagle 500kg Bomb and Orbital Railcannon Strike; the Orbital EMS Strike stuns it.

Watch out for: twin Plasma Starcannons with blue guiding lasers: a charged two-shot burst (110 plus a 60 blast) that ragdolls you even behind cover, and a long tracking volley (30 plus a 20 blast per bolt for 3.5 seconds), telegraphed by the barrels spinning up. It holds the middle of an Appropriator line, between Veracitors in front and Harvesters behind. Since 7.0.0 it spawns about as often as the Veracitor, so older guides that call it rare are out of date.

Where: Appropriators planets, from difficulty 4.

Its plating, horn, guns and cockpit are heavy armor; the pilot is partly durable, so it takes more rounds than the Veracitor's.

PartArmorHealthWeak pointSource
Main42,500main health pool; 100% durablewiki
Shield Generator450WEAK POINT: the horn; one AP4 hit switches the pilot shield off for good; non-fatal; passes nothing to Main; explosion-immunewiki
Chassis41,600fatal; 75% to Main (uncapped); 80% durable; explosion-immunewiki
Carapace (2)4400non-fatal; 20% to Main (uncapped); explosion-immunewiki
Rear Weakspot1800FATAL WEAK SPOT (AV1, on its back); 100% to Main (uncapped); 80% durable; explosion-immunewiki
Shield21,300rechargeable shield over the pilot; non-fatal; passes nothing to Main; explosion-immunewiki
Pilot2700FATAL once the shield is down; passes nothing to Main; 50% durable; explosion-immunewiki
Cockpit41,200fatal: one EAT-17 or GR-8 to the stump kills it; 75% to Main (capped); 80% durable; explosion-immunewiki
Cockpit Weakspot1800FATAL WEAK SPOT (AV1, at the back of the cockpit); 100% to Main (capped); 80% durable; explosion-immunewiki
Shoulder Armor (2)4200non-fatal; 20% to Main (uncapped); explosion-immunewiki
Arm Armor (2)4200non-fatal; 20% to Main (uncapped); explosion-immunewiki
Arms (2)31,600non-fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki
Guns (2)4800non-fatal; disarm; passes nothing to Main; explosion-immunewiki
Gun Weakspots (2)2800non-fatal; disarm; passes nothing to Main; explosion-immunewiki
Leg Armor (6)4200non-fatal; 20% to Main (uncapped); explosion-immunewiki
Hips (3)3800fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki
Legs (3)3800fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki
Armor broken: internals (2)2800fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki
Armor broken: arms (2)31,600non-fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki
Armor broken: legs (3)3800fatal; 100% to Main (uncapped); 50% durable; explosion-immunewiki

8.3Obtruder

Kill it: with rate of fire and quick handling: the AR-23A Liberator Carbine, AR-61 Tenderizer, MP-98 Knight, SMG-203 Gallant or LAS-16 Sickle; shotguns (SG-97 Sweeper, SG-20 Halt, the Punisher family); the LAS-58 Talon in one or two shots; AC-8 flak and arc weapons for clumps; and guard dogs (AX/AR-23, AX/LAS-5 Rover, AX/ARC-3 K-9). Gatling and machine-gun sentries and the Orbital Airburst Strike help.

Watch out for: a Watcher look-alike without the search cone that never calls reinforcements. Obtruders come in large swarms (the wiki says up to about 18 unverified) from fast patrols or Warp Ships, fly over any terrain, surround a diver and fire slow, clearly charged, inaccurate Plasma Torch shots. Each explodes when killed and again when it lands (300 within 1-2 m), and one blast can set off its neighbors. Swarms swamp lock-on weapons (the W.A.S.P., the P-92 Warrant) with false targets, and one killed overhead falls on you, so don't melee them above you.

Where: Appropriators planets, from difficulty 1.

Aim at the body, the fatal weak spot; the eye and fins feed its health but cannot kill it alone.

PartArmorHealthWeak pointSource
Main0400main health poolwiki
Body1400FATAL WEAK SPOT: center mass; 100% to Main (capped); explosion-immunewiki
Eye0300non-fatal; one hit can damage eye, body and Main together; 100% to Main (capped); explosion-immunewiki
Vertical Fins (2)0100non-fatal; 100% to Main (capped); explosion-immunewiki
Lateral Fins (2)0100non-fatal; 100% to Main (capped); explosion-immunewiki
Vote Snatchers

Vote Snatchers: Wretch and Crusher

Shoot Wretches in the legs, never the head, and kill them first. Break a Crusher's helmet with heavy penetration, then shoot the head, or stick one Thermite on it. Nothing on these planets calls reinforcements, so every fight is about the patrol in front of you.

The newest Illuminate units are the Wretch and Crusher, added with Devoid of Liberty (August 12, 2026): citizens mutated by the Illuminate. On Vote Snatchers planets they replace every Overseer, the Harvesters, Watchers and Stingrays, and patrols and guards come in larger numbers. The dispatch for Major Order A3-8-6 spelled out both counters: "Sever its bladed appendages; cranial trauma has no effect" (wiki Wretch page) and "Concentrate fire on its control helmet to expose a lethal vulnerability" (wiki Crusher page).

A SEAF trooper with a headlamp and rifle stands in blue light while hunched Wretches with blade arms close in behind
A SEAF trooper holds position as Wretches close in. In-game capture from the Devoid of Liberty launch post (August 12, 2026).
A towering Crusher seen from below at night, its angular helmet and long arms in silhouette against the sky
The Crusher, seen from below: the angular helmet is the part to break. CG footage from the Devoid of Liberty launch post (August 12, 2026).

9.1Wretch

Kill it: aim low. Each leg holds the Wretch's whole health and passes all of it on, so a destroyed leg kills it: 5 AR-23 Liberator rounds, 3 from the R-63 Diligence, one from an AC-8 or APW-1 approx. The blade arms are a second target. The head is a decoy: a headless Wretch stands up and slashes wildly until it dies. Slide, crouch or go prone when it pounces, or kill it mid-leap.

High rate of fire (MGX-42 Bullet Storm, MG-43, M-105 Stalwart), fire (P-72 Crisper, SMG/FLAM-34 Stoker, FLAM-66 Torcher, FLAM-40 Flamethrower, B/FLAM-80 Cremator) and gas slow and break up packs; the Eagle Napalm Airstrike, Orbital Gas Strike and the gas and fire guard dogs (AX/TX-13 Dog Breath, AX/FLAM-75 Hot Dog) help. Wretches attack sentries and emplacements before divers or SEAF, so a sentry makes good bait.

Watch out for: a nimble, hunched mutant with two blade arms and two grasping hands. It runs straight at you but often darts around cover to flank, then pounces with a leap that tracks a moving diver and ends in a sideways slash (50, with heavy penetration; its hands hit for 25). It passes through an SH-32 shield bubble from some angles. A known issue: its leap lands less often on players who are not hosting, because of host-side latency.

Where: Vote Snatchers planets, from difficulty 1.

Note the Legs row: a destroyed leg deals its full health to the Wretch's main pool. The Head row is the decoy.

PartArmorHealthWeak pointSource
Main1450main health poolwiki
Head1100DECOY: non-fatal; a headless Wretch keeps slashing; 100% to Main (capped); explosion-immunewiki
Arms (4)150non-fatal; 50% to Main (capped); explosion-immunewiki
Claws (2)3200the blade arms (AV3); non-fatal; 100% to Main (capped); explosion-immunewiki
Legs (2)1450KILL ROUTE: a destroyed leg deals its full 450 to Main; explosion-immunewiki

9.2Crusher

Kill it:

  1. Break the helmetIt takes heavy penetration or better: one RS-422 Railgun shot (safe mode), two from the P/40-K Bolt Pistol, AC-8 or APW-1, four from the MG-206 approx. The helmet does not regenerate.
  2. Shoot the headOnce the helmet is off, any weapon works on the fatal head: one more AC-8 or Railgun shot, or four AR-23 Liberator rounds.
  3. Or skip bothOne G-123 Thermite or one C4 charge anywhere kills it: the blast hits several parts and its health at once.

Keep the damage constant. It regenerates 30 health per second on every limb and its main pool, starting half a second after it last took damage (the helmet and head never heal). A single anti-tank shot is wasted: it survives a GR-8 Recoilless or a 40-K Meltagun hit and heals. A light gun on a leg takes about two magazines while it regenerates.

Buy time: the AC-8 staggers it out of its slam; stun and gas slow it, and the wiki lists fire streams among its crowd-control weaknesses unverified; steady fire from a B/FLAM-80 Cremator keeps it from healing; and the SH-20 Ballistic Shield Backpack absorbs about 5 swings, though you still go flying. For stratagems, TheGamer (August 12, 2026) picks the Orbital Railcannon Strike, TD-220 Bastion MK XVI, A/AC-8 Autocannon Sentry and EXO-49 Emancipator Exosuit community-tested.

Watch out for: a slow, towering flesh amalgam with a metal club and a triangular helmet; it weeps when idle and sounds a horn-like cue when it engages. Its Heavy Cudgel slam (200 plus a 50 blast, anti-tank penetration) kills on a direct hit and ragdolls everyone around it, and a lunge gives it deceptive reach. Lose its club arm and it smacks with the other; lose both and it stomps. The long swing does not track, so running past it is surprisingly safe.

Where: Vote Snatchers planets, from difficulty 4.

The helmet is heavy armor over a lightly armored fatal head; everything else is soft but huge, and it regenerates.

PartArmorHealthWeak pointSource
Main16,000main health pool; limbs and Main regenerate 30/s from 0.5 s after the last hit; 70% durablewiki
Helmet4300breakable AV4 cap over the head (does not regenerate); non-fatal; passes nothing to Main; ExDR 30%wiki
Head1300FATAL WEAK SPOT once the helmet is off (does not regenerate); 100% to Main (capped); explosion-immunewiki
Torso16,000non-fatal; 100% to Main (capped); 70% durable; explosion-immunewiki
Arms (2)12,000non-fatal; 100% to Main (capped); 70% durable; ExDR 20%wiki
Pelvis14,000non-fatal; 100% to Main (capped); 60% durable; explosion-immunewiki
Legs (2)14,000fatal; slow route for light weapons (regenerates); 100% to Main (capped); 60% durable; ExDR 70%wiki
Spawners and objectives

Structures and objectives

Clear the Lightning Spires and Gazers around an encampment first, then close each Grounded Warp Ship with an explosive through its bay door. Gazer Spires and Monoliths fall only to a Hellbomb-class blast.

Closing a spawner through its opening takes an explosive of demolition 20 or more; bullets, beams and arcs never close one. A Warp Gateway also falls to demolition 40 from outside, and Gazer Spires and Monoliths need demolition 60, which only the NUX-223 Hellbomb, the B-100 Portable Hellbomb and a SEAF Artillery Mini-Nuke reach. Since 7.0.0 SEAF troops can destroy enemy spawners too. The same rules on every front: Spawners and structures.

A sphere atop a stone spire fires a wide violet beam across a dark violet sky, with lightning below it and glowing ships hovering behind
An Illuminate structure fires a violet beam over a Void world. Image from Arrowhead's Void deep dive (August 18, 2026).

10.1Grounded Warp Ship

Destroy it: drain its shield with steady fire (MG-43, M-105 Stalwart, LAS-16 Sickle), then put any explosive of demolition 20 or more through the bay door before the shield returns: a grenade (cook the long fuses) or a GL-21, CB-9, R-36 or AC-8 round. A G-123 Thermite or C4 charge anywhere destroys it even with its shield up, and so does any demolition-50 strike: the Orbital Precision Strike, Eagle 500kg Bomb, Orbital Railcannon Strike, Orbital Gas Strike, Orbital Laser, the 120mm, 380mm and Walking barrages, or SEAF Artillery (throw the beacon onto the ramp). Once the shield is down, anti-tank fire to the hull works too.

Watch out for: a spawner that releases Voteless, Overseers and others at intervals. If its shield comes back while your grenade is in the bay, the grenade does nothing. The GP-20 Ultimatum needs the shield down first, per the official 1.003.000 notes (Steam); the wiki still says otherwise.

The Main row is the hull, which takes extra damage from explosions; the bay door is the fatal opening, and the shield must fall before either takes a hit.

PartArmorHealthWeak pointSource
Main55,000the hull; demolition 50 (or 20 explosive at the bay door) destroys it; main health pool; 100% durable; takes 250% explosion damagewiki
Bay door (inner)0--the bay door: an explosive of demolition 20+ inside destroys the ship; fatalwiki
Shield02,500regenerates 200/s after a 15 s delay; a shield that returns while an explosive is inside the bay prevents the demolition; non-fatal; passes nothing to Mainwiki

10.2Warp Gateway

Destroy it: put an explosive of demolition 20 or more into the aperture when it opens, or hit the frame with demolition 40 from outside (an Eagle Airstrike or Orbital Precision Strike). A G-123 Thermite works without waiting, anti-tank fire (GR-8, FAF-14 Spear, LAS-99) works from range, and an Eagle Strafing Run or Orbital Gatling Barrage takes it down. Run when it dies: its delayed blast ragdolls.

Watch out for: continuous spawns, in Void missions and encampments, from difficulty 2.

The Main row is the frame, anti-tank armor that only anti-tank fire hurts; the Gateway row is the aperture, which takes an explosive, not damage.

PartArmorHealthWeak pointSource
Main51,500the frame; demolition 40 from outside; main health pool; 100% durablewiki
Gateway----the aperture: an explosive of demolition 20+ inside destroys it; fatalwiki

10.3Gazer

Destroy it: shoot the eye with any weapon, or hit it with anything of demolition 20 or more (an APW-1 round, a G-6 Frag, the LAS-98 Laser Cannon). Its beam tracks slowly and cannot follow you up close, so run sideways.

Watch out for: a beam turret at encampments and objectives that sets you on fire.

The eye is the only lightly armored part; the rest of the turret is anti-tank armor, so shoot the eye.

PartArmorHealthWeak pointSource
Main5900main health pool; 100% durablewiki
Eye1700FATAL WEAK SPOT (AV1); 100% to Main (capped)wiki
Sphere5900armored shell; fatal; 100% to Main (capped)wiki
Base5900armored base; fatal; 100% to Main (capped); explosion-immunewiki

10.4Lightning Spire

Destroy it: any explosive of demolition 20 or more (grenades, GP-31, CB-9, AC-8, R-36) or 200 damage from gunfire (about 6 MG-43 rounds). Crawl into range prone, because it will not target you, and switch guard dogs off near it.

Watch out for: an Illuminate Tesla tower that, after a one-second charge, arcs 200 damage within 25 m and chains through Illuminate units and through guard dogs to their owner. Electrical Conduit armor survives it.

The whole tower is one light-armored pool with little health: light penetration hurts it at reduced damage, medium and up at full.

PartArmorHealthWeak pointSource
Main2200the spire: 200 HP or demolition 20; arcs 200 damage (AP4) at 25 m, chaining through Illuminate; main health pool; 80% durablewiki

10.5Cognitive Disruptor

Switch it off: the tower cannot be destroyed, so break the power taps on its nearby generators with explosives, or throw an Orbital Napalm, 120mm or 380mm HE Barrage at it.

Watch out for: within 200 m it scrambles every stratagem code (they draw from a list that includes joke codes), so read the code on screen before you input it. It appears from difficulty 2.

The only row is a power tap: the tower itself cannot be destroyed, and each tap is unarmored.

PartArmorHealthWeak pointSource
Power tap (PSU)0180a power tap (PSU); destroy them all to switch the Disruptor off; main health pool; 100% durablewiki

10.6Gazer Spire

Destroy it: only demolition 60 works: the NUX-223 Hellbomb (the objective), a B-100 Portable Hellbomb or a SEAF Artillery Mini-Nuke. In Infiltrate Illuminate Lair, destroy it first, and clear the Warp Gateways that ring it.

Watch out for: its Spire Hyperbeam (1,000 damage per second out to about 250 m), which kills divers, vehicles and exosuits: stay out of its sight line. It appears in Void missions from difficulty 5; since 7.1.0 it completes its firing cycle, and the 7.1.0 notes call it the "Spire Gazer".

Its armor sits near the top of the scale, but damage does not matter here: only demolition 60 destroys the spire.

PartArmorHealthWeak pointSource
Main9900demolition 60 only; its 1,000/s Spire Hyperbeam kills divers and vehicles; main health pool; 100% durablewiki

10.7Monolith

Destroy it: demolition 60 inside its 17 m inner radius, from the NUX-223 Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery Mini-Nuke. It is the objective of Free Colony and Democratize the Void. Touching it kills a diver without explosion resistance.

10.8Illuminate Encampment

Clear it: Lightning Spires and Gazers first, then the ships and gateways as above; orbital barrages and 500kg Bombs find the big ships easily.

What's inside: 1 (small), 1-2 (medium) or 3-4 (heavy) Grounded Warp Ships or Warp Gateways, with Gazers, Lightning Spires and exploding barrels, and Harvesters guarding heavy ones near ruins. There are far fewer per map than other factions' outposts. Outposts pay 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP for a light, medium, heavy and giant one; Illuminate Encampments top out at heavy.

10.9Exospire

Destroy it (Destroy Exospire, from difficulty 3): break the shield generator at each of the 1-3 access nodes, call down and defend a Data Jack, then destroy at least 148 Dark Fluid cells in the core chamber; explosives and splash (GL-21, CB-9, R-36, AC-8 flak, grenades) do it fastest. Stratagems may be hindered by electromagnetic interference, and the storm keeps hitting until the Exospire dies (Exostorms).

Aim at the node generators and the Dark Fluid cells: both are lightly armored but fully durable, so explosives and other high durable damage clear them fastest.

PartArmorHealthWeak pointSource
Access-node shield generator2800fatal to the node; 100% durable (explosives and high durable damage)wiki
Access-node generator top1500non-fatal; 100% to the generator (capped); explosion-immunewiki
Dark Fluid cell1200fatal to the cell; 100% durable; destroy at least 148wiki
Core weak spot050fatal; +50 bleed health (no decay); explosion-immunewiki

10.10Void Blossom

Destroy it: one hit on its soft corona destroys the flower; explosives clear clusters (CB-9, GL-21, Eagle Airstrike, Eagle Cluster Bomb). Within 5 m its powder reverses your left-right movement and camera for 12 seconds, so dive clear. It grows in Void missions, and its numbers come from an unfinished wiki page unverified.

The corona is the lightly armored weak point; the medium-armored petals around it are not fatal.

PartArmorHealthWeak pointSource
Petals unverified3--armored petals around the coronawiki
Corona unverified1--WEAK POINT: one hit destroys the flower; its 5 m powder reverses left/right controls for 12 s, so dive clearwiki

10.11SEAF objectives that fight for you

An activated SEAF SAM Site (300 m, 24 missiles) shoots down Stingrays, Warp Ships and Leviathans. SEAF Artillery fires five shells: the Mini-Nuke equals a Hellbomb, one of only three ways to destroy a Monolith or Gazer Spire, and the Static Field shell is an EMS field. On Super Helldive, a community note on the wiki says Illuminate side objectives are almost always SEAF Artillery, a SAM Site, a Cognitive Disruptor, a Radar Station, Eliminate Overseers or Destroy Rogue Research Station unverified. Every side objective, on every front: Side objectives and points of interest.

Theaters

Where you fight them

In Mega Cities, bring weapons and sentries that arrive by Hellpod and mind where your strikes land: skyscrapers force Eagles and orbital strikes to reposition, and every civilian you kill costs Requisition. Most other Illuminate missions run through a colony, so expect close-quarters streets there too; Exostorm and Void planets add weather and objectives of their own.

11.1Colonies and Mega Cities

Most non-city Illuminate missions include a colony, so expect close-quarters streets. The Illuminate leave colonies mostly intact apart from camps of parked Warp Ships, and colony walls fall to demolition 40 (an Eagle Airstrike or Orbital Precision Strike). Mega Cities fill the whole map, put civilians and SEAF squads in the fight, host Take Down Overship, Repel Invasion Fleet and the Leviathan Blockade (from difficulty 8), and force Eagles and orbital strikes to reposition around skyscrapers, which makes weapons and sentries delivered by Hellpod more reliable there. Every Illuminate mission with its objective: Mission types.

11.2Friendly fire: civilians and SEAF

Every civilian you kill costs you

Each civilian or SEAF soldier a diver kills, directly or with a sentry, guard dog or stratagem, costs 25 Requisition. After 9 such kills your own Super Destroyer turns its 380mm barrage on you until you die; kills by mines cost Requisition but do not count toward that.

SEAF riflemen fire Liberator Penetrator rounds and their specialists shoot through divers, so stay out of their line of fire. SEAF soldiers within 10 m force an Overseer to lower its hand shield, and SEAF troops can destroy spawners. With the Heavy SEAF Presence modifier (7.0.0), a Pelican delivers squads of six (a leader, two riflemen, two specialists with an MG-43 and an EAT-17, and a medic with stims) to fight beside a solo diver or a short squad; the wiki says the modifier has been unavailable since September 21, 2026 unverified. Squad rules for friendly fire: Samples, reinforcements and friendly fire.

11.3Exostorms

Exospires in Illuminate ruins stir a planet's weather in three classes. Class 1 makes the weather permanent and adds occasional lightning (damage and a short stun, after a visible warning). Class 2 adds tornadoes (since 7.0.0) that lift divers, enemies and corpses. Class 3 makes lightning frequent and deadly to divers in medium or lighter armor, so consider heavy armor there. Storms typically reach Class 2 and Class 3 after about 72 and 120 hours. Some biomes swap hazards: acid storms become rain, and sandstorms and blizzards become permanent, visibility-cutting versions that blind enemies too. Destroying the Exospire calms most effects for the rest of that mission (wiki).

11.4The Void

Void planets (the Void Forest biome) bring their own missions: Destroy Gazer Spire; Infiltrate Illuminate Lair, whose objectives are drawn at random (cleanse a shrine with an Aquifer Drill, film experiments with a Tactical Video Camera, destroy a Gazer Spire, eradicate Void Blossoms); Democratize the Void; Extract Anomalous Material, whose GATER self-destructs like a Hellbomb at the end; Blitz: Destroy Illuminate Warp Gateways and Blitz: Suppress Toxic Pollination; plus secondary extraction zones. Whether Void missions are on the map depends on the war, so check the live war maps.

A Super Destroyer flies through swirling violet and pink haze
A Super Destroyer in the violet haze of the Void. Image from Arrowhead's Void deep dive (August 18, 2026).
Story so far · the Illuminate front -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open

In May 2025 an Illuminate invasion fleet, the Great Host, reached Super Earth itself and fought through its Mega Cities before it was destroyed. In 2026 the Exostorms spread, and 15 planets that failed to stop their storms were swallowed by the Void. The Void Piercer campaign then pierced it, and the Void dissolved on August 23, 2026; the Vote Snatchers had been born inside it. Arrowhead's creative director wrote on September 25, 2026 that the Void "isn't finished with us". The Heavy SEAF Presence modifier went away after the Blazing Electorate campaign failed, according to the wiki.

Playbook

Playbook

Ten rules, one target order and what to bring. Everything here follows from the armor data and the mechanics above; where it is opinion, it says whose and when.

12.1Ten rules

  1. Kill Watchers on sightThey are the only reinforcement callers. One APW-1 or Railgun hit kills one, a Dominator, Slugger or Senator needs two, and an arc stun cancels the call.
  2. Bring damage per second, not just penetrationAlmost everything is lightly armored with a lot of health; only the Harvester and Gatekeeper plating, the Crusher's helmet and the ship hulls sit above medium armor.
  3. Break shields with steady fire, then land the big hitA Harvester's shield eats a whole rocket: empty it with a machine gun, grenades or shrapnel, or snap a generator prong, then put one anti-tank rocket into a hip joint.
  4. Use explosives on OverseersTheir plates and hand shield let blasts through to their health; otherwise take medium-penetration head shots or shoot the legs.
  5. Aim at the real weak pointsVoteless and Overseer heads, the Watcher's body, Fleshmob faces, Harvester hip joints, the Gatekeeper's horn and cockpit stump, the soft backs of both constructs, Wretch legs (never the head), and the Crusher's helmet, then its head.
  6. Keep moving and break line of sightBeams, bombards and strafes reward standing still. Step sideways out of a Stingray's blue line; smoke denies new beam locks.
  7. Wear the right armorElectrical Conduit against arcs (Watchers, Harvesters, Lightning Spires); Fortified against the plasma of the Appropriators and Crescent Overseers; go prone under blasts.
  8. Control the crowdFire kills Voteless outright and panics small and medium Illuminate; gas confuses and slows; stun holds Elevated Overseers and constructs, and only EMS or an Urchin stops a charging Fleshmob.
  9. Close the spawnersAn explosive through a Grounded Warp Ship's door or a Gateway's aperture ends the flow; Thermite, C4 or a demolition-50 strike kills a Grounded Warp Ship through its shield. Clear Lightning Spires and Gazers first.
  10. Read the fleet before you dropMindless Masses need horde clearing; Appropriators need shield breaking and anti-construct tools; Vote Snatchers need leg-shooting rate of fire plus a Crusher answer; the Invasion Fleet needs both kinds.

12.2Target priority

When several threats are up at once, work down this list (the research's order, derived from how fast each one kills):

  1. Watchers about to call.
  2. Harvesters and Leviathan turrets: they kill in a sweep.
  3. Crushers and Veracitors closing to melee.
  4. Elevated Overseers and Gatekeepers: steady ranged damage.
  5. Crescent Overseers shelling you.
  6. Stingrays, when they slow to strafe.
  7. Overseers.
  8. Wretch packs.
  9. Fleshmobs: dodge the charge, kill at range.
  10. Voteless, only when they block you.

Never shoot an Overship with small arms.

12.3What to bring by difficulty

Our recommendation, derived from the armor tables and the difficulty milestones above (not a community ranking):

  • Difficulties 1-3: any primary; a medium-penetration or explosive primary (JAR-5 Dominator, PLAS-1 Scorcher, CB-9 Exploding Crossbow) for Overseer heads; and, from difficulty 3, one support weapon that strips shields and kills Harvesters (the MG-43 or an EAT-17).
  • Difficulties 4-6: Harvesters, Stingrays, Veracitors, Gatekeepers and Crushers arrive. Every diver should be able to hurt medium-armored parts, and the squad should carry two or more anti-tank answers plus one heavy-penetration weapon for Crusher helmets and Gatekeeper horns.
  • Difficulties 7-10: add Leviathan answers for city missions (an EAT-17 or LAS-99 for the turrets, the E/AT-12), smoke, and Fortified or Electrical Conduit armor to suit the fleet.
No warbonds yet?

Every new diver owns the AR-23 Liberator, P-2 Peacemaker, G-12 High Explosive and MG-43 Machine Gun, and the MG-43 is the free weapon that matters most on this front: it strips a Harvester's shield in about 17 rounds, kills an Overseer through the chest or legs in about 10, brings down a Stingray in about 30 and destroys a Lightning Spire in about 6 approx. The free Orbital Precision Strike destroys a Grounded Warp Ship even through its shield. Loadouts built from free items: Beginner loadouts.

The checks below are the loadout coverage rules for this front: what your squad must cover, and from which difficulty. The Coverage check tests a whole loadout against them; dated loadouts by difficulty, with variants for the Mindless Masses, Appropriators, Vote Snatchers and city maps, are in By front and difficulty, and what to buy for this front is in the warbond variants.

CheckFrom difficultyRuleSource
crowds1Mindless Masses: dozens of Voteless and Fleshmobs per patrol even on low difficulties, so bring two crowd tools (volume plus fire, gas or a crowd strike).wiki
crowds6From D6 Illuminate hordes grow: bring fire or gas for Voteless and Fleshmobs (fire kills Voteless outright; Fleshmobs take 1.8x fire damage).wiki
front-note1Against the Illuminate sustained damage beats single big shots: shields and plates cancel overkill, so pair any launcher with a volume weapon (u.gg rates dedicated anti-tank C here, GamesRadar A).wiki
front-note1Only Watchers call Illuminate reinforcements: carry something that kills one fast (an AMR or Railgun body shot, a marksman primary) or an arc weapon that stuns it mid-call.wiki
front-note1Illuminate fleets mix melee and explosive plasma: medium armor with Med-Kit is the usual pick, Electrical Conduit blunts Harvester and Lightning Spire arcs, and Fortified the Appropriators' plasma.wiki
front-note4From D4 Stingrays (800 HP, AV3) strafe the squad: bring an AP3 or better weapon to hit them during the run, a lock-on launcher (W.A.S.P., Spear) or the LAS-98 in flight.wiki
front-note4Appropriators: fire reaches construct pilots through their shields, an AC-8 or AMR breaks a Gatekeeper's horn, and one anti-tank hit on a cockpit finishes a Veracitor or Gatekeeper.wiki
heavies1Every Illuminate heavy at this difficulty (Harvesters from D4, and Crushers, Veracitors and Gatekeepers on their fleets) needs an answer: an anti-tank hit on a Harvester hip joint once its shield drops, an AP4 helmet-breaker for Crushers, or a heavy-killing strike.wiki
heavies3Harvesters: strip the regenerating shield with sustained fire or shrapnel, then land one anti-tank hit on a hip joint; a 500kg Bomb alone is a poor answer to its explosion-immune shell.wiki
heavies4Vote Snatchers: one anti-tank shot is not a Crusher answer (it survives a Recoilless hit and regenerates); bring an AP4 helmet-breaker (Autocannon, Railgun, Bolt Pistol, Senator), Thermite or C4, or nonstop fire.wiki
heavies8City maps from D8: each Leviathan beam turret dies to one Quasar or EAT-17 hit (or the AT Emplacement), so bring one of them, and smoke to block a new lock.wiki
mix8City maps from D8: Leviathans destroy exosuits and FRVs, so favor strikes, sentries and carried weapons there.wiki
spawners1Grounded Warp Ships: drain the 2,500 shield with sustained fire and put an explosive through the bay door, or use a demolition-50 strike, a G-123 Thermite or a C4 charge, which work through the shield.wiki
spawners5Gazer Spires (from D5) and Monoliths fall only to demolition 60: the mission Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery mini-nuke.wiki
squad-boosters1Against the Illuminate speed wins: Stamina and Experimental Infusion are the dated consensus boosters, then Hellpod Space Optimization and Vitality.Steam guide

12.4Squad roles for your first Illuminate squad

Watcher hunter · marksman

Stop the calls

R-63CS Diligence Counter Sniper (two shots on a Watcher's body or an Overseer's head), JAR-5 Dominator, APW-1 or RS-422. Calls out Watchers, Elevated Overseers and Crescent Overseers and removes them.

Horde control

Hold the street

M-105 Stalwart or MG-43, a flamethrower or the B/FLAM-80 Cremator, gas and the A/ARC-3 Tesla Tower. Holds streets against Voteless, Wretches and Obtruders.

Heavy killer

Harvesters, turrets, cockpits

MLS-4X Commando, EAT-17, LAS-99 or GR-8 for Harvesters, Leviathan turrets, construct cockpits and Fleshmobs; an AC-8 for Crushers and Gatekeepers.

Support

Objectives and uptime

Activates SAM sites and SEAF Artillery, brings EMS and smoke, revives teammates and covers reloads.

Ping Harvesters and Crushers; call "Stingray line" when the blue strip appears; stay out of teammates' arc chains and away from a Lightning Spire's chain; and mind civilians and SEAF in the cities. More on roles and comms: Roles and loadout coordination and Pings, chat and squad lingo.

12.5Community opinion, dated

These are opinions, not rankings of record; the shot counts and armor tables above are the neutral comparison.

  • GamesRadar's support-weapon tier list (updated August 14, 2026) for the Illuminate community-tested: S, the GL-52 De-Escalator; A, the C4 Pack, Commando, Cremator, Expendable Anti-Tank, Flamethrower, Grenade Launcher, Leveller, Machine Gun, Meltagun, Quasar Cannon, Railgun and Speargun; B, the Bullet Storm, Epoch, Expendable Napalm, Recoilless Rifle, Stalwart and W.A.S.P.; C, the Airburst Rocket Launcher, Anti-Materiel Rifle, Autocannon, Belt-Fed Grenade Launcher, Breaching Hammer, Defoliation Tool, Heavy Machine Gun, Laser Cannon, Maxigun and Spear; D, the Arc Thrower, One True Flag, Solo Silo and Sterilizer.
  • u.gg's support tier list (stamped patch 7.0.2, read September 26, 2026) rates the AC-8 Autocannon S+ on every front; GamesRadar (August 14, 2026) gives it a C against the Illuminate community-tested.
  • TheGamer (August 12, 2026) picks, against Crushers, the Autocannon, Orbital Railcannon Strike, Bastion MK XVI, Autocannon Sentry, Emancipator Exosuit, Epoch, Cremator, P/40-K Bolt Pistol and G-123 Thermite; against Wretches, the AR-2 Coyote, LAS-16 Sickle, Liberator Penetrator, Trident, Scorcher and Cookout, plus fire and gas. GameRant (the same day) agrees: heavy penetration for the helmet, constant fire, limbs rather than the head. Both predate 7.1.0, which changed no Illuminate numbers community-tested.
  • The wiki's Illuminate page (revised August 28, 2026), written by its community, advises investing in damage per second over penetration, moving fast and prioritizing Watchers community-tested.

12.6Which guides are out of date

Guides written before 4.1.0 (2025-10-23) have wrong Fleshmob and Elevated Overseer numbers; guides from before 6.1.0 (2026-03-17) predate the Appropriators, the Mindless Masses and flame panic; and guides from before 7.0.0 (2026-08-12) predate the Vote Snatchers and the anti-tank Veracitor melee (4.1.0 notes). Every patch, on every front: Patch history.

Loadout planner12

Loadouts by Faction & Difficulty

Build a loadout that covers heavies, crowds and spawners: the principles, starters from free items, dated community loadouts by front and difficulty, and a coverage check.

11 chapters~77 min readapprox4community15unverified5
On this page11 chapters
Loadout planner · the rule

Loadout principles

From difficulty 4 up, every diver brings three things: an answer to the front's standard heavy, an explosive that closes spawners, and a primary that clears that front's chaff. Build that floor first, then specialize with your squad.

A loadout has three jobs, kill armor, control crowds and keep the squad supplied and alive, and every diver also needs a way to close spawners. Primaries stop at Medium penetration (only the R-36 Eruptor, the FLAM-66 Torcher and a heated LAS-17 Double-Edge Sickle reach Heavy), so your anti-armor comes from the sidearm, the grenade, the support weapon and the strikes. The three-item floor is this manual's rule, drawn from where each front's heavies enter the difficulty ladder, not an Arrowhead rule. Arrowhead's own yardstick is that everything that matters for a loadout unlocks by a player level of about 25 (level-cap post, August 6, 2026). Test a loadout against these rules in the coverage check.

1.1What each slot is for

Chaff and mediums

Primary

The gun you fire most. Choose it for the front's small and medium enemies; with only three primaries reaching Heavy penetration, it is rarely your heavy answer (an R-36 Eruptor kills a Hulk with two shots to the eye).

Backup or a pocket answer

Secondary

All 25 are one-handed. The GP-31 Grenade Pistol closes spawners, the GP-20 Ultimatum and P-34 Breacher kill a heavy, and the P-4 Senator punches Heavy armor on a weak spot.

Spawners, heavies or crowds

Throwable

The G-12 High Explosive you start with closes holes and fabricator vents; the G-123 Thermite kills a Charger or a Hulk; gas, fire and stun grenades hold a crowd. Engineering Kit and a few other passives let you carry more.

Passive and weight

Body armor

You pick it for its passive (31 exist) and its weight, which trades speed for protection. Helmets and capes are cosmetic.

The heavy lifting

4 stratagems

A support weapon, strikes, sentries or a backpack. Only one backpack fits, and a backpack-fed weapon (Recoilless, Autocannon, Spear) takes it. Reinforce, Resupply, SOS Beacon and Eagle Rearm come on top, free.

The whole squad

Booster

One per diver, and it covers everyone; a full squad runs 4 different ones, because a duplicate adds nothing.

1.2The three jobs, plus spawners

In this tab, the free route means what you own after basic training, what Requisition buys and the free Helldivers Mobilize! warbond; premium means the paid warbonds.

Job 1

Kill armor

Chargers, Bile Titans and Impalers; Hulks, tanks, striders and Vox Engines; Harvesters, Crushers, Gatekeepers and Leviathans. What works: anti-tank penetration (AP5 or more) on a head, hull or joint, or Heavy (AP4) on a weak spot such as a Hulk's eye or a Crusher's helmet.

Free route: EAT-17, GR-8 Recoilless Rifle, LAS-99 Quasar Cannon, MLS-4X Commando, FAF-14 Spear, RS-422 Railgun; the Orbital Precision Strike, Railcannon, Eagle 500kg and 110mm Rocket Pods. Premium: G-123 Thermite, GP-20 Ultimatum, EAT-411 Leveller, P-34 Breacher, G-60 Anti-Tank Seeker, B/MD C4 Pack, 40-K Meltagun.

Job 2

Control crowds

Stop swarms, bug breaches and bot drops before they swamp the squad, with volume of fire, area damage or a status effect: fire, gas, stun or arcs.

Free route: M-105 Stalwart, MG-43, GL-21 Grenade Launcher, FLAM-40 Flamethrower; the Orbital Gatling Barrage and the Eagle Cluster Bomb and Napalm; the MG and Gatling sentries. Premium: B/FLAM-80 Cremator, MGX-42 Bullet Storm, GL-52 De-Escalator, gas and incendiary grenades, AR-2 Coyote, SMG/FLAM-34 Stoker.

Job 3

Keep the squad going

Ammunition, healing, shields and mobility that serve more divers than just you.

Free route: B-1 Supply Pack, SH-32 Shield Generator Pack, FX-12 Shield Generator Relay, LIFT-850 Jump Pack, the Orbital Smoke and EMS strikes. Premium: P-11 Stim Pistol, LIFT-182 Warp Pack, AX/FLAM-75 Hot Dog, B-100 Portable Hellbomb, the Surplus EAT Allocation booster.

Everyone

Close spawners

Bug holes, fabricators, Warp Ship doors and gateways close only to an explosive: demolition 20 or more delivered through the opening, or 40 or more from outside (50 for a Grounded Warp Ship or a Bulk Fabricator). Bullets, beams and arcs never close one.

Free route: G-12 High Explosive (demolition 30), G-6 Frag, G-16 Impact, GL-21, AC-8 Autocannon, EAT-17, Eagle Airstrike, Orbital Precision Strike. Premium: GP-31 Grenade Pistol, R-36 Eruptor, CB-9 Exploding Crossbow, TED-63 Dynamite, GP-20 Ultimatum.

1.3Pick the primary's penetration for the front

A hit whose penetration beats the armor deals full damage, an equal one deals 65%, and a lower one bounces off (the rule in three lines). So choose the primary by the medium enemies of your front:

  • Terminids: Light (AP2) handles every small bug; bring Medium (AP3) or fire for Hive Guard heads, Rupture Strain heads and the Bile Spewers of difficulty 6 and up.
  • Automatons: Medium for Devastator torsos, Scout Strider waists and Gunship engines; with Light you must land head shots.
  • Illuminate: Light kills Voteless, Fleshmobs, Wretches and Overseer flesh; an Overseer's helmet needs Medium, and explosions reach an Overseer through its shield.

1.4Four stratagems: shapes that work

Cooldowns decide the shape. Most support weapons and backpacks take 480 seconds to come back (the EAT-17 only 70, with two launchers per call). Every Eagle stratagem rides the same Eagle: 15 seconds between calls, then a 150-second rearm once its charges run out. Orbitals keep their own cooldowns and ignore anti-air, and sentries have 400 health since 6.3.0.

  • The default (any front, from difficulty 4): an anti-tank support weapon, one Eagle, one orbital, and a flex slot for a sentry, a backpack or a second strike.
  • Expendable anti-tank plus a backpack: the EAT-17, EAT-411 Leveller and MLS-4X Commando need no backpack, which frees the slot for a Shield Generator Pack, Supply Pack, Jump or Warp Pack or Guard Dog; add two strikes. Best when the backpack is worth more than a reusable launcher: shields against bots, ammunition on Hive Worlds.
  • Team weapon: a Recoilless, Autocannon or Spear, two strikes and a sentry, when a squadmate stays close to reload you. Since 7.0.0 either of you may carry the ammo backpack.
  • Double Eagle: the 500kg plus the Airstrike or Cluster Bomb for more charges per rearm, then a support weapon and an orbital. Good against bugs and on open bot maps; not on Megafactory maps, where anti-air grounds Eagles.
  • Orbital-heavy: the Orbital Laser (3 per mission), a Precision Strike or Railcannon, a support weapon and a backpack. For anti-air maps; in caves, strikes only land through roof openings.
  • Defense: two sentries (or a sentry and an emplacement), a support weapon and one strike, for defend and hold-the-point objectives.

Ship modules change the math (the Liquid-Ventilated Cockpit halves the gap between Eagle calls; the Expanded Weapons Bay adds a charge to every Eagle): see ship modules that change stratagems.

1.5Armor: weight and passive by front

Light armor (rating 50, speed 550 and stamina regeneration 125) takes 25% more damage than medium (rating 100, speed 500 and stamina regeneration 100), and heavy (rating 150, speed 450 and stamina regeneration 50) takes 25% less. Rating passives such as Extra Padding add protection without the speed cost, which is why the starter B-01 Tactical (rating 150) moves like medium armor and soaks like heavy.

  • Terminids: light or medium, because bugs punish slow divers. Med-Kit (extra, longer-lasting stims) or a resistance passive: Acclimated, Desert Stormer or Inflammable.
  • Automatons: heavy with Fortified or a Concussive Padding, because bots kill with rockets and cannons and both passives resist explosions (Fortified: Recoil -30% when crouched or prone; 50% explosive resistance). The FS-05 Marksman sells Fortified for 6 Medals on the free warbond.
  • Illuminate: medium with Med-Kit; Electrical Conduit against Harvester arcs and Lightning Spires; Fortified or a Concussive Padding against the Appropriators' plasma, which explodes.

The dated builds agree: Fortified is the passive in 6 of the 7 dated u.gg bot builds (the seventh is a stealth build), and Med-Kit in 4 of the 7 bug and squid builds community-tested. Every passive and the sets that carry it: passives by job.

1.6Boosters: one each, all different

Each diver's booster covers the whole squad, so a full squad runs 4 different ones and a duplicate is wasted: read the loadout screen before you ready up. This manual's default four, read from the u.gg-based Steam tier guide (August 19, 2026) and GameRant's booster ranking (February 5, 2026), are Hellpod Space Optimization, Stamina Enhancement, Experimental Infusion and Vitality Enhancement community-tested, three of them on the free warbond. Swap one for Muscle Enhancement on snow, swamp and acid-heavy bug planets, and for Surplus EAT Allocation when nobody brought anti-tank. More in boosters in a squad.

1.7How difficulty changes the loadout

  1. Difficulty 1-3Any primary plus a spawner closer. Add one anti-tank option once the EAT-17 unlocks at level 3: the first tanks, Scout Striders and Harvester missions show up in this band.
  2. Difficulty 4-5Every diver carries an anti-tank answer: Chargers, Hulks, regular tanks, Harvesters and Stingrays join the fight, and Bile Titans and Gunships follow. Bots now demand a Medium-penetration primary.
  3. Difficulty 6-7Two or more reusable anti-tank weapons per squad (Impalers, War Striders, Titans in breaches); demolition 40 for Bile Titan holes; shields or smoke against bots; Vox Engines on Cyborg Legion planets.
  4. Difficulty 8-10Full anti-tank coverage, dedicated crowd control and a support diver; Leviathans over Illuminate cities; four different boosters.

Operations also roll random modifiers, one from difficulty 5, two from difficulty 8. What each difficulty pays and adds: difficulty and rewards.

Tool · loadout coverage check

Coverage check

Before you drop, run your loadout past these rules: every heavy of the front has an answer, you can close a spawner, you carry a crowd tool, and nothing in your slots fights the front.

In the next build this chapter becomes an interactive check. You pick a front, an optional subfaction and a difficulty, fill the slots (primary, secondary, throwable, armor, four stratagems and a booster, or start from a beginner or dated community preset), and it tests every rule below, answering PASS, GAP or NOTE with the evidence and a fix drawn from the research, never a score, plus a one-line summary to paste into squad chat. Until then, and whenever scripts are off or the page is printed, the rules themselves are the checklist: the ones for every front first, then your front's, each with the difficulty it starts at and its source.

2.1Every front

The rules that hold everywhere: one spawner closer and one crowd tool from the first drop, two anti-armor answers from difficulty 5, at most one backpack, Eagles that share one rearm, and a booster nobody else in the squad brought.

CheckFrom difficultyRuleSource
crowds1Carry at least one crowd tool: a machine gun or other sustained fire, an area strike or chaff sentry, or fire, gas, arc or stun.wiki
heavies5From difficulty 5 carry two anti-armor answers (a launcher plus Thermite, or an Ultimatum plus a 500kg Bomb) or know which squadmate carries them: from D6 a squad needs two or more reusable anti-tank weapons.wiki
mix1The check counts your stratagems by permit color (red offensive, blue supply, green defensive) and names the longest cooldown, so you know what comes back last.wiki
mix1Bring at most one backpack: backpack stratagems and backpack-fed support weapons (Recoilless, Autocannon, Spear, Airburst, W.A.S.P., Belt-Fed GL, Maxigun, Cremator, C4) share the one slot.wiki
mix1Every Eagle stratagem rides the same Eagle: its charges run out together and it rearms in 150 s, so a second Eagle adds charges, not a second cooldown.wiki
spawners1Carry at least one explosive with demolition 20 or more (a grenade, grenade pistol, explosive primary or launcher) to close holes, fabricators and warp-ship doors; bullets, beams and arcs never close a spawner.wiki
squad-boosters1Each diver brings one booster that covers the whole squad; up to four different ones run at once, so a duplicate adds nothing.wiki
squad-boosters4If nobody in the squad brought an anti-tank weapon, Surplus EAT Allocation adds two free EAT-17 calls per mission.Steam

2.2Terminids

Against bugs the heavies arrive in order (Chargers, then Bile Titans and Impalers), Bile Titan holes need demolition 40 from difficulty 6, and each strain adds a rule of its own.

CheckFrom difficultyRuleSource
crowds6From D6 bug breaches bring Titans and bigger waves: carry a crowd stratagem (Gatling Barrage, Napalm or Cluster Eagle, Gas Strike, a chaff sentry or a crowd support weapon), not only a crowd primary.wiki
front-note1Bugs punish slow divers: light or medium armor with Med-Kit or a resistance passive (Acclimated, Desert Stormer, Inflammable) is the default.wiki
front-note2Spore Burst Strain: kill with fire and lasers so bugs die without bursting, keep crowd control up and never melee.wiki
front-note2Predator Strain: stay grouped and bring stagger (Punisher, Cookout, Blitzer), fire or gas to reveal cloaked Hunters, and sentries with a view.wiki
front-note6Rupture Strain: Rupture Warrior and Spewer heads are AV3, so carry an AP3 or better primary; explosives force burrowers up, and Feet First, heavy armor or a Shield Generator Pack blunt their eruption hits.wiki
heavies1Every Terminid heavy at this difficulty (Chargers from D4, then Bile Titans, Impalers and the Charger variants) needs an answer: an anti-tank head shot (EAT-17, Quasar, Recoilless, Spear), Thermite or a heavy-killing strike.wiki
heavies5Spore Burst planets: the Spore Burst Bile Titan's 2,500-HP head survives one EAT-17 or Quasar hit, so bring a Recoilless or Spear (one hit) or two anti-tank tools.wiki
heavies5Gloom planets from D5: the Dragonroach (6,500 HP; head 1,500, AV4) needs an anti-tank head shot, a homing Spear or W.A.S.P., or the Railcannon.wiki
heavies6Rupture Strain: the Rupture Charger's AV5 head bounces Heavy (AP4) weapons, so carry true anti-tank (AP5 or more).wiki
mix1Gloom and Hive World planets slow Eagle rearm 20-30%, halve ammo pickups and hide caves from most stratagems: lean on ammo-free weapons and a Supply Pack, and bring fewer Eagles.wiki
spawners6From D6 Bile Titan holes need demolition 40, which also closes any hole from the rim: a GP-20 Ultimatum, TED-63 Dynamite, EAT-411 Leveller, an Eagle Airstrike or 500kg, or most orbital strikes.wiki
squad-boosters1Against bugs the dated consensus boosters are Hellpod Space Optimization, Stamina and Experimental Infusion (Vitality next); on snow, swamp and acid-heavy planets swap in Muscle Enhancement.Steam guide

2.3Automatons

Against bots the extra checks are about explosions and the sky: explosive resistance, Medium penetration for Devastators, a Gunship answer from difficulty 5, an orbital where anti-air grounds Eagles, a Vox Engine answer on Cyborg Legion planets, and fire only as a side dish.

CheckFrom difficultyRuleSource
crowds1Bot drops and Berserker packs need a crowd tool that is not fire alone: explosives, Medium-penetration volume or stun (small bots take half fire damage).wiki
front-note1Fire is weak against bots: small bots take half fire damage and robots ignite slowly, so favor explosives and Medium penetration.wiki
front-note1Bots kill with rockets and cannons: Fortified or a Concussive Padding passive (explosive damage -50%), heavy armor and a shield pack or smoke are the defaults.wiki
front-note1Incineration Corps: fire replaces rockets as the main threat, so Inflammable (75% fire resistance) or Acclimated beats Fortified, and Integrated Extinguishers puts a burning diver out faster.wiki
front-note1Jet Brigade: explosive primaries pop jump packs at range, and jump-packing units leap out of strikes, so stun or pin them first.wiki
front-note1Cyborg Legion: Radical kicks ragdoll you unless you wear Rock Solid, and Agitators buff their squad, so kill them first with precision or explosives.wiki
front-note2Devastator torsos are AV3: carry an AP3 or explosive primary, or aim for their AV1 heads.wiki
front-note5From D5 Gunships (400-HP AV3 thrusters) need an anti-air answer: an AC-8 or AMR (two shots per thruster), a Spear or W.A.S.P. lock-on, or any anti-tank hit.wiki
heavies1Every Automaton heavy at this difficulty (tanks from D3, Hulks from D4, War and Factory Striders from D6-7, Vox Engines on Cyborg planets from D7) needs an answer: a Recoilless, EAT, Quasar or Spear, Thermite, an AP4 hit on a Hulk eye, or a heavy-killing strike.wiki
heavies7Cyborg Legion from D7: bring a Vox Engine answer (9,000 HP): the Railcannon one-shots it, a Leveller or Solo Silo body hit kills it, a Spear kills a cannon, or break three vents and throw a grenade in; EAT and Quasar need four hits.wiki
mix4Anti-air emplacements (from D4, dense on Megafactory maps) ground Eagles within 150 m: bring at least one orbital, or plan to destroy the site first.wiki
spawners6From D6 Gunship Facilities need demolition 60: the mission Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery mini-nuke (Eagles and orbitals do nothing).wiki
squad-boosters1Against bots the dated consensus boosters are Experimental Infusion, Hellpod Space Optimization and Stamina; Concealed Insertion suits stealth and Commando missions, Integrated Extinguishers the Incineration Corps.Steam guide

2.4Illuminate

Against the Illuminate most extra checks are about shields and fleets: sustained damage beside any launcher, a Watcher killer, a Harvester plan, a Crusher helmet-breaker on Vote Snatcher planets, and two crowd tools against the Mindless Masses.

CheckFrom difficultyRuleSource
crowds1Mindless Masses: dozens of Voteless and Fleshmobs per patrol even on low difficulties, so bring two crowd tools (volume plus fire, gas or a crowd strike).wiki
crowds6From D6 Illuminate hordes grow: bring fire or gas for Voteless and Fleshmobs (fire kills Voteless outright; Fleshmobs take 1.8x fire damage).wiki
front-note1Against the Illuminate sustained damage beats single big shots: shields and plates cancel overkill, so pair any launcher with a volume weapon (u.gg rates dedicated anti-tank C here, GamesRadar A).wiki
front-note1Only Watchers call Illuminate reinforcements: carry something that kills one fast (an AMR or Railgun body shot, a marksman primary) or an arc weapon that stuns it mid-call.wiki
front-note1Illuminate fleets mix melee and explosive plasma: medium armor with Med-Kit is the usual pick, Electrical Conduit blunts Harvester and Lightning Spire arcs, and Fortified the Appropriators' plasma.wiki
front-note4From D4 Stingrays (800 HP, AV3) strafe the squad: bring an AP3 or better weapon to hit them during the run, a lock-on launcher (W.A.S.P., Spear) or the LAS-98 in flight.wiki
front-note4Appropriators: fire reaches construct pilots through their shields, an AC-8 or AMR breaks a Gatekeeper's horn, and one anti-tank hit on a cockpit finishes a Veracitor or Gatekeeper.wiki
heavies1Every Illuminate heavy at this difficulty (Harvesters from D4, and Crushers, Veracitors and Gatekeepers on their fleets) needs an answer: an anti-tank hit on a Harvester hip joint once its shield drops, an AP4 helmet-breaker for Crushers, or a heavy-killing strike.wiki
heavies3Harvesters: strip the regenerating shield with sustained fire or shrapnel, then land one anti-tank hit on a hip joint; a 500kg Bomb alone is a poor answer to its explosion-immune shell.wiki
heavies4Vote Snatchers: one anti-tank shot is not a Crusher answer (it survives a Recoilless hit and regenerates); bring an AP4 helmet-breaker (Autocannon, Railgun, Bolt Pistol, Senator), Thermite or C4, or nonstop fire.wiki
heavies8City maps from D8: each Leviathan beam turret dies to one Quasar or EAT-17 hit (or the AT Emplacement), so bring one of them, and smoke to block a new lock.wiki
mix8City maps from D8: Leviathans destroy exosuits and FRVs, so favor strikes, sentries and carried weapons there.wiki
spawners1Grounded Warp Ships: drain the 2,500 shield with sustained fire and put an explosive through the bay door, or use a demolition-50 strike, a G-123 Thermite or a C4 charge, which work through the shield.wiki
spawners5Gazer Spires (from D5) and Monoliths fall only to demolition 60: the mission Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery mini-nuke.wiki
squad-boosters1Against the Illuminate speed wins: Stamina and Experimental Infusion are the dated consensus boosters, then Hellpod Space Optimization and Vitality.Steam guide
Starter kits · the free route

Beginner loadouts from free items

You can reach Super Helldive without a premium warbond. Take what basic training gives you, buy the EAT-17 the moment you reach level 3, put your first Medals into a few Helldivers Mobilize! items, and run the kit for your front below.

Every kit in this chapter uses the free route only. u.gg's three "Standard D10" builds (one per front, April to May 2026) reach difficulty 10 with no premium weapons or stratagems at all community-tested.

3.1What you own after basic training

Every new diver owns the weapons AR-23 Liberator, P-2 Peacemaker, G-12 High Explosive and MG-43 Machine Gun, the stratagems Orbital Precision Strike and MG-43 Machine Gun (the MG-43 arrives by stratagem), the B-01 Tactical armor, and about 1,000 Requisition Slips. It is a thin but complete kit:

  • AR-23 Liberator: Light penetration for chaff.
  • MG-43 Machine Gun: Medium penetration, your first answer to Hive Guard heads, Devastator torsos, Overseer helmets and Stingrays.
  • G-12 High Explosive: demolition 30, so one that lands inside a bug hole, a fabricator vent or a drained Warp Ship's open door closes it.
  • Orbital Precision Strike: kills a heavy that stands still and levels structures; since 7.1.0 it comes back every 80 seconds.
  • B-01 Tactical: medium armor rated like heavy through Extra Padding, a solid default on any front.

Any front, first purchases: AR-23 Liberator, P-19 Redeemer, G-12 High Explosive; Democracy Protects (DP-40 Hero of the Federation) or Extra Padding; EAT-17 Expendable Anti-Tank (level 3); Eagle Airstrike; Orbital Precision Strike; MG-43 Machine Gun or Orbital Gatling Barrage; booster Hellpod Space Optimization. Two EATs per call give you anti-tank from level 3, the Airstrike breaks patrols and closes holes and fabricators, and Democracy Protects forgives mistakes (50% chance to survive a hit that would kill you; no bleed damage from a chest hemorrhage).

3.2Spend Requisition in this order

Stratagems unlock by player level and cost Requisition. Buy them in roughly this order; the full ladder is in levels and unlocks.

  1. A strike and a crowd toolThe Eagle Airstrike (level 1, 4,000 Requisition) breaks patrols and closes holes and fabricators. Add one cheap crowd tool: the Orbital Gatling Barrage (1,500), the Eagle Strafing Run (1,500), the A/MG-43 Machine Gun Sentry (1,500) or the M-105 Stalwart (3,500). The B-1 Supply Pack (4,000) can wait.
  2. Your first anti-tankThe EAT-17 (level 3, 3,000 Requisition): two launchers per call, back every 70 seconds, no backpack. Every diver should carry it or something better from difficulty 4.
  3. Reusable anti-tank and real crowd controlThe GR-8 Recoilless Rifle (level 5, 6,000); for crowds the GL-21 Grenade Launcher (level 5, 6,000), the Eagle Napalm Airstrike (level 5, 5,000) and the A/G-16 Gatling Sentry (level 5, 4,000).
  4. The all-rounderThe AC-8 Autocannon (level 10, 7,000) closes holes and fabricators and handles Devastators, Gunship engines, Harvester shields and Crusher helmets. Around the same levels come the Orbital Smoke Strike (level 8), the LIFT-850 Jump Pack (level 8), the FLAM-40 Flamethrower (level 10) and the Guard Dog (level 10), and weapon attachments unlock at level 10.
  5. The endgame setThe Eagle 500kg Bomb (level 15, 10,000), the Orbital Laser (level 15, 10,000) and the LAS-99 Quasar Cannon (level 18, 7,500); then the Orbital Railcannon Strike, FAF-14 Spear, RS-422 Railgun and SH-32 Shield Generator Pack (level 20 each). Most difficulty 8-10 builds are made of these.

Unlock levels follow helldivers.wiki.gg. The Fandom wiki puts eight of the level-1 items (the Stalwart, Gatling Barrage, Gas Strike, Strafing Run, Airstrike, Anti-Personnel Minefield, Supply Pack and MG Sentry) at level 2, so expect a level of drift approx.

3.3Spend your first Medals on Helldivers Mobilize!

The free warbond sells the passives, boosters and primaries a beginner needs. Buy the loadout items below as their pages open (a page opens once you have spent enough Medals in that warbond; the ranked purchase order has the Medal-by-Medal path, Super Credit stacks included). Medals cap at 250, so spend them as they come.

  • Armor passives: FS-05 Marksman, heavy armor with Fortified for the bot front (6 Medals, page 2); CE-35 Trench Engineer, Engineering Kit (10, page 3); CM-09 Bonesnapper, Med-Kit (15, page 4); DP-40 Hero of the Federation, Democracy Protects (25, page 5).
  • Boosters: Hellpod Space Optimization (15, page 3), Vitality Enhancement (20, page 4), Stamina Enhancement (75, page 7).
  • Primaries: SG-8 Punisher for bugs (4, page 1), R-63 Diligence for bots (8, page 2), SG-225 Breaker (20, page 4); later the Medium-penetration AR-23P Liberator Penetrator (40, page 6) and R-63CS Diligence Counter Sniper (40, page 7), and the PLAS-1 Scorcher (75, page 10), which u.gg rates S on every front community-tested.
  • Sidearm and grenades: P-19 Redeemer (5, page 2); G-6 Frag (2, page 1) and G-16 Impact (20, page 5).

3.4Terminids on the free route

Difficulty 1-3 · all-rounder

Punisher, Stalwart, EAT

  • Guns: SG-8 Punisher, P-19 Redeemer, G-12 High Explosive
  • Armor: Med-Kit (CM-09 Bonesnapper)
  • Stratagems: EAT-17 Expendable Anti-Tank (level 3); M-105 Stalwart; Eagle Airstrike; Orbital Precision Strike
  • Booster: Hellpod Space Optimization

Every Punisher pellet staggers Hunters, Warriors and Stalkers; the Stalwart's long belt holds a breach and reloads on the move; a G-12 dropped into a hole closes it; the EAT-17 and the Precision Strike cover the Charger Behemoth that Eliminate missions bring at difficulty 3.

Difficulty 4-5 · anti-tank

Breaker and Recoilless

  • Guns: SG-225 Breaker, P-19 Redeemer, G-12 High Explosive
  • Armor: Med-Kit
  • Stratagems: GR-8 Recoilless Rifle (level 5) or EAT-17; Eagle Airstrike; Orbital Precision Strike; A/MG-43 Machine Gun Sentry
  • Booster: Vitality Enhancement

Chargers join the fight at difficulty 4 and Bile Titans soon after: one Recoilless or EAT hit to the head kills either. The Breaker's shells shred Hunter packs, the MG Sentry watches your back, and Vitality trims the damage the whole squad takes.

Difficulty 4-5 · crowd control

Penetrator and Stalwart

  • Guns: AR-23P Liberator Penetrator, P-19 Redeemer, G-12 High Explosive
  • Armor: Engineering Kit (CE-35 Trench Engineer)
  • Stratagems: M-105 Stalwart; Eagle Cluster Bomb (level 3) or Eagle Napalm Airstrike (level 5); Orbital Gatling Barrage; A/G-16 Gatling Sentry (level 5)
  • Booster: Hellpod Space Optimization

The Penetrator's Medium penetration kills the Hive Guard heads that Light rifles bounce off; Engineering Kit adds grenades for holes; the Gatling Barrage and a Cluster or Napalm Eagle break breaches. It carries no launcher, so pair it with an anti-tank squadmate.

Difficulty 6-7 · anti-tank

Scorcher, Quasar, Railcannon

  • Guns: PLAS-1 Scorcher, P-19 Redeemer, G-12 High Explosive
  • Armor: Med-Kit
  • Stratagems: LAS-99 Quasar Cannon (level 18) or GR-8 Recoilless Rifle; Eagle 500kg Bomb (level 15); Orbital Railcannon Strike (level 20); EAT-17
  • Booster: Stamina Enhancement

In this band Impalers join regular fights, Bile Titans come in breaches and the Rupture Strain appears: one Quasar or Recoilless hit kills a Charger, an Impaler or a Bile Titan through the head, the Railcannon one-shots a Bile Titan since 6.3.0, and the 500kg and a spare EAT cover the rest. Stamina keeps you ahead of the swarm.

Difficulty 8-10 · u.gg Standard D10, April 29, 2026

Super Helldive, no premium gear

  • Guns: SG-8 Punisher, P-19 Redeemer, G-12 High Explosive
  • Armor: Med-Kit
  • Stratagems: AC-8 Autocannon; Orbital Laser; Eagle 500kg Bomb; A/MG-43 Machine Gun Sentry
  • Booster: Hellpod Space Optimization

u.gg's no-premium bug build community-tested: the Autocannon closes holes from range, kills Hive Guards and chips Chargers; the Orbital Laser clears a heavy nest; the 500kg kills Chargers and Titans; the MG Sentry holds breaches.

3.5Automatons on the free route

Difficulty 1-3 · all-rounder

Diligence and Fortified

  • Guns: R-63 Diligence, P-2 Peacemaker, G-12 High Explosive
  • Armor: Fortified (FS-05 Marksman)
  • Stratagems: EAT-17 Expendable Anti-Tank; Eagle Airstrike; Orbital Precision Strike; A/MG-43 Machine Gun Sentry
  • Booster: Hellpod Space Optimization

The Diligence kills a Devastator with one head shot and every Trooper at range; the FS-05 is heavy armor whose Fortified passive blunts rockets and cannon fire; a G-12 into a fabricator vent destroys it; the EAT-17 covers the first tanks and Scout Striders.

Difficulty 4-5 · anti-tank

Counter Sniper and Recoilless

  • Guns: R-63CS Diligence Counter Sniper, P-19 Redeemer, G-12 High Explosive
  • Armor: Fortified
  • Stratagems: GR-8 Recoilless Rifle; Eagle 500kg Bomb or Eagle Airstrike; Orbital Precision Strike; A/MLS-4X Rocket Sentry (level 15)
  • Booster: Hellpod Space Optimization

Hulk Bruisers and regular tanks join the fight at difficulty 4: one Recoilless hit kills a Hulk anywhere or a tank through its turret. The Counter Sniper's Medium penetration goes through Devastator torsos and Scout Strider waists; the Rocket Sentry (level 15) shoots heavies first.

Difficulty 4-5 · line holder

Scorcher and Autocannon

  • Guns: PLAS-1 Scorcher, P-19 Redeemer, G-12 High Explosive
  • Armor: Engineering Kit (CE-35 Trench Engineer)
  • Stratagems: AC-8 Autocannon (level 10); EAT-17; Orbital Smoke Strike (level 8) or Eagle Smoke Strike; Orbital Precision Strike
  • Booster: Hellpod Space Optimization

The Autocannon kills Devastators and Scout Striders, drops a Gunship with two shells per engine, and shuts fabricators through the vent; smoke breaks line of sight, which bots cannot shoot through; the EAT covers Hulks; Engineering Kit steadies your aim when you crouch.

Difficulty 6-7 · anti-tank

Quasar under a shield

  • Guns: PLAS-1 Scorcher, P-19 Redeemer, G-12 High Explosive
  • Armor: Fortified (FS-23 Battle Master)
  • Stratagems: LAS-99 Quasar Cannon; SH-32 Shield Generator Pack; Orbital Railcannon Strike; Eagle 500kg Bomb
  • Booster: Hellpod Space Optimization

War Striders arrive at difficulty 6; Factory Striders are Eliminate targets from 4 and regular from 6 or 7, where the wiki disagrees with itself unverified. The Quasar kills a Hulk or a War Strider hip in one shot without a backpack, so the slot goes to the Shield Generator Pack; the Railcannon kills tanks and Hulks; the 500kg kills War Striders.

Difficulty 8-10 · u.gg Standard D10, May 5, 2026

Super Helldive, no premium gear

  • Guns: R-63 Diligence, P-2 Peacemaker, G-12 High Explosive
  • Armor: Fortified
  • Stratagems: GR-8 Recoilless Rifle; A/AC-8 Autocannon Sentry; Orbital Laser; Eagle Airstrike
  • Booster: Hellpod Space Optimization

u.gg's no-premium bot build community-tested: the Diligence handles infantry at range, the Recoilless everything heavy, the Autocannon Sentry Devastators and Hulks, the Orbital Laser outposts. It predates 6.3.0, which doubled sentry health.

3.6Illuminate on the free route

Difficulty 1-3 · all-rounder

Liberator and MG-43

  • Guns: AR-23 Liberator, P-19 Redeemer, G-6 Frag
  • Armor: Med-Kit
  • Stratagems: MG-43 Machine Gun; Eagle Strafing Run; Orbital Precision Strike; A/MG-43 Machine Gun Sentry
  • Booster: Hellpod Space Optimization

Voteless die to any gun; the MG-43's Medium penetration reaches an Overseer's head and drops a Watcher in a short burst; the Strafing Run lands many small hits that drain shields; the Precision Strike destroys a Grounded Warp Ship from outside. Kill Watchers first: they alone call reinforcements.

Difficulty 4-5 · crowd control

Scorcher and Stalwart

  • Guns: PLAS-1 Scorcher, P-19 Redeemer, G-16 Impact
  • Armor: Med-Kit
  • Stratagems: M-105 Stalwart; Eagle Strafing Run; Orbital Gatling Barrage; A/G-16 Gatling Sentry
  • Booster: Stamina Enhancement

The Scorcher's explosive bolts reach an Overseer through its shield; the Stalwart reloads on the move among Voteless, which cannot leap; the Gatling Barrage and Gatling Sentry thin the horde; Stamina keeps you ahead of it. It carries no anti-tank weapon, so pair it with the Autocannon heavy-support kit or another anti-tank squadmate.

Difficulty 4-5 · heavy support

Autocannon for Harvesters

  • Guns: AR-23P Liberator Penetrator, P-19 Redeemer, G-12 High Explosive
  • Armor: Democracy Protects (DP-40 Hero of the Federation)
  • Stratagems: AC-8 Autocannon; EAT-17; Eagle Strafing Run; Orbital Precision Strike
  • Booster: Hellpod Space Optimization

Harvesters and Stingrays join regular fights at difficulty 4. Autocannon flak strips a Harvester's shield, four armor-piercing shells kill a hip joint and three kill a strafing Stingray approx, and one EAT to a joint after the shield drops is fatal. Democracy Protects is the forgiving free passive.

Difficulty 8-10 · u.gg Standard D10, April 14, 2026

Super Helldive, no premium gear

  • Guns: PLAS-1 Scorcher, P-19 Redeemer, G-16 Impact
  • Armor: Med-Kit
  • Stratagems: StA-X3 W.A.S.P. Launcher; Orbital Laser; A/MG-43 Machine Gun Sentry; Eagle Strafing Run
  • Booster: Hellpod Space Optimization

u.gg's no-premium squid build community-tested: the W.A.S.P. (level 20) locks on to Stingrays and kills a Fleshmob with four missiles. It predates the Vote Snatchers (7.0.0): on their planets add a Crusher answer (subfaction adjustments).

Your first premium warbond

The dated consensus first buy is Democratic Detonation (S tier on GamesRadar's warbond list, August 13, 2026, and S+ in the u.gg-based Steam guide, August 19, 2026) community-tested. Its G-123 Thermite (15 Medals, page 1) gives every diver an anti-tank grenade, and its GP-31 Grenade Pistol closes holes from the sidearm slot, which frees the grenade slot for Thermite. The PLAS-101 Purifier (Polar Patriots) then upgrades the primary on every front, and the AR-2 Coyote (Dust Devils) against bugs and squids. The full ranking: ranked purchase order.

Dated community loadouts

By front and difficulty

The dated community picks keep returning to a short list that works on every front: the PLAS-101 Purifier and the GP-31 Grenade Pistol (S or better on all three fronts in both u.gg's and GamesRadar's lists), the G-123 Thermite (u.gg's only S+ throwable on all three) and the Orbital Laser (in 12 of the 15 dated u.gg builds). Past that, build for the front: the next three chapters give each front's picks, its difficulty bands and every loadout with the reason it works.

4.1What the dated builds converge on

Counted across the 15 u.gg builds dated November 2025 to May 2026 community-tested:

12/15
Orbital Laser
9/15
Hellpod Space Optimization
6/7
Fortified, bot builds
5/15
G-123 Thermite

The Orbital Laser (3 per mission) is in 12 of the 15; Hellpod Space Optimization is the booster in 9; Fortified is the passive in 6 of the 7 bot builds (the seventh is a stealth build); the G-123 Thermite and GP-20 Ultimatum appear in 5 each, and the Recoilless Rifle in 4 (all four are bot builds). The three "Standard D10" builds, one per front, use no premium warbond items at all, which is why they anchor the beginner loadouts.

4.2Where two independent lists agree

Items rated S or better by both u.gg and GamesRadar (August 2026) community-tested:

  • Terminids: primaries PLAS-101 Purifier and AR-2 Coyote; secondaries GP-31 Grenade Pistol and GP-20 Ultimatum; support weapons LAS-99 Quasar Cannon, S-11 Speargun and B/FLAM-80 Cremator.
  • Automatons: primaries Purifier, R-36 Eruptor, PLAS-1 Scorcher and R-72 Censor; secondaries Grenade Pistol, Ultimatum, LAS-58 Talon and P-4 Senator; support weapons GR-8 Recoilless, EAT-17, EAT-411 Leveller, B/MD C4 Pack, 40-K Meltagun, MLS-4X Commando, RS-422 Railgun and S-11 Speargun, the most agreed-on front.
  • Illuminate: primaries Purifier, Coyote and SMG/FLAM-34 Stoker; secondaries Grenade Pistol and PLAS-15 Loyalist; no support weapon: the two lists share no S-tier pick on this front.

4.3Where they disagree

  • The AC-8 Autocannon: u.gg rates it S+ on all three fronts, GamesRadar B, B and C (bugs, bots, squids). The mechanics favor it against Devastators, Gunship engines, fabricators, Harvester shields and Crusher helmets, less against Hulks and tanks.
  • Dedicated anti-tank against the Illuminate: u.gg rates the EAT-17, Recoilless, Quasar and Railgun C there; GamesRadar rates the EAT, Quasar, Commando, Railgun and Leveller A. Both have a point: shields waste single big shots, yet one anti-tank hit is the clean kill on a Harvester's hip joint, a Gatekeeper or a Leviathan turret, which is why the Illuminate squad template carries both kinds.
  • Also split (bugs, bots, squids): the MS-11 Solo Silo (u.gg S, S, A; GamesRadar D, A, D), the W.A.S.P. (u.gg B, B, S+; GamesRadar D, B, B) and the RL-77 Airburst (u.gg B, A, S+; GamesRadar B, C, C).

4.4The sources and their dates

  • u.gg builds (Outplayed Inc.): 27 build pages. The 15 dated November 6, 2025 to May 13, 2026 are used here; the older ones predate the 4.1.0 balance pass, and only two of them (boss builds for the Hive Lord and the Dragonroach) are cited, as corroboration.
  • u.gg tier lists: the primary list is "updated for 7.1.1", the support list is stamped 7.0.2, and the secondary and throwable lists carry no date (all read September 26, 2026).
  • The Steam guide "Helldivers 2 Tier Lists" (The Pelvic Girdle, updated August 19, 2026): per-front tiers for passives, backpacks, boosters, Eagles and sentries. It is built from u.gg data, so it is not a second opinion.
  • GamesRadar tier lists, the independent second opinion: primaries, secondaries and support weapons (all August 14, 2026); stratagems (January 9, 2026, overall rather than per front).
  • GameRant's bug builds (February 25, 2026), its Cyberstan builds (February 11, 2026) and TheGamer on Crushers and Wretches (August 12, 2026).

Most sources predate something. Apart from u.gg's primary list (updated for 7.1.1), nothing dated here saw 7.1.0 (Ironclad Democracy, the faster Precision Strike); the u.gg builds also predate 6.3.0 (stronger orbitals and Railcannon, sturdier sentries, more grenades) and the Vote Snatchers of 7.0.0. Where it matters, a loadout's Why names what its build missed. Tier lists from before October 23, 2025 (patch 4.1.0) describe a different weapon balance: skip them.

4.5Loadouts for any front

Four kits are built for no front in particular: what you own after basic training (the only row a primary source confirms outright), your first purchases, a solo kit, and u.gg's Grenadier (November 14, 2025), written before 6.3.0 raised the Railcannon's damage and grenade refills.

FrontDifficultyRolePrimarySecondaryThrowableStratagemsBoosterWhySource
AllD1-10soloPLAS-1 ScorcherGP-31 Grenade Pistol or P-19 RedeemerG-12 High ExplosiveLAS-99 Quasar Cannon; AX/AR-23 Guard Dog; A/MG-43 Machine Gun Sentry; Eagle AirstrikeFlexible Reinforcement BudgetGamesRadar's solo advice (2026-08-14): cover every enemy type yourself, lean on sentries and Guard Dogs, move fast in light armor, avoid fights, use an SOS Beacon if you want help. The Quasar needs no backpack or ammo; Flexible Reinforcement Budget cuts the post-budget wait from 120 to 90 s, which matters most when you are the whole squad. Heavy SEAF Presence squadmates are unavailable since 2026-09-21 (wiki).gamesradar.com
AllD1-3all-rounder (first purchases)AR-23 LiberatorP-19 RedeemerG-12 High ExplosiveEAT-17 Expendable Anti-Tank (level 3); Eagle Airstrike; Orbital Precision Strike; MG-43 Machine Gun or Orbital Gatling BarrageHellpod Space OptimizationThe first Requisition buys (Eagle Airstrike 4,000 at level 1, EAT-17 3,000 at level 3) plus the cheapest Mobilize items (Redeemer 5, Hellpod Space Optimization 15, DP-40 25 Medals). Two EATs every 70 s give anti-tank from level 3; the Airstrike clears patrols and closes holes and fabricators; Democracy Protects survives half of all killing hits.wiki
AllD1-3starterAR-23 LiberatorP-2 PeacemakerG-12 High ExplosiveMG-43 Machine Gun; Orbital Precision Strike (the two slots you own at level 1)--What every diver owns after basic training, plus about 1,000 Requisition. Liberator (90 damage, AP2) for chaff; MG-43 (AP3) for medium armor; G-12 (demolition 30) closes bug holes and fabricator vents when thrown inside; Orbital Precision Strike (4,000 AP8, demolition 50, 80 s since 7.1.0) kills a stationary heavy or a structure; B-01 is medium armor rated 150 through Extra Padding.wiki
AllD8-10grenadier (u.gg, all fronts)AR-2 CoyoteGP-20 UltimatumG-142 PyrotechGL-21 Grenade Launcher; B-1 Supply Pack; Orbital Railcannon Strike; Eagle 500kg BombHellpod Space Optimizationu.gg Grenadier Build (2025-11-14, level 20, rated for all three fronts): explosive splash everywhere, the Supply Pack feeds the launcher and grenades, Integrated Explosives adds 2 throwables. GameRant's Terminid Grenadier (2026-02-25) makes almost the same picks. Written before 6.1.0 (GL-21 back to Medium penetration) and 6.3.0 (Railcannon 10,000, more grenades per refill).u.gg
Terminids · the bug front

Terminid loadouts

Against bugs, bring speed, stagger and fire for the swarm, and give every diver a head-shot anti-tank answer from difficulty 4. The common shape: an explosive or fire primary, a sidearm that closes holes or kills a heavy, Thermite or an incendiary grenade, Med-Kit, Hellpod Space Optimization, a one-shot anti-tank support weapon, the Eagle 500kg and the Orbital Laser.

That shape is what u.gg's bug builds (April to May 2026) and GameRant's (February 25, 2026) share community-tested. Unit by unit: the Terminid heavies and playbook.

5.1What decides the bug loadout

  • Breach callers. Almost every small and medium bug can call a breach, and each breach brings more callers: carry a fast close-range primary and a crowd tool (Stalwart, MG-43, Breaker, Gatling Barrage, Napalm or Cluster), and shoot the bug in the calling stance first.
  • Hunters and Pouncers. Fast flankers that pounce and slow you: answer with volume and stagger (every Punisher pellet staggers them), fire and sentries, and stay grouped.
  • Medium armor. Hive Guard heads, Rupture Strain heads and the Bile Spewers of difficulty 6 and up bounce Light rifles: carry a Medium primary (Liberator Penetrator, Coyote, Purifier) or fire, or flank to the softer body.
  • Chargers (from difficulty 4): one EAT-17, Quasar or Recoilless hit to the head kills every Charger variant; so do Thermite, the Railcannon, the 500kg and the Precision Strike, and since 6.3.0 the Eagle 110mm Rocket Pods. Dodge sideways, then shoot the exposed rear.
  • Bile Titans: the Recoilless or Spear kills one with a head hit, Spore Burst Titan included; the EAT or Quasar needs one hit on a Bile Titan and two on the Spore Burst Titan; the Railcannon and 500kg kill it too, and popping its bile sacs stops the spew.
  • Impalers (Eliminate targets from difficulty 5, regular from 6): an anti-tank hit into the exposed head; stagger weapons interrupt the tentacles; throw strikes early.
  • Stalkers: close the lair; stagger or stun them, then shoot the head; fire stops them regenerating.
  • Holes and nests: an explosive with demolition 20 into the hole, or 40 from the rim; Bile Titan holes (from difficulty 6) need 40 whichever way: the Ultimatum, Dynamite, Leveller, Spear, 500kg, Airstrike or Precision Strike (nests and holes).

5.2Core picks by slot

Tiers are dated opinions community-tested: u.gg's per-front lists (read September 26, 2026), GamesRadar (August 14, 2026) and the u.gg-based Steam guide (August 19, 2026); see the sources and their dates.

  • Primary: AR-2 Coyote and PLAS-101 Purifier (u.gg S+, GamesRadar S); R-36 Eruptor and CB-9 Exploding Crossbow (u.gg S+). On the free route: SG-8 Punisher and SG-225 Breaker (u.gg A), PLAS-1 Scorcher (u.gg S).
  • Secondary: GP-31 Grenade Pistol and GP-20 Ultimatum (u.gg S+, GamesRadar S); P-34 Breacher (u.gg S+, too new for GamesRadar). Free: P-19 Redeemer. The Grenade Pistol closes holes, which frees your grenade for Thermite; the Ultimatum kills a heavy and closes a Bile Titan hole from outside.
  • Throwable: G-123 Thermite, G-10 Incendiary and G-13 Incendiary Impact (u.gg S+). Free: G-12 High Explosive, G-16 Impact.
  • Support weapon: EAT-17 and GR-8 Recoilless (u.gg S+, GamesRadar A), LAS-99 Quasar (S at both), B/FLAM-80 Cremator (S+, S), AC-8 Autocannon (u.gg S+, GamesRadar B), 40-K Meltagun, S-11 Speargun.
  • Strikes: the Eagle 500kg and Airstrike (Steam guide S+), the Orbital Laser, Railcannon and Gatling Barrage, the Eagle Napalm. Eagles cycle freely here: the bugs have no anti-air.
  • Sentries: the MG and Autocannon sentries, the Tesla Tower and the HMG Emplacement (Steam guide S+); the Tesla also zaps divers who are not prone.
  • Backpack: Supply Pack, Warp Pack, Hot Dog (Steam guide S+); Jump Pack, Hover Pack, Rover, Shield Generator Pack (S). Mobility beats armor against melee swarms.
  • Armor: light or medium with Med-Kit, Acclimated, Desert Stormer, Inflammable or True Grit (Steam guide S+); Fortified rates only C against bugs.
  • Booster: Stamina Enhancement, Hellpod Space Optimization, Experimental Infusion (Steam guide S+); Muscle Enhancement on snow, swamp and acid planets.

5.3By difficulty band

  • Difficulty 1-3: a fast primary, a grenade or Eagle that closes holes, and one EAT per diver from level 3.
  • Difficulty 4-5: a head-shot anti-tank weapon per diver for the Chargers; a Medium primary or fire for Hive Guards; a breach answer.
  • Difficulty 6-7: two or more reusable anti-tank weapons in the squad; demolition 40 for Bile Titan holes; fire or gas for breaches; a plan for Rupture ambushes and Impalers.
  • Difficulty 8-10: anti-tank that kills a Spore Burst Titan in one head hit (Recoilless, Spear); dedicated crowd control; a support diver; four different boosters.

5.4Every bug loadout

From the free kits to the dated community builds and the strain and Hive World specialists, sorted by difficulty band. The Why column names the threat each pick answers and, for many community builds, the patch it predates; the subfaction rows are explained in subfaction adjustments.

FrontDifficultyRolePrimarySecondaryThrowableStratagemsBoosterWhySource
TerminidsD1-3all-rounder (free)SG-8 PunisherP-19 RedeemerG-12 High ExplosiveEAT-17 Expendable Anti-Tank (level 3); M-105 Stalwart; Eagle Airstrike; Orbital Precision StrikeHellpod Space OptimizationFree, Requisition and Mobilize pages 1-4 only (Punisher 4, Redeemer 5, HSO 15, CM-09 15 Medals). Every Punisher pellet staggers (35 force against Hunter 15, Warrior 20, Stalker 30 thresholds); the Stalwart's 250-round belt reloads on the move for breaches; G-12 into a hole closes it; EAT and the Precision Strike cover the D3 Charger Behemoth (Eliminate missions only).wiki
TerminidsD1-7spray and pray (GameRant)AR-23 LiberatorP-2 PeacemakerG-12 High ExplosiveM-105 Stalwart; A/MG-43 Machine Gun Sentry; AX/AR-23 Guard Dog; Eagle 500kg BombHellpod Space OptimizationGameRant The Spray and Pray (2026-02-25): three machine guns at once for breaches, nearly all free or Requisition (Peak Physique, +30 ergonomics, comes from Viper Commandos or the Superstore). It has no anti-tank support weapon, so pair it with an anti-tank squadmate from D4.gamerant.com
Terminids (Predator Strain)D4-10crowd controlSG-451 CookoutP-19 RedeemerG-10 IncendiaryFLAM-40 Flamethrower or M-105 Stalwart; A/MG-43 Machine Gun Sentry; A/FLAM-40 Flame Sentry; Eagle Napalm AirstrikeVitality EnhancementPredator Hunters cloak and Predator Stalkers come without a lair: stay grouped, stagger them (every Cookout shell staggers 35 and ignites), reveal and scatter them with fire or gas, and let sentries with a view do the killing.wiki
Terminids (Spore Burst Strain)D4-10crowd control (lasers and gas; u.gg user build)LAS-5 ScytheLAS-7 DaggerG-4 GasGL-21 Grenade Launcher; Orbital Gas Strike; Eagle 500kg Bomb; AX/TX-13 Dog BreathExperimental Infusionu.gg Toxic Terminid Slayer (2026-05-13, user-recommended, level 15): ammo-free lasers and gas. The wiki's Spore Burst advice matches: kill with fire and lasers (no burst chain), crowd control, never melee. Advanced Filtration (80% gas resistance) lets you stand in your own clouds; pop a Spore Burst Titan's sacs to stop its speed buff.u.gg
TerminidsD4-10pyromaniac (GameRant)SG-225IE Breaker IncendiaryGP-20 UltimatumG-12 High ExplosiveLIFT-860 Hover Pack; FLAM-40 Flamethrower; Orbital Napalm Barrage; MD-8 Gas MinesVitality EnhancementGameRant The Pyromaniac (2026-02-25): everything burns, Inflammable protects you from your own fire, Vitality softens burning, gas mines slow the swarm into the flames. Since 6.1.0 flamed bugs also panic.gamerant.com
Terminids (Hive Worlds)D4-10support (caves and Gloom)LAS-16 SickleLAS-58 TalonG-12 High ExplosiveB-1 Supply Pack; LAS-99 Quasar Cannon; Eagle Airstrike; A/MG-43 Machine Gun SentryHellpod Space OptimizationGloom Source worlds cut ammo pickups 50% and reinforcements 20% and slow Eagle rearm 30%; inside caves only roof openings let stratagems through and the Orbital Laser ignores cave enemies (6.1.0). Heat-sink lasers and the Quasar never need ammo, and the Supply Pack keeps the squad fed.wiki
TerminidsD4-5all-rounderAR-2 CoyoteGP-31 Grenade PistolG-123 ThermiteEAT-17 or LAS-99 Quasar Cannon; Eagle 500kg Bomb or Eagle Airstrike; Orbital Precision Strike; A/MG-43 Machine Gun SentryStamina EnhancementThe Coyote (AP3 plus fire) is u.gg S+ and GamesRadar S against bugs (2026-08); the Grenade Pistol closes holes, which frees the grenade slot for Thermite (2,000 AP7, sticks: kills a Charger); two EATs every 70 s cover the rest.u.gg
TerminidsD4-5anti-tank (free)SG-225 BreakerP-19 RedeemerG-12 High ExplosiveGR-8 Recoilless Rifle (level 5) or EAT-17; Eagle Airstrike; Orbital Precision Strike; A/MG-43 Machine Gun SentryVitality EnhancementChargers join the pool at D4 and Bile Titans at D5-6: one Recoilless (3,200 AP6) or EAT (2,000) hit to the head kills a Charger (1,200-HP head) or a Bile Titan (1,500). The Breaker (Mobilize p4) empties 16 shells into Hunter packs; Vitality (p4, 20 Medals) cuts incoming damage about 10%.wiki
TerminidsD4-5crowd control (free)AR-23P Liberator PenetratorP-19 RedeemerG-12 High ExplosiveM-105 Stalwart; Eagle Cluster Bomb (level 3) or Eagle Napalm Airstrike (level 5); Orbital Gatling Barrage; A/G-16 Gatling Sentry (level 5)Hellpod Space OptimizationThe Penetrator (AP3, Mobilize p6) kills Hive Guard heads (AV3 since 6.2.3) that Light rifles bounce off; Engineering Kit adds 2 grenades for holes; the Gatling Barrage (70 s) and a Cluster or Napalm Eagle answer breaches; the Gatling Sentry holds objectives.wiki
Terminids (Hive Worlds)D5-10anti-tank (Dragonroach)AR-2 CoyoteGP-20 UltimatumG-23 StunEAT-17 or LAS-99 Quasar Cannon; Orbital Railcannon Strike; A/MG-43 Machine Gun Sentry; LIFT-182 Warp PackVitality EnhancementThe Dragonroach (Gloom planets, D5+; 6,500 HP, head 1,500 AV4) dies to one EAT, Quasar or Recoilless head hit, the Railcannon, or a homing Spear or W.A.S.P.; the Ultimatum one-shots it on a body hit; sentries count as its targets. Inflammable against the fire breath; go prone when hit. Same picks as u.gg's Dragonroach Slayer (2025-09-09, before 4.1.0 cut its spawns and set its wings to 4,000).wiki
Terminids (Rupture Strain)D6-10all-rounderPLAS-101 PurifierGP-31 Grenade PistolG-4 GasEAT-17; MD-8 Gas Mines; Orbital Gas Strike; SH-32 Shield Generator PackHellpod Space OptimizationRupture Warriors and Spewers have Medium (AV3) heads and the Rupture Charger an AV5 head that Heavy AP bounces off, so bring an AP3+ primary and true anti-tank (EAT). Explosives force burrowers up; gas, fire and explosions hurt them underground; the wiki suggests heavy armor, Feet First or a Shield Generator Pack against their eruption hits.wiki
TerminidsD6-10grenadier (GameRant)AR-2 CoyoteGP-20 UltimatumG-123 ThermiteGL-21 Grenade Launcher; B-1 Supply Pack; Orbital Laser; Eagle 500kg BombHellpod Space OptimizationGameRant The Grenadier (Jake Fillery, 2026-02-25): explosive synergy for nests, breaches and heavies. Correction: GameRant says the GL-21 was buffed to Heavy penetration; that 6.0.1 change was reverted to Medium in 6.1.0 (2026-03-17).gamerant.com
TerminidsD6-10speedrunner (GameRant)CB-9 Exploding CrossbowLAS-58 TalonG-123 ThermiteLIFT-850 Jump Pack; LAS-99 Quasar Cannon; Eagle 500kg Bomb; Orbital Railcannon StrikeStamina EnhancementGameRant The Speedrunner (2026-02-25): the one-handed explosive Crossbow closes nests on the move; the Talon and Quasar need no ammo; the Jump Pack and Stamina keep you moving; the Railcannon auto-targets the biggest bug. The picks match u.gg's bug tiers (Crossbow S+, Quasar S).gamerant.com
TerminidsD6-7anti-tankPLAS-101 PurifierGP-20 UltimatumG-123 ThermiteGR-8 Recoilless Rifle; Eagle 500kg Bomb; Orbital Railcannon Strike; A/MG-43 Machine Gun SentryExperimental InfusionRecoilless head shots one-shot every Charger variant, the Bile Titan, the Spore Burst Titan (2,500-HP head) and the Dragonroach; the Ultimatum (AP6, demolition 40) is an emergency heavy kill that also closes Bile Titan holes from outside; Railcannon and 500kg are the strike answers. Team reload with a squadmate (either backpack since 7.0.0).wiki
TerminidsD6-7anti-tank (free)PLAS-1 ScorcherP-19 RedeemerG-12 High ExplosiveLAS-99 Quasar Cannon (level 18) or GR-8 Recoilless Rifle; Eagle 500kg Bomb (level 15); Orbital Railcannon Strike (level 20); EAT-17Stamina EnhancementImpalers, Bile Titans in breaches and the Rupture Strain arrive at D6: every heavy head dies to one Quasar or Recoilless hit and the Railcannon (10,000 since 6.3.0) one-shots a Titan. The Scorcher (Mobilize p10) is u.gg S on all fronts; Stamina (p7) keeps you ahead of swarms. All free, Requisition or Mobilize.wiki
TerminidsD6-7crowd controlAR-2 CoyoteP-72 CrisperG-10 IncendiaryB/FLAM-80 Cremator or FLAM-40 Flamethrower; Eagle Napalm Airstrike; Orbital Gas Strike; A/G-16 Gatling SentryVitality EnhancementFire is the bug front's crowd tool: burn hits Main at AP4 and, since 6.1.0, flamed bugs panic; the Cremator is S+ (u.gg) and S (GamesRadar) against bugs; Inflammable (75% fire resistance) lets you work inside your own napalm; gas (25% slow since 6.2.2) holds breaches.Steam
TerminidsD6-7flex (nests and objectives)R-36 EruptorGP-31 Grenade PistolTED-63 DynamiteAC-8 Autocannon; Orbital Laser; Eagle Airstrike; EAT-17Hellpod Space OptimizationThe objectives diver: Eruptor, Grenade Pistol, Autocannon and Dynamite (demolition 40, works from the rim) all close holes; the Orbital Laser clears a heavy nest in one use; EAT backs up the anti-tank divers. Engineering Kit adds 2 throwables.wiki
Terminids (Hive Worlds)D7-10boss hunter (Hive Lord)AR-61 TenderizerGP-20 UltimatumG-12 High ExplosiveFAF-14 Spear or GR-8 Recoilless Rifle; Eagle Strafing Run; Orbital Gatling Barrage; EXO-45 Patriot ExosuitExperimental InfusionThe Hive Lord (150,000 HP; AV5 plates of about 50,000 effective each) needs Anti-Tank I or better in volume: Strafing Run and Gatling Barrage hit many plates at once, Recoilless or Spear break plates between cooldowns, a Patriot's rockets strip a plate; then pour high-rate fire (Tenderizer) into the AV2 flesh, never explosives (it is explosion-immune). Its bile is mostly explosive, so Fortified helps. u.gg's Hive Lord Slayer (2025-09-12, before 4.1.0) chose Spear, Emancipator, Strafing Run and an MG Sentry.wiki
TerminidsD8-10all-rounder (u.gg Standard D10)SG-8 PunisherP-19 RedeemerG-12 High ExplosiveAC-8 Autocannon; Orbital Laser; Eagle 500kg Bomb; A/MG-43 Machine Gun SentryHellpod Space Optimizationu.gg Standard D10 Terminid (2026-04-29, level 15; listed among its leveling builds): Super Helldive with no premium gear. The Autocannon (AP4, 325/260) closes holes from range, kills Hive Guards and chips Chargers; the Orbital Laser clears a heavy nest; the 500kg kills Chargers and Titans. The Steam guide (from u.gg) rates the Autocannon, 500kg and MG Sentry S+ against bugs.u.gg
TerminidsD8-10anti-tankCB-9 Exploding CrossbowGP-20 UltimatumG-123 ThermiteFAF-14 Spear or GR-8 Recoilless Rifle; Orbital Railcannon Strike; Eagle 500kg Bomb; EAT-17Experimental InfusionAt D10 Behemoths and Spore Chargers replace Chargers and Spore Burst Titans (2,500-HP head) appear on their planets: only the Recoilless and Spear one-shot that head, EAT and Quasar need two, so carry two anti-tank tools. The one-handed Crossbow (u.gg S+ against bugs) closes holes on the move.wiki
TerminidsD8-10anti-tank (u.gg Blitzer, user build)ARC-12 BlitzerGP-31 Grenade PistolG-10 IncendiaryLAS-99 Quasar Cannon; AX/AR-23 Guard Dog; Orbital Gatling Barrage; Orbital LaserHellpod Space Optimizationu.gg Blitzer Bug Build (2026-04-14, user-recommended, level 15): Quasar for heavies, Grenade Pistol for holes, incendiary grenades for chaff; the Blitzer (arc, no ammo; u.gg S, GamesRadar B against bugs) stun-locks Hive Guards and Stalkers.u.gg
TerminidsD8-10crowd control (gas and stun)AR-2 CoyoteP-72 CrisperG-4 GasM-105 Stalwart or MGX-42 Bullet Storm; Orbital Gas Strike; A/M-23 EMS Mortar Sentry; Eagle Napalm AirstrikeVitality EnhancementD10 breaches come fast and big: gas confuses and slows 25%, EMS mortars pin waves for the killers, napalm denies the eruption point; Acclimated halves acid, fire, gas and arc damage (SG S+ against bugs). Bile Titans and the Hive Lord are never confused, so the anti-tank divers still own them.wiki
TerminidsD8-10flex (u.gg Expendable)CB-9 Exploding CrossbowGP-20 UltimatumG-13 Incendiary ImpactMGX-42 Bullet Storm; EAT-17; SH-32 Shield Generator Pack; Orbital Napalm BarrageHellpod Space Optimizationu.gg Expendable Terminid (2026-05-03, level 18): two expendables on 70 s cooldowns (two Bullet Storms and two EATs per call) keep the backpack slot free for the Shield Generator Pack; the Napalm Barrage covers breaches.u.gg
TerminidsD8-10supportARC-12 BlitzerP-11 Stim PistolG-23 StunLAS-99 Quasar Cannon; B-1 Supply Pack; Orbital Laser; A/M-23 EMS Mortar SentryExperimental InfusionThe ammo-free support diver: the Blitzer (arc, no ammo; u.gg S against bugs) and the Quasar never draw on resupply, the Supply Pack feeds everyone else, the Stim Pistol heals at range (heal doubled in 6.1.0) and each stim also triggers Experimental Infusion (+10% speed and damage resistance). Stun and EMS protect revives.wiki
Automatons · the bot front

Automaton loadouts

Against bots, bring Medium penetration or explosives for Devastators, explosive resistance for yourself, and an anti-tank answer to Hulks and tanks for every diver from difficulty 4. Fight from cover, and bring an orbital wherever anti-air sites ground the Eagles.

The bot front is where the dated lists agree most: both rate eight anti-armor support weapons S or better here community-tested. Unit by unit: the Automaton heavies and playbook.

6.1What decides the bot loadout

  • Rockets, cannons and ranged fire. Most bot damage is explosive: Fortified or a Concussive Padding resists it, heavy armor soaks the rest, and a Shield Generator Pack or Relay, smoke (bots cannot see through it) and going prone (which cuts the damage from a blast's outer radius by 90%) keep you standing.
  • Flare callers. Every Trooper, raider, Commissar and Brawler can call a bot drop: kill them during the long flare draw with a precise primary.
  • Devastators. Their torsos are Medium armor: carry a Medium primary (Counter Sniper, Adjudicator, Purifier), aim for the head (the Diligence kills with one head shot), or stagger and blast them.
  • Berserkers. Chainsaw packs that force you out of cover: high rate of fire at the glowing stomach, stagger, or a G-23 Stun to freeze the pack.
  • Hulks (Bruisers from difficulty 4): one Recoilless, EAT, Quasar or Spear hit anywhere; one Thermite; the AMR, Railgun or Speargun into the eye; or flank to the back heatsink.
  • Tanks: one Recoilless hit to the turret, or two EAT or Quasar hits; three Autocannon or Eruptor shots into the turret heatsink from the side approx; Thermite; the Railcannon. Patch 6.2.2 made tank hulls tougher, so older "shoot the hull" advice is stale.
  • Striders: a War Strider dies to one EAT, Quasar or Recoilless hit on a hip; a Factory Strider loses its chin guns to the Autocannon or AMR, then takes a Recoilless in the eye, and the Leveller or Solo Silo kills it in one hit.
  • Gunships (from difficulty 5 as a modifier; Gunship Facilities from 6): two Autocannon or AMR shots per engine, or a Spear or W.A.S.P. lock-on. A Gunship Facility needs demolition 60: the mission Hellbomb, a B-100 Portable Hellbomb or a SEAF Artillery mini-nuke.
  • Fabricators and anti-air: an explosive into the vent closes a fabricator; Anti-Air Emplacements ground Eagles within 150 m, so carry an orbital where they stand (fabricators and structures).

6.2Core picks by slot

Dated opinions community-tested, from the same three sources as the bug picks.

  • Primary: R-36 Eruptor and PLAS-101 Purifier (u.gg S+, GamesRadar S); PLAS-1 Scorcher and R-72 Censor (S at both); CB-9 Exploding Crossbow and SG-8P Punisher Plasma (u.gg S+). On the free route: R-63 Diligence (u.gg S), R-63CS Diligence Counter Sniper (A), Scorcher.
  • Secondary: GP-20 Ultimatum (u.gg S+, GamesRadar S), P-34 Breacher (u.gg S+, new), and the P-4 Senator, LAS-58 Talon and GP-31 Grenade Pistol (S at both). The Ultimatum and Breacher put a Hulk or tank kill in your pocket, and the Senator kills a Hulk through the eye.
  • Throwable: G-123 Thermite and G/40-K Melta Mine (u.gg S+); TED-63 Dynamite, G-23 Stun and G-60 Anti-Tank Seeker (S). Free: G-12 High Explosive.
  • Support weapon: GR-8 Recoilless, EAT-411 Leveller, B/MD C4 Pack and 40-K Meltagun (u.gg S+, GamesRadar S); EAT-17, MLS-4X Commando and RS-422 Railgun (S at both); FAF-14 Spear (u.gg S, GamesRadar A); AC-8 Autocannon (u.gg S+, GamesRadar B).
  • Strikes: the Eagle 500kg, Airstrike and Strafing Run (Steam guide S+), the Orbital Laser, Railcannon and Precision Strike: orbitals where anti-air sites ground the Eagles.
  • Sentries: the Autocannon and Rocket sentries and the AT and HMG emplacements (Steam guide S+); the Rocket Sentry shoots heavies first.
  • Backpack: Supply Pack, Portable Hellbomb, Warp Pack, Hot Dog (S+); Shield Generator Pack and Jump Pack (S). The shield pack stops projectiles from every side, though not fire, gas or War Strider grenades.
  • Armor: heavy with Fortified or one of the three Concussive Paddings (Steam guide S+); Reduced Signature for stealth; Med-Kit and True Grit also rate S+.
  • Booster: Experimental Infusion, Hellpod Space Optimization, Stamina Enhancement (Steam guide S+).

6.3By difficulty band

  • Difficulty 1-3: head-shot primaries; an explosive for fabricator vents; an EAT from level 3 for the first tanks and Scout Striders.
  • Difficulty 4-5: anti-tank for every diver (Hulks, regular tanks); Medium penetration for Devastators; a Gunship answer from difficulty 5.
  • Difficulty 6-7: two or more reusable anti-tank weapons for the striders and Gunship Facilities; shields or smoke; a Vox Engine plan on Cyborg Legion planets.
  • Difficulty 8-10: Reinforced Scout Striders fire rocket salvos (dive, and wear Fortified); 6.0.1 raised the pressure from difficulty 9 most on this front; full anti-tank, anti-air and a support diver.

6.4Every bot loadout

The free kits, the dated community builds and the subfaction, Megafactory and Commando specialists, sorted by difficulty band. Two rows carry the unverified tag: the Ironclad Democracy kit (items released September 22, 2026, not yet in any dated build) and u.gg's Bastion tank crew (no second source since 6.3.0 reworked vehicles). The Cyberstan Saboteur brings two backpacks on purpose: wear the C4 and call the Portable Hellbomb in at the target.

FrontDifficultyRolePrimarySecondaryThrowableStratagemsBoosterWhySource
AutomatonsD1-3all-rounder (free)R-63 DiligenceP-2 PeacemakerG-12 High ExplosiveEAT-17 Expendable Anti-Tank; Eagle Airstrike; Orbital Precision Strike; A/MG-43 Machine Gun SentryHellpod Space OptimizationThe Diligence (Mobilize p2, 8 Medals; 165 damage) one-shots a Devastator head (110 HP, AV1) and every Trooper; FS-05 (p2, 6 Medals) is heavy armor with Fortified, which halves explosive damage again; G-12 into a fabricator vent destroys it; EAT covers the first tanks and Scout Striders (D3).wiki
Automatons (Jet Brigade)D4-10all-rounderSG-8P Punisher PlasmaP-4 SenatorG-23 StunGR-8 Recoilless Rifle or EAT-17; Eagle Airstrike; Orbital Precision Strike; A/MLS-4X Rocket SentryExperimental InfusionJump packs explode when shot: explosive primaries (Punisher Plasma, Purifier, Eruptor) pop them at range, and explosive fire into a Jet Brigade Hulk's AV3 pack kills it from the front; the units leap out of strikes, so stun them first.wiki
Automatons (Incineration Corps)D4-10all-rounderPLAS-101 PurifierP-4 SenatorG-123 ThermiteGR-8 Recoilless Rifle; Eagle Airstrike; Orbital Precision Strike; A/MLS-4X Rocket SentryIntegrated ExtinguishersIncineration Corps planets swap Heavy Devastators for Conflagration and Incendiary MG Devastators and Hulk Bruisers for Firebombers, and drop Berserkers and Rocket Raiders: fire replaces rockets as the main killer, so Inflammable (75% fire resistance) beats Fortified. Kill at range; dive or go prone the moment you burn. Integrated Extinguishers (7.1.0) puts a burning diver out faster (exact time unverified).wiki
Automatons (Megafactory)D4-10flex (anti-air-heavy maps)R-36 EruptorGP-31 Grenade PistolG-4 GasMLS-4X Commando; GR-8 Recoilless Rifle; Orbital Precision Strike; Orbital LaserHellpod Space OptimizationGamesRadar Cyberstan (2026-02-19): a medium-pen or explosive primary, the Grenade Pistol, Thermite or Gas, anti-tank for every diver, and something that downs Gunships (Commando, Spear); anti-air emplacements block Eagles within 150 m on these maps, so both strikes are orbitals. The Commando's four laser-guided rockets also take out turrets from range.gamesradar.com
AutomatonsD4-10stealth (Commando missions)AR-59 SuppressorP-35 Re-EducatorTED-63 DynamiteLAS-99 Quasar Cannon or RS-422 Railgun; B-1 Supply Pack; MLS-4X Commando; Orbital LaserConcealed InsertionGamesRadar Commando missions (2026-01-23): stealth first with suppressed Redacted Regiment gear, backpack-free anti-tank (AMR, Railgun, Quasar), explosives for fabricators, support-type stratagems you call in the one-minute Destroyer windows and keep (Supply Pack, Commando), plus one big strike (Orbital Laser); kill flare-calling Troopers first. Concealed Insertion (Redacted Regiment) smokes every hellpod.gamesradar.com
AutomatonsD4-5all-rounderR-36 EruptorP-4 SenatorG-123 ThermiteEAT-17 or LAS-99 Quasar Cannon; Eagle 500kg Bomb; Orbital Precision Strike; SH-32 Shield Generator PackExperimental InfusionThe Eruptor (AP4 explosive; u.gg S+, GamesRadar S against bots) kills Devastators with body shots, Scout Strider legs, and a Hulk with two eye shots; the Senator needs three eye shots; Thermite kills a Hulk or a tank anywhere; the shield pack eats the ranged chip damage.wiki
AutomatonsD4-5anti-tank (free)R-63CS Diligence Counter SniperP-19 RedeemerG-12 High ExplosiveGR-8 Recoilless Rifle; Eagle 500kg Bomb or Eagle Airstrike; Orbital Precision Strike; A/MLS-4X Rocket Sentry (level 15)Hellpod Space OptimizationHulks and regular tanks arrive at D4: one Recoilless hit kills a Hulk anywhere or a tank turret (3,200 vs 2,100). The Counter Sniper (AP3, Mobilize p7) kills Devastators through the torso and Scout Strider waists; the Rocket Sentry goes for heavies first.wiki
AutomatonsD4-5line holder (free)PLAS-1 ScorcherP-19 RedeemerG-12 High ExplosiveAC-8 Autocannon (level 10); EAT-17; Orbital Smoke Strike (level 8) or Eagle Smoke Strike; Orbital Precision StrikeHellpod Space OptimizationThe Autocannon kills Devastators, Scout Striders, Gunship thrusters (2 shots) and fabricators through the vent; smoke breaks bot line of sight (bots cannot see through it since 1.001.104); EAT covers Hulks; Engineering Kit cuts recoil 30% crouched or prone.wiki
Automatons unverifiedD6-10anti-tank (Ironclad Democracy, untested)AR-11 ArbitratorP-34 BreacherG-60 Anti-Tank SeekerEAT-17; Orbital Railcannon Strike; Eagle 500kg Bomb; A/MLS-4X Rocket SentrySurplus EAT AllocationThe newest warbond (2026-09-22) puts backpack-free anti-tank in every slot: the Breacher's AP7 charge one-shots Hulks and Cannon Turrets (u.gg S+ against bots), the AT Seeker homes onto one Hulk per grenade, and Surplus EAT Allocation adds two free EAT calls for the squad. Power Up Gaming (2026-09-24) ranked the AT Seeker and Breacher its top two; no dated loadout has tested them yet.Steam
AutomatonsD6-7anti-tankR-36 EruptorGP-20 UltimatumG-123 ThermiteGR-8 Recoilless Rifle; Orbital Railcannon Strike; Eagle 500kg Bomb; A/MLS-4X Rocket SentryExperimental InfusionRecoilless: any Hulk, a tank turret, a War Strider hip or crotch, a Factory Strider eye; the Ultimatum (AP6, 2,000 blast) as the emergency heavy kill and outpost opener; the Railcannon (10,000 since 6.3.0) one-shots tanks, Hulks and War Striders but not a Factory Strider.wiki
AutomatonsD6-7anti-tank (free)PLAS-1 ScorcherP-19 RedeemerG-12 High ExplosiveLAS-99 Quasar Cannon; SH-32 Shield Generator Pack; Orbital Railcannon Strike; Eagle 500kg BombHellpod Space OptimizationWar Striders arrive at D6 and Factory Striders are regular from D6 or D7 (the wiki disagrees; an Eliminate target from D4): the Quasar (no backpack) kills a Hulk or a War Strider hip in one shot and leaves the backpack slot for the Shield Generator Pack (a 360-degree bubble against bot fire); the Railcannon kills tanks and Hulks; the 500kg kills War Striders. All Requisition or Mobilize (level 20).wiki
AutomatonsD6-7line holder (anti-air)PLAS-101 PurifierLAS-58 TalonG-23 StunAC-8 Autocannon; EAT-17; Orbital Smoke Strike; Eagle AirstrikeHellpod Space OptimizationGunship Facilities appear at D6: two Autocannon shells per Gunship thruster; two charged Purifier shots also drop a thruster; G-23 Stun freezes a Berserker pack or a Hulk for a follow-up; smoke to cross open ground; EAT as backup anti-tank. The Talon never needs ammo.wiki
AutomatonsD6-7support (shield)SG-8P Punisher PlasmaP-4 SenatorG-123 ThermiteLAS-99 Quasar Cannon; SH-32 Shield Generator Pack; FX-12 Shield Generator Relay; Orbital LaserVitality EnhancementThe Punisher Plasma (u.gg S+ against bots) staggers Devastator and Berserker groups; the Shield Generator Pack and Relay stop bot projectiles (not fire, gas or War Strider grenades, and Radical kicks break a Relay); the Quasar keeps anti-tank without a backpack.wiki
Automatons (Cyborg Legion)D7-10anti-tank (Vox Engine)JAR-5 DominatorGP-20 UltimatumG-123 ThermiteFAF-14 Spear or EAT-411 Leveller; Orbital Railcannon Strike; Orbital Laser; A/MLS-4X Rocket SentryExperimental InfusionVox Engines (D7+ on Cyborg planets; 9,000 HP since 6.3.0, at most 3 alive): the Railcannon one-shots one, the Leveller kills on a body hit, each Spear missile kills a cannon (both cannons dead = kill), or break three of its six AV1 vents and throw any grenade into the hatch. Kill Agitators first (their death stuns their squad); the Dominator breaks helmets and heads; Rock Solid stops Radical kick ragdolls. Orbitals rather than Eagles on anti-air-heavy Megafactory maps.wiki
AutomatonsD8-10all-rounder (u.gg Standard D10)R-63 DiligenceP-2 PeacemakerG-12 High ExplosiveGR-8 Recoilless Rifle; A/AC-8 Autocannon Sentry; Orbital Laser; Eagle AirstrikeHellpod Space Optimizationu.gg Standard D10 Automatons (2026-05-05, level 18): Super Helldive with no premium gear. The Diligence handles infantry at range, the Recoilless everything heavy, the Autocannon Sentry (AP5 rounds) Devastators and Hulks, the Orbital Laser outposts. Predates 6.3.0's doubled sentry health.u.gg
AutomatonsD8-10all-rounder (u.gg Super Helldive)PLAS-101 PurifierGP-20 UltimatumG-123 ThermiteGR-8 Recoilless Rifle; Eagle Airstrike; Orbital Laser; Eagle 500kg BombExperimental Infusionu.gg Super Helldive Automaton Build (2025-12-04, level 18): Purifier for Troopers, Scout Striders, Devastators and Berserkers; Ultimatum, Thermite and Recoilless for everything heavy; two Eagles share one Eagle (2 + 1 charges per 150 s rearm). Fine on open maps; swap an Eagle for an orbital where anti-air sites stand.u.gg
AutomatonsD8-10anti-air and supportR-72 CensorLAS-58 TalonG-12 High ExplosiveFAF-14 Spear; Orbital Precision Strike; Orbital Smoke Strike; A/MLS-4X Rocket SentryStamina EnhancementThe Spear (4,000 AP7) locks on to Gunships, Anti-Air Emplacements (since 4.1.0), tanks and Factory Strider parts at range; the Censor (u.gg S, GamesRadar S against bots) picks off flare-callers quietly; smoke covers the squad's movement between cover.wiki
AutomatonsD8-10anti-tank (heavy, no launcher backpack)CB-9 Exploding CrossbowGP-20 UltimatumG/40-K Melta MineEAT-411 Leveller; Orbital Railcannon Strike; Eagle 500kg Bomb; SH-32 Shield Generator PackExperimental InfusionBuilt from the u.gg S+ bot picks (Crossbow, Leveller, Melta Mine, Concussive Padding): the Leveller (AP6, 2,500 blast, demolition 40) kills a Factory Strider or Vox Engine on any hit and cleaves dropships; Melta Mines (AP7) kill Hulks that walk over them; the Grenadier passive adds 2 mines and halves explosive damage.wiki
AutomatonsD8-10anti-tank (u.gg Bot Slayer)R-36 EruptorGP-20 UltimatumG-123 ThermiteGR-8 Recoilless Rifle; Orbital Laser; Eagle Cluster Bomb; A/AC-8 Autocannon SentryExperimental Infusionu.gg Super Helldive Bot Slayer (2026-02-11, level 25): Eruptor for Devastators, Reinforced Scout Strider legs and Hulk eyes; Ultimatum and Thermite for Hulks, War and Factory Striders; Cluster Bomb for chaff. GamesRadar (2026-08-14) also rates the Recoilless S against bots. Predates 6.3.0.u.gg
AutomatonsD8-10ballistic shield (u.gg)PLAS-101 PurifierLAS-58 TalonG-123 ThermiteSH-20 Ballistic Shield Backpack; LAS-99 Quasar Cannon; Eagle 500kg Bomb; Orbital LaserHellpod Space Optimizationu.gg Ballistic Shield Build (2025-11-06, level 18): the shield blocks MG Raiders, Heavy Devastators, Hulk autocannon rounds and melee but not rockets; the one-handed Talon fires from behind it; the Quasar needs no backpack. Since then 6.2.2 raised the shield to 1,000 HP and 6.0.1 cut its cooldown to 240 s.u.gg
AutomatonsD8-10defense (u.gg Rapid Acquisition)R-36 EruptorGP-20 UltimatumG-4 GasGR-8 Recoilless Rifle; Eagle Smoke Strike; Orbital Laser; A/M-23 EMS Mortar SentryIncreased Reinforcement Budgetu.gg Rapid Acquisition Build (2025-12-06, level 20) for the platinum-haul mission under constant heavy attack: smoke hides the loaders (bots cannot see through it), EMS mortars slow Hulks and War Striders, the Recoilless kills everything heavy, gas confuses whole patrols.u.gg
Automatons (Cyborg Legion)D8-10stealth demolitions (u.gg Cyberstan Saboteur)R-72 CensorP-4 SenatorTED-63 DynamiteB/MD C4 Pack; B-100 Portable Hellbomb; Orbital Laser; Eagle 500kg BombHellpod Space Optimizationu.gg Cyberstan Saboteur (2026-02-11, level 15): C4 (six 2,000 AP7 charges; two under a Vox Engine) and the Portable Hellbomb (demolition 60; with the mission Hellbomb and SEAF Artillery's mini-nuke, the only answers to Gunship Facilities) with Reduced Signature (-50% noise, -40% detection). Both are backpacks: carry the C4 and call the Hellbomb in at the target (drop one pack, carry the other). GamesRadar (2026-02-19) and GameRant (2026-02-11) warn that anti-air emplacements often ground Eagles on Megafactory maps, so the 500kg may idle.u.gg
Automatons unverifiedD8-10vehicle crew (u.gg Bastion Tank Crew)LAS-17 Double-Edge SickleLAS-58 TalonG-123 ThermiteTD-220 Bastion MK XVI; LAS-99 Quasar Cannon; SH-32 Shield Generator Pack; Orbital LaserVitality Enhancementu.gg Bastion Tank Crew (2026-02-09, level 30): ammo-free weapons so passengers can stay aboard and cover the flanks, several Bastions in the squad so a lost tank is replaced. Written before 6.3.0 gave about 28 bot attacks one more armor-penetration step against vehicles, and before 7.1.0 made enemies ignore empty vehicles; no second dated source.u.gg
Illuminate · the squid front

Illuminate loadouts

Against the Illuminate, bring damage per second before penetration (volume, fire, gas, arcs and explosions), one Heavy or anti-tank tool for Harvesters and armored helmets, and a diver who kills Watchers on sight. Shields cancel overkill, so a single huge shot is often wasted here.

Unit by unit: the Illuminate heavies and playbook; the fleets change the roster, so read subfaction adjustments before you drop.

7.1What decides the squid loadout

  • Low armor, lots of health. Light and Medium penetration kill almost everything, so spend your slots on volume, fire, arcs and explosions (the wiki's own advice for the faction).
  • Shields cancel overkill. Overseer shields, the Harvester's shield (it absorbs any one hit, then regenerates) and Warp Ship shields all punish single big shots: wear the shield down with sustained fire, then land the big hit.
  • Explosions reach Overseers through their shields, which makes explosive primaries (Scorcher, Purifier, Punisher Plasma, Eruptor) efficient against every Overseer type.
  • Only Watchers call reinforcements. An AMR or Railgun body shot kills one, and an arc weapon stuns it mid-call: a precise, fast-tracking weapon is worth a slot.
  • Explosions and arcs hit you. Fortified or a Concussive Padding against Overseer, Obtruder and Gatekeeper plasma; Electrical Conduit against Harvester arcs and Lightning Spires.
  • Voteless cannot leap and move slower than small bugs, so light, fast divers outrun them; Stamina Enhancement and mobility packs pay off.
  • Harvesters (regular from difficulty 4; in Destroy Harvesters missions from 3): strip the shield with shrapnel or sustained fire, then land one EAT, Quasar, Recoilless or Commando hit on a hip joint. The 500kg is a poor answer: the wiki calls Harvesters highly resistant to it, and a 500kg, Railcannon or Precision Strike kills one only while its shield is down.

7.2Light rifles cannot touch the armored parts

The computed shots-to-kill in the Illuminate research make the point approx: Light rifles and the M-105 Stalwart (it fires the Liberator's round) cannot hurt an Overseer's head, a Harvester's hip joint, a Stingray or a Crusher's helmet at all. Pair volume weapons with at least one Heavy or anti-tank tool; a Heavy sidearm (P-4 Senator or P/40-K Bolt Pistol) is the cheapest way for a crowd-control diver to cover Overseer heads and Crusher helmets. A Crusher's helmet breaks to two Autocannon shells, one Railgun shot in safe mode, two Bolt Pistol shots or three Senator shots; its head then dies to anything. The full grid: penetration ladder.

7.3Core picks by slot

Dated opinions community-tested, from the same three sources as the bug picks.

  • Primary: PLAS-101 Purifier and AR-2 Coyote (u.gg S+, GamesRadar S); SMG/FLAM-34 Stoker (S at both); SG-8P Punisher Plasma and R-36 Eruptor (u.gg S+); FLAM-66 Torcher (u.gg S). On the free route: PLAS-1 Scorcher (u.gg S), Liberator, Breaker.
  • Secondary: GP-31 Grenade Pistol and PLAS-15 Loyalist (u.gg S+, GamesRadar S); LAS-58 Talon and P-72 Crisper (u.gg S+); P-92 Warrant (u.gg S). The Grenade Pistol closes Warp Ship doors, the Talon is ammo-free Medium penetration, and the Warrant tracks Watchers.
  • Throwable: G-10 Incendiary, G-123 Thermite, G-13 Incendiary Impact, G-4 Gas (u.gg S+). Free: G-16 Impact, G-12, G-6 Frag. One Thermite kills a Crusher, and one destroys a Grounded Warp Ship even through its shield.
  • Support weapon: M-105 Stalwart, FLAM-40, AC-8 Autocannon, RL-77 Airburst, W.A.S.P., B/FLAM-80 Cremator and MGX-42 Bullet Storm (u.gg S+); GL-52 De-Escalator (GamesRadar S); MG-43 (u.gg S, GamesRadar A).
  • Strikes: the Eagle Strafing Run and Napalm (Steam guide S), the Orbital Laser, the Precision Strike for Warp Ships, the Orbital Gas Strike. Many small hits beat shields; the 500kg rates only B here.
  • Sentries: the Autocannon, Gatling and MG sentries, the Tesla Tower and the HMG Emplacement (Steam guide S+). Voteless walk into sentries; Wretches go for sentries first.
  • Backpack: Supply Pack, Warp Pack, Hot Dog (S+); Guard Dog, Jump Pack, Shield Generator Pack (S). The Guard Dog tracks Obtruders and Elevated Overseers well.
  • Armor: medium with Med-Kit or True Grit (Steam guide S+); Electrical Conduit for Harvesters and Lightning Spires; Fortified against the Appropriators.
  • Booster: Stamina Enhancement and Experimental Infusion (S+); Hellpod Space Optimization and Vitality (S).

7.4By difficulty band

  • Difficulty 1-3: volume for Voteless, something for Watchers, and an explosive for Warp Ship doors.
  • Difficulty 4-5: a Harvester plan (strip the shield, then one anti-tank hit on a hip joint) and a Stingray answer; the fleets' own heavies (Veracitors, Gatekeepers, Crushers) show up on their planets.
  • Difficulty 6-7: bigger groups: two Harvester answers per squad, fire or gas for the hordes.
  • Difficulty 8-10: Leviathans over city maps (a beam turret dies to one Quasar or EAT hit); four different boosters.

7.5Every squid loadout

The free kits, the dated community builds, the fleet specialists (Mindless Masses, Appropriators, Vote Snatchers) and the city anti-air kit, sorted by difficulty band. Builds dated before 2026 predate the Appropriators, and every u.gg build predates the Vote Snatchers.

FrontDifficultyRolePrimarySecondaryThrowableStratagemsBoosterWhySource
IlluminateD1-3all-rounder (free)AR-23 LiberatorP-19 RedeemerG-6 FragMG-43 Machine Gun; Eagle Strafing Run; Orbital Precision Strike; A/MG-43 Machine Gun SentryHellpod Space OptimizationVoteless (100-160 HP, AV1 heads) die to any gun; the MG-43 (AP3: three shots to an Overseer's AV3 head, five to a Watcher's body) is u.gg S and GamesRadar A against the Illuminate; the Strafing Run (level 1, 1,500 Req) is many hits in a line, which drains shields; the Precision Strike (demolition 50) kills a Grounded Warp Ship from outside. Frag (Mobilize p1, 2 Medals) carries 6. Kill Watchers first: they alone call reinforcements.wiki
Illuminate (Appropriators)D4-10anti-armor (u.gg Appropriators)PLAS-101 PurifierLAS-58 TalonG-123 ThermiteB/FLAM-80 Cremator; A/MG-43 Machine Gun Sentry; A/AC-8 Autocannon Sentry; Orbital LaserExperimental Infusionu.gg Illuminate Appropriators (2026-04-14, level 15; excellent on Exospire missions with the double sentry setup). Fire bypasses a construct pilot's shield (GamesRadar 2026-03-20; the wiki says flamers make quick work of the mechs); Veracitor limbs are AV3; a Gatekeeper dies to one anti-tank hit to the cockpit stump; Obtruders swarm. The wiki recommends explosive resistance (Fortified, CPR-80 Bulwark) because Overseer, Obtruder and Gatekeeper plasma is explosive.u.gg
Illuminate (Mindless Masses)D4-10crowd controlFLAM-66 TorcherP-19 RedeemerG-4 GasM-105 Stalwart; Eagle Napalm Airstrike; A/ARC-3 Tesla Tower; Orbital Gatling BarrageStamina EnhancementThe wiki's Mindless Masses page: huge Voteless and Fleshmob hordes, fewer Overseers, no Elevated Overseers or Stingrays; sheer damage beats penetration; the Stalwart stays mobile while reloading; flame weapons (the Torcher is u.gg S against the Illuminate) burn crowds and the ground; one-handed guns let you shoot while backing away. Keep some armor-piercing for Harvesters at high difficulty.wiki
Illuminate (Vote Snatchers)D4-10crowd controlAR-2 CoyoteP/40-K Bolt PistolG-123 ThermiteMGX-42 Bullet Storm; B/FLAM-80 Cremator; Eagle Napalm Airstrike; Orbital Gas StrikeVitality EnhancementVote Snatchers replace every Overseer, Harvester, Watcher and Stingray with Wretches and Crushers (plus Voteless and Fleshmobs per the Vote Snatchers page, which the Voteless and Fleshmob pages dispute) and, with no Watchers, come as patrols and guards in larger numbers (wiki). Wretches (450 HP, fire x1.5): cut claws and legs, not the head. Crushers (6,000 HP, regenerate 30 per second 0.5 s after damage stops): keep damage on them, break the AV4 helmet (two Bolt Pistol shots) and shoot the AV1 head, or stick one Thermite. GamesRadar (2026-08-17) and TheGamer (2026-08-12) agree on fire, gas and high-rate guns.wiki
IlluminateD4-5all-rounderPLAS-101 PurifierLAS-58 TalonG-4 GasMG-43 Machine Gun; Eagle Strafing Run; Orbital Precision Strike; A/G-16 Gatling SentryStamina EnhancementThe Purifier is the only primary rated S or better on all three fronts by both u.gg and GamesRadar; the Talon (u.gg S+ against the Illuminate) is an ammo-free AP3 sidearm that one-shots Voteless and two-shots an Overseer head; gas (u.gg S+) confuses Voteless and Fleshmobs and kills Voteless in 4-7 s.u.gg
IlluminateD4-5crowd control (free)PLAS-1 ScorcherP-19 RedeemerG-16 ImpactM-105 Stalwart; Eagle Strafing Run; Orbital Gatling Barrage; A/G-16 Gatling SentryStamina EnhancementThe Scorcher's explosive bolts reach an Overseer's main health through its shield (wiki); the Stalwart (u.gg S+ against the Illuminate) reloads on the move among Voteless, which cannot leap; the Gatling Sentry is S+ against the Illuminate in the u.gg-based guide; Stamina keeps you ahead of hordes.wiki
IlluminateD4-5heavy support (free)AR-23P Liberator PenetratorP-19 RedeemerG-12 High ExplosiveAC-8 Autocannon; EAT-17; Eagle Strafing Run; Orbital Precision StrikeHellpod Space OptimizationHarvesters (3,000 HP, regenerating shield) and Stingrays arrive at D4: Autocannon flak strips a Harvester shield in one or two shots, four APHET shells kill a hip joint, three kill a strafing Stingray, and one EAT to a joint after the shield drops is fatal. The Penetrator (AP3) kills an Overseer's AV3 head in four shots. Democracy Protects (50% chance to survive a killing hit) is the safe free passive.wiki
Illuminate (Vote Snatchers)D6-10anti-armor (Crushers)PLAS-1 ScorcherP-4 SenatorG-123 ThermiteAC-8 Autocannon or RS-422 Railgun; A/AC-8 Autocannon Sentry; Eagle Strafing Run; Orbital LaserExperimental InfusionA Crusher's helmet (300 HP, AV4) breaks to 2 Autocannon shells, 1 safe Railgun shot or 3 Senator shots; the head (300, AV1) then dies to anything. A single anti-tank shot is a waste: a Crusher survives a Recoilless or Meltagun hit (wiki). The Autocannon also staggers a Crusher out of its slam. The Scorcher is GamesRadar's pick against Wretches.wiki
IlluminateD6-7crowd controlAR-2 CoyoteP-72 CrisperG-10 IncendiaryB/FLAM-80 Cremator; Eagle Napalm Airstrike; A/ARC-3 Tesla Tower; Orbital Gas StrikeVitality EnhancementFleshmobs take 1.8x fire and 1.8x arc damage and Voteless die to one ignition; the Cremator, Crisper and Coyote are u.gg S+ against the Illuminate; the Tesla Tower (S+ against the Illuminate in the u.gg-based guide) chains through Voteless crowds (stay prone near it).wiki
IlluminateD6-7heavy supportSG-8P Punisher PlasmaPLAS-15 LoyalistG-13 Incendiary ImpactStA-X3 W.A.S.P. Launcher or AC-8 Autocannon; Eagle Strafing Run; Orbital Laser; Orbital Precision StrikeHellpod Space OptimizationHarvesters, Stingrays and Grounded Warp Ships: the W.A.S.P. locks on to Stingrays and Harvesters at range, the Autocannon strips shields; Electrical Conduit (95% arc resistance) turns the Harvester's arc and Lightning Spire bolts into chip damage (wiki); the Punisher Plasma and Loyalist are u.gg S+ against the Illuminate.wiki
IlluminateD8-10all-rounder (u.gg Standard D10)PLAS-1 ScorcherP-19 RedeemerG-16 ImpactStA-X3 W.A.S.P. Launcher; Orbital Laser; A/MG-43 Machine Gun Sentry; Eagle Strafing RunHellpod Space Optimizationu.gg Standard D10 Illuminate (2026-04-14, level 15; also listed among its leveling builds): base game only. The W.A.S.P. (level 20) locks on to Stingrays and mediums up to 300 m and kills a Fleshmob with four missiles (wiki); u.gg rates it S+ against the Illuminate, GamesRadar B. Predates Vote Snatchers (7.0.0).u.gg
IlluminateD8-10all-rounder (u.gg Super Helldive)R-36 EruptorLAS-58 TalonG-4 GasM-105 Stalwart; AX/AR-23 Guard Dog; A/G-16 Gatling Sentry; Orbital LaserHellpod Space Optimizationu.gg Super Helldive Illuminate Build (2025-11-30, level 18; excels on Blitz missions): the Eruptor handles Overseers (one or two shots) and Fleshmobs and can close Grounded Warp Ships; Talon and gas for Voteless and Watchers; Stalwart, Guard Dog and Gatling Sentry for volume. Written before the Appropriators (2026-03) and Vote Snatchers (2026-08).u.gg
Illuminate (cities)D8-10anti-air (Leviathans, Stingrays)PLAS-101 PurifierP-92 WarrantG-50 SeekerLAS-99 Quasar Cannon; LAS-98 Laser Cannon or Eagle Strafing Run; Orbital Smoke Strike; SH-32 Shield Generator PackHellpod Space OptimizationLeviathans fly only over city maps from D8 (15,000 HP; four AV4 beam turrets at 400 damage per second): one Quasar or EAT hit destroys a turret, a well-placed Strafing Run can kill one (a wiki claim research/07 could not reproduce), and smoke blocks its targeting before a beam locks on; stay off exosuits and FRVs. Stingrays: shoot them during the strafe or track them in flight with the hitscan Laser Cannon; the Warrant and Seeker grenade chase fliers; a shield pack or going prone survives the explosive strafe.wiki
IlluminateD8-10anti-tank (heavy)R-36 EruptorGP-31 Grenade PistolG-123 ThermiteLAS-99 Quasar Cannon or EAT-17; LIFT-182 Warp Pack; Orbital Laser; Orbital Precision StrikeExperimental InfusionThe Eruptor's shrapnel strips Harvester shields cheaply and kills Overseers in one or two shots; one Quasar or EAT hit to a Harvester hip joint kills it; on city maps from D8 each Leviathan turret dies to one Quasar or EAT hit; a Gatekeeper dies to one anti-tank hit to the cockpit stump (wiki). The Grenade Pistol closes Warp Ship doors once the shield is down; one Thermite destroys a Grounded Warp Ship even through its shield and kills a Crusher outright (wiki).wiki
IlluminateD8-10crowd controlSMG/FLAM-34 StokerP-72 CrisperG-10 IncendiaryMGX-42 Bullet Storm; A/G-16 Gatling Sentry; Eagle Napalm Airstrike; Orbital Napalm BarrageStamina EnhancementThe Stoker (S against the Illuminate at both u.gg and GamesRadar; one-handed, with an underbarrel flamethrower that reaches AP4) plus the Bullet Storm (two guns every 70 s; u.gg S+ against the Illuminate) keep hordes off the squad; napalm denies the Warp Ship landing zones.u.gg
IlluminateD8-10supportLAS-16 SickleP-11 Stim PistolG-4 GasB-1 Supply Pack; MG-43 Machine Gun; Orbital Laser; A/MG-43 Machine Gun SentryExperimental InfusionThe Sickle and the MG-43 drain Grounded Warp Ship shields without reloading (wiki); the Supply Pack keeps the volume weapons fed; the Stim Pistol heals teammates at range and, since 7.0.0, SEAF soldiers (per the wiki's P-11 page; the patch notes do not say so); every stim also triggers Experimental Infusion.wiki
Read the planet first

Subfaction adjustments

Check the planet's subfaction on the galaxy map before you drop and make one swap for it: fire and lasers for the Spore Burst Strain, Inflammable for the Incineration Corps, a Vox Engine answer for the Cyborg Legion, a helmet-breaker for the Vote Snatchers' Crushers.

Arrowhead means it that way: its creative director wrote that there should be no one-size-fits-all loadout for any faction, and that the Illuminate fleets exist partly to give you more to consider when you choose one (Devoid of Liberty look-back, September 25, 2026). The subfaction loadouts sit in each front's table above, named in the Front column.

8.1Terminid strains and Hive Worlds

The strains are the Predator Strain, Spore Burst Strain and Rupture Strain; more in strains and Hive Worlds and the Gloom.

  • Predator Strain: cloaking Predator Hunters and lair-less Predator Stalkers. Stay grouped; bring stagger (Punisher, Cookout, Blitzer), fire or gas to reveal and scatter them, and sentries with a clear view.
  • Spore Burst Strain: bugs burst on death and speed up the rest, and the Spore Burst Bile Titan's head survives one EAT or Quasar hit. Kill with fire and lasers, keep crowd control up (gas mines, EMS, the Tesla Tower), never melee, and bring a Recoilless or Spear for the Titan; Rock Solid stops its spore ragdoll.
  • Rupture Strain (difficulty 6 and up): burrowers with Medium-armored heads, and a Rupture Charger whose head bounces Heavy weapons. Carry a Medium primary and true anti-tank (AP5 or more); explosives force burrowers up; the wiki suggests Feet First, heavy armor or a Shield Generator Pack against their eruptions.
  • Gloom planets and Hive Worlds: a Gloom Source means reinforcements -20%, Eagle rearm +30% and ammunition from pickups -50%; caves block stratagems except through roof openings, and the Orbital Laser ignores enemies in caves. Bring ammo-free weapons (heat-sink lasers, the Quasar), a Supply Pack and fewer Eagles.
  • Dragonroach (Gloom planets): one EAT, Quasar or Recoilless hit to the head, a homing Spear or W.A.S.P., or the Railcannon; Inflammable, Acclimated or Desert Stormer against its fire breath; go prone when it hits you.
  • Hive Lord (Hive Worlds): anti-tank in volume to break its armor plates (the Strafing Run and Gatling Barrage hit many plates at once; the Recoilless, the Spear and a Patriot exosuit's rockets break more), then high-rate fire into the exposed flesh, never explosives, which the flesh ignores. Spread out; Fortified helps against its mostly explosive bile.

8.2Automaton subfactions and factory maps

The subfactions are the Jet Brigade, Incineration Corps and Cyborg Legion; more in subfactions and the Cyborg Legion.

  • Jet Brigade: jump-packing Troopers, Devastators and Hulks whose packs explode when hit. Explosive primaries (Purifier, Punisher Plasma, Eruptor) pop them at range, and explosive fire into a Jet Brigade Hulk's pack kills it from the front; they leap out of strikes, so stun or pin them first.
  • Incineration Corps: flamethrower and incendiary units, and no Berserkers or Rocket Raiders, so fire replaces rockets as the killer. Inflammable (75% fire damage resistance) or Acclimated beats Fortified; kill at range; dive or go prone the moment you burn; the Integrated Extinguishers booster puts burning divers out sooner.
  • Cyborg Legion: Radicals and Agitators replace Scout Striders, and Vox Engines replace Factory Striders from difficulty 7 (at most three alive since 6.3.0). Bring precision and explosive primaries, kill Agitators first (their death stuns their squad), wear Rock Solid against Radical kicks, and give one diver the Vox Engines: the Railcannon kills one outright, a Leveller or Solo Silo body hit kills it, each Spear missile kills a cannon, or break three vents and throw a grenade into the hatch. EAT and Quasar need four hits.
  • Megafactory and city maps: dense Anti-Air Emplacements ground Eagles within 150 m, so take orbitals over Eagles, something that downs Gunships (Commando, Spear, Autocannon) and a Portable Hellbomb for the Gunship Facilities (GamesRadar, February 19, 2026; GameRant, February 11, 2026).

8.3Illuminate fleets

The fleets are the Invasion Fleet, Mindless Masses, Appropriators and Vote Snatchers; more in fleets.

  • Invasion Fleet and the standard roster: an all-rounder mix of volume for Voteless, explosives or Medium penetration for Overseers, a Harvester plan and a Stingray answer. The wiki advises putting the anti-tank and the chaff-clearing support weapons on different divers when an Invasion Fleet is present.
  • Mindless Masses: dozens of Voteless and Fleshmobs per patrol even on low difficulties, with few Overseers. Sheer damage beats penetration: the Stalwart, GL-21, flame weapons and the Airburst, plus one-handed guns to fire while backing away. Keep one armor-piercing tool, because Harvesters come back at high difficulty.
  • Appropriators: only Illuminate and their machines (Overseers, Watchers, Harvesters, Obtruder swarms, Veracitors and Gatekeepers). Bring flamethrowers for construct pilots (fire gets through their shields), an Autocannon or AMR for Gatekeeper horns, anti-tank for cockpits and Harvesters, one high-output weapon for Obtruders, and explosive resistance; do not melee.
  • Vote Snatchers: Wretches and Crushers replace every Overseer, Harvester, Watcher and Stingray. With no Watchers nothing calls reinforcements, but the patrols are bigger. Bring high rate of fire for Wretch legs (MG-43, Bullet Storm, Stalwart), fire and gas, and a Crusher answer: a Heavy helmet-breaker (Autocannon, Railgun, Bolt Pistol, Senator), Thermite, or nonstop fire, because a Crusher regenerates and survives a Recoilless hit, so one anti-tank shot is wasted. Whether Voteless and Fleshmobs also spawn there is disputed between wiki pages unverified.
  • City maps (difficulty 8 and up): Leviathans overhead. One Quasar or EAT hit destroys a beam turret, smoke blocks its targeting, and it wrecks exosuits and FRVs, so fight on foot there and stay off emplacements.
  • Exostorms and the Void: keep moving and plan for mobility; neither changes which weapons work. On an Exostorm that reaches Class 3 (Class 2 and Class 3 arrive after about 72 and 120 hours respectively), the wiki says constant lightning is deadly to light and medium armor, so heavy armor may be worth it there unverified.
Four divers, four jobs

Squad compositions

Split a full squad into anti-tank, crowd control, flex and support, and bring 4 different boosters. Every role still carries the per-diver floor from the principles, so nobody is helpless when a heavy picks them.

This split is this manual's synthesis of the game's mechanics and of the roles the dated builds imply; no source measures results by composition. GamesRadar makes the same point in plain words: one fire build helps a squad, four flamethrowers would be miserable for everyone (best builds, updated September 3, 2025, a pre-4.1.0 page cited only for this advice). How to join and talk to a squad: roles and loadout coordination.

9.1The four roles

Kills the heavies

Anti-tank

Takes the heavies the others call out. Carries a reusable launcher (Recoilless, Quasar or Spear) plus an expendable, or the Leveller; the Railcannon or the 500kg; Thermite. Claims Hellpod Space Optimization.

Owns breaches and drops

Crowd control

Keeps chaff off the anti-tank diver. Carries the Stalwart, MG-43, Bullet Storm, Cremator, Flamethrower or GL-21; the Napalm, Cluster or Gatling Barrage; a chaff sentry. Claims Vitality Enhancement.

Spawners, mediums, fliers

Flex or line holder

Closes spawners, handles mediums and fliers, and backs up the anti-tank diver. Carries the Autocannon, W.A.S.P. or Spear; the Grenade Pistol or an explosive primary; the Orbital Laser or Precision Strike. Claims Experimental Infusion.

Keeps everyone going

Support

Keeps the squad supplied, healed, shielded and moving, and revives. Carries the Supply Pack, Stim Pistol, a Shield Generator Relay or Pack, EMS or smoke, and a Quasar or EAT for itself. Claims Stamina Enhancement.

9.2The mechanics the plan rests on

  • Boosters apply to the whole squad, one per diver; 4 different ones is the most a full squad can run, and the loadout screen shows who brought which.
  • Assisted reload: backpack team weapons (Recoilless, Autocannon, Spear, Airburst, W.A.S.P., Belt-Fed GL, Maxigun) reload much faster with a helper, and since 7.0.0 either of you may carry the backpack.
  • Resupply: one pod of 4 boxes for the whole squad every 180 seconds, on a shared cooldown; a Supply Pack diver carries more between drops.
  • Reinforcements: 5 per diver in one shared pool (20 in a full squad), then one every 120 seconds.
  • Eagles are per diver: two divers with Eagles double the squad's Eagle charges.
  • Spawns balance per diver since 7.1.0, so splitting up is fairer than it was, but the melee fronts still overwhelm a lone diver: move in pairs.
  • Friendly fire: every strike, sentry, arc and hellpod hurts divers, and flame and arc weapons chain into teammates.

9.3Four-diver templates by front (difficulty 6-10)

Terminids

  • Anti-tank: GR-8 Recoilless (team reload), Eagle 500kg, Orbital Railcannon, A/MG-43 Sentry; Hellpod Space Optimization.
  • Crowd control: B/FLAM-80 Cremator or FLAM-40, Eagle Napalm, Orbital Gas Strike, A/G-16 Gatling Sentry; Vitality Enhancement.
  • Flex: AC-8 Autocannon, Orbital Laser, Eagle Airstrike, EAT-17; Experimental Infusion.
  • Support: LAS-99 Quasar, B-1 Supply Pack, Orbital Precision Strike, A/M-23 EMS Mortar; Stamina Enhancement (Muscle Enhancement on snow, swamp and acid planets).

Automatons

  • Anti-tank: GR-8 Recoilless, Orbital Railcannon, Eagle 500kg, A/MLS-4X Rocket Sentry; Hellpod Space Optimization.
  • Crowd control: AC-8 Autocannon (Devastators, Gunships, fabricators), EAT-17, Eagle Airstrike, Orbital Smoke; Vitality Enhancement.
  • Flex: FAF-14 Spear (Gunships, anti-air sites, tanks), Orbital Precision Strike, Eagle Strafing Run, A/AC-8 Sentry; Experimental Infusion.
  • Support: LAS-99 Quasar, SH-32 Shield Generator Pack, FX-12 Shield Generator Relay, Orbital Laser; Stamina Enhancement.

Illuminate

  • Anti-tank: EAT-17 or Quasar (Harvester joints, Leviathan turrets, Gatekeepers), LIFT-182 Warp Pack, Orbital Precision Strike, Orbital Laser; Hellpod Space Optimization.
  • Crowd control: M-105 Stalwart or MGX-42 Bullet Storm, Eagle Strafing Run, A/G-16 Gatling Sentry, A/ARC-3 Tesla Tower; Stamina Enhancement.
  • Flex: AC-8 Autocannon or W.A.S.P. (shields, Stingrays, Fleshmobs), Eagle Napalm, Orbital Gas Strike, A/MG-43 Sentry; Experimental Infusion.
  • Support: MG-43, B-1 Supply Pack, Orbital Precision Strike, A/AC-8 Sentry; Vitality Enhancement.

The Illuminate research proposes swapping the flex role for a dedicated Watcher hunter (JAR-5 Dominator, R-63CS Diligence Counter Sniper, AMR or Railgun) beside horde control, a heavy killer and support, and either split works on the standard roster. What matters is that someone kills Watchers on sight.

Subfaction swaps: against the Vote Snatchers the anti-tank diver trades the launcher for an Autocannon or Railgun and everyone brings fire; against the Appropriators the crowd-control diver takes a flamethrower and the flex diver Autocannon flak; on Cyborg Legion factory maps orbitals replace Eagles and one diver owns the Vox Engines; against the Incineration Corps everyone wears Inflammable and someone brings Integrated Extinguishers; against the Spore Burst Strain it is fire and lasers, and nobody melees.

9.4Smaller squads and solo

  • Three divers: drop the dedicated support role; the flex diver takes the Supply Pack or a Quasar, and two divers carry reusable anti-tank.
  • Two divers: both carry anti-tank and a crowd tool; bring sentries, which draw fire and hold ground; Flexible Reinforcement Budget matters more as the squad shrinks.
  • Solo: GamesRadar's advice (updated August 14, 2026): cover every enemy type yourself, lean on sentries and Guard Dogs, move fast in light armor, avoid fights, and call an SOS Beacon if you want help. A kit that follows it: PLAS-1 Scorcher, GP-31 Grenade Pistol or P-19 Redeemer, G-12 High Explosive; Scout (SC-30 Trailblazer Scout) or Reduced Signature; LAS-99 Quasar Cannon; AX/AR-23 Guard Dog; A/MG-43 Machine Gun Sentry; Eagle Airstrike; booster Flexible Reinforcement Budget, which shortens the wait for a free reinforcement once the pool is empty (normally 120 seconds).
  • SEAF squadmates: Heavy SEAF Presence, the planet modifier that sent AI squads to short-handed divers: unavailable since September 21, 2026, per the wiki.

9.5Lobby habits that make the plan work

  1. Read the loadout screenBefore you ready up, note the boosters already taken and pick a different one.
  2. Say your roleOne word in chat is enough: "AT", "chaff" or "support".
  3. Cover the gapIf nobody brought anti-tank, take Surplus EAT Allocation (free EAT-17 calls for the whole squad) or an EAT-17 yourself.
  4. Pair the team weaponPair a backpack weapon with a squadmate who stays near you; either of you can carry the ammo.
  5. Throw ahead, call it outThrow Eagles and orbitals ahead of the fight, never into a tangle of divers, and say so when you throw. The rest of the etiquette: etiquette, kicking and leaving.
Read the mission first

Missions and modifiers that change the loadout

Read the mission and its modifiers before you lock in: defense missions want sentries, Commando missions want stealth and anti-tank without a backpack, anti-air maps want orbitals, and Gloom planets want weapons that need no ammunition.

  • Defend and hold objectives (Evacuate High-Value Assets got harder in 7.1.0, with more waves and shorter gaps): two sentries or a sentry and an emplacement, a Shield Generator Relay against ranged fronts, and the Orbital EMS or Gas Strike to freeze a wave.
  • Commando missions: the Super Destroyer supports you for 60 seconds after the drop (each diver can call it back once), reinforcements come only from pod sites (12 in all), and every enemy reinforcement call raises the threat level. Go stealthy (Reduced Signature or Scout, suppressed weapons), carry anti-tank without a backpack (Quasar, Railgun, AMR), bring explosives for fabricators, and take stratagems you keep, such as the Supply Pack and Commando, plus one big strike like the Orbital Laser (GamesRadar, January 23, 2026).
  • Hive World caves and Gloom planets: ammo-free weapons, a Supply Pack and fewer Eagles (subfaction adjustments).
  • Anti-air and jammers: Anti-Air Emplacements ground Eagles and Stratagem Jammers block every stratagem within 150 m. Favor orbitals, bring a Heavy support weapon or the Spear (it locks on to the emplacement since 4.1.0), and carry weapons that work without stratagems.
  • Operation modifiers (one from difficulty 5, two from difficulty 8): under Complex Stratagem Plotting (+50% call-in time), call support weapons and sentries before the fight; under Orbital Fluctuations (+25% stratagem cooldowns), lean on what you carry; Gunship Patrols want an anti-air answer, Roving Shriekers flak or lasers. The full list: modifiers and hazards.
  • Night and stealth: suppressed weapons (about half as loud since 5.0.2), Reduced Signature or Scout, and no strikes that wake the whole area.
  • Hot, cold and hazardous planets: "dress for the occasion", as the official boot-camp tips put it (Xbox Wire): Muscle Enhancement in snow and swamp, and remember that heat slows laser cooling.
  • Blitz missions (12-minute timer): speed first, with Stamina Enhancement, the Oxygenator passive and a mobility pack.
  • Rapid Acquisition (the bot platinum haul under constant heavy attack): smoke over the loaders, EMS mortars for Hulks and War Striders, a Recoilless (u.gg's Rapid Acquisition build, December 6, 2025).

Mission types, side objectives and extraction: mission types and operations and Commando missions.

Avoid these

Common loadout mistakes

Most failed loadouts miss one of the three jobs or fight the front. Each mistake below comes with its fix.

  • No anti-tank from difficulty 4. Chargers, Hulks and Harvesters arrive there, and primaries stop at Medium penetration (Heavy for three). Fix: every diver carries one heavy answer: an EAT, Quasar, Recoilless, Thermite, Ultimatum or a heavy-killing strike.
  • No spawner closer. Holes, fabricators and Warp Ships keep feeding the fight, and bullets and lasers never close them. Fix: an explosive grenade, the Grenade Pistol, an explosive primary, the Autocannon or the GL-21.
  • Two backpacks. A backpack weapon and a backpack stratagem exclude each other. Fix: pair a backpack stratagem with an expendable or the Quasar.
  • Four divers, one role. Four flamethrowers or four Recoilless Rifles leave gaps. Fix: split anti-tank, crowd control, flex and support (squad compositions).
  • Duplicate boosters. Only 4 different boosters can run, and a duplicate does nothing. Fix: check the loadout screen before you ready up.
  • Fire against bots. Small bots take half damage from fire and robots ignite slowly. Fix: explosives and Medium penetration on the bot front.
  • One anti-tank shot as the Crusher answer. A Crusher survives a Recoilless or Meltagun hit and regenerates. Fix: Heavy penetration on the helmet, Thermite, or sustained fire.
  • The 500kg against Harvesters. The shield eats one hit, and the wiki calls Harvesters highly resistant to the bomb. Fix: strip the shield, then one anti-tank hit on a hip joint.
  • Eagles on Megafactory maps. Anti-air emplacements ground them. Fix: orbitals, or destroy the anti-air site first.
  • Light rifles against Hive Guards and Overseer helmets. Medium armor bounces Light rounds. Fix: a Medium primary or a Heavy sidearm.
  • Trusting old guides. Patch 4.1.0 (October 23, 2025) reshaped light and medium penetration and buffed most primaries, and 6.3.0 changed orbitals, grenades and vehicles. Fix: use sources dated after 4.1.0 and check what has changed since (patch history).

Field guide13

Missions, Objectives & Difficulty

Which difficulty to play and what it changes, every mission type and objective per front, side objectives and points of interest, modifiers and hazards, and extraction.

7 chapters~51 min readapprox0community4unverified101 sealed spoiler
On this page7 chapters
Choose your difficulty

Which difficulty to play, and what it pays

Learn a front at Medium or Challenging (3 or 4). After that, play the highest difficulty your squad finishes every time, and play whole operations: that is where the Medals, the samples and the war impact are. Drop to Trivial through Medium when you want Super Credits and Medal cases, and climb to Extreme (6) or higher only when you need super samples.

10
Difficulty levels
D4
Rare samples from
D6
Super samples from
250
Medal cap: spend first

1.1Pick by what you want

Learning

A new front or mission: Medium to Challenging

Most of the mission roster is open by Medium. Challenging adds rare samples and brings in Chargers, Stalkers and Hulks, while operations still roll no random modifiers (one from difficulty 5, two from difficulty 8). In a pickup squad, stay below Challenging until you carry an anti-tank weapon; the EAT-17 unlocks at level 3.

Medals and the war

The highest level you always finish

A whole operation pays 1, 2, 6, 8, 18, 21, 24, 29, 33 and 36 Medals at difficulties 1 to 10, and one failed mission fails the rest of its operation. A level you clear every time beats a harder one you lose half the time, and the war counts an operation's final mission four times community-tested (How the war works).

Super samples

Extreme and up

Super samples start at difficulty 6, where every map has one guaranteed super-sample rock. The rock holds 2-3 at Extreme and about 7 at Super Helldive unverified; colony and city points of interest add more (Points of interest).

Super Credits and Medals

Trivial to Medium, and not Eradicate

Below Challenging no rare samples take the special-loot slots, so more of them hold Super Credits and Medal cases; Eradicate maps have no points of interest at all. Each find goes at once to every diver present: 10 Super Credits a stack (rarely 100), 1 to 3 Medals a case, 100 Requisition a slip. The full route is in Earning fast.

1.2How difficulty scales

The 10 levels are Trivial, Easy, Medium, Challenging, Hard, Extreme, Suicide Mission, Impossible, Helldive and Super Helldive. The unlock rule: complete an operation at your highest unlocked difficulty to open the next one. Four things scale directly with the level:

  • Missions per operation: 1 at difficulties 1-2, 2 at 3-4 and 3 from 5.
  • Medals for a whole operation at difficulties 1 to 10: 1, 2, 6, 8, 18, 21, 24, 29, 33 and 36.
  • XP and Requisition bonus at difficulties 1 to 10: 0, 0, 25, 50, 75, 100, 150, 200, 250 and 300 percent.
  • Operation modifiers: one from difficulty 5, two from difficulty 8 (Modifiers and hazards).

What each level adds to the map, from the wiki's Difficulty table (revised August 20, 2026):

  • Trivial (1). One main objective on a small map (250 m radius); no tactical objectives and no outposts.
  • Easy (2). A 300 m map with one to three main objectives, one tactical objective and four light outposts.
  • Medium (3). A 350 m map, two tactical objectives and up to nine outposts, medium ones included; one timed or neutral tactical objective shows on the map from the start.
  • Challenging and Hard (4-5). The full 400 m map, two or three tactical objectives, heavy outposts, enemies guarding points of interest, and unmarked damaged Hellbombs.
  • Extreme (6). Two or three main objectives, three or four tactical objectives, Gunship Facilities and Bile Titan holes.
  • Suicide Mission (7). Three main objectives; most points of interest turn enemy-themed (turret towers, fences and mines on the Automaton front); the Destroy High-Value Target and Intercept Convoy objectives appear.
  • Impossible to Super Helldive (8-10). Three or four main objectives and up to five tactical objectives. No new unit arrives after Impossible, only more and heavier spawns; patch 6.0.1 raised the intensity from Helldive up, most on the Automaton front. Super Helldive adds giant outposts (the Mega Nest and the Fortress) with high-value pickups, and its maps hold about 40 common, 35 to 41 rare and 7 super unverified.

1.3When the heavies arrive

Each unit below appears first at the difficulty shown. Several show up a level or two early as the target of an Eliminate mission, before they join the regular spawns. From Challenging on, every front fields enemies that small arms cannot kill, so carry an anti-tank answer; which weapons answer each heavy is in Heavy-killers by slot.

  • Terminids: Chargers from D4 and Stalkers from D4; a Bile Titan from D4 as the Eliminate Bile Titans target, in regular spawns from Hard; the Impaler from D5 in Eliminate Impaler, regular from Extreme; the Charger Behemoth as the Eliminate Chargers target from D3, regular from Suicide Mission; Spore Chargers from D7; the Hive Lord, on Hive Worlds, from D7; Alpha Commanders from D8 unverified.
  • Automatons: Annihilator Tanks from D3, Shredder Tanks from D3 and Scout Striders from D3; the Hulk Obliterator as the Eliminate Automaton Hulks target from D3 and the other Hulks from D4; a Factory Strider from D4 in its Eliminate mission, regular from Extreme; Gunships from D5 with the Gunship Patrols modifier and from Extreme at Gunship Facilities; War Striders from D6; Barrager Tanks from D7 and, on Cyborg worlds, Vox Engines from D7; the Reinforced Scout Strider from D8.
  • Illuminate: Fleshmobs from D1; Harvesters from D3 as the Destroy Harvesters target, in regular spawns from Challenging; Stingrays from D4; the Appropriators' Veracitor from D4 and Gatekeeper from D4; the Vote Snatchers' Crusher from D4; the Leviathan, over Illuminate-held cities, from D8.

1.4What a mission pays, and what it costs you

  • Objectives. A main objective pays 500 Requisition and 100 XP and a tactical objective 200 Requisition and 50 XP, before the difficulty bonus, whether or not you extract. The exceptions end with extracting an item: Retrieve Mutant Larva, and on Hive Worlds Recover SSSD and Recover Scientific Specimen.
  • Eradicate and Blitz. An Eradicate main objective pays 100 Requisition and 20 XP per difficulty level instead. A Blitz pays 375 to 1,250 Requisition and 75 to 250 XP from Medium to Super Helldive (125 and 25 per level); the wiki gives no figure for an Easy blitz.
  • Outposts. 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP for a light, medium, heavy and giant outpost.
  • Samples count only if their carrier boards the shuttle (Extraction).
  • Friendly kills. Every civilian or SEAF soldier a diver kills costs 25 Requisition before the difficulty multiplier, and after 9 such kills the diver's own Super Destroyer shells them.
  • A wipe. If the whole squad dies with no reinforcements left before the main objective is done, the mission and the rest of its operation fail. Once the main objective is done, a wipe still counts as a success.

The end screen also rates each mission in stars: one for the main objective, one for completing all the tactical objectives (from Easy), one for destroying some of the outposts (from Medium) and one for destroying most of them (from Hard). A fifth star from Suicide Mission has no documented condition, and the wiki calls its record of the rating incomplete unverified.

Know the job

Mission types, front by front

Read the mission type before you pick a loadout, because each family asks for something different: blitzes want speed and weapons that close spawners, eradicates want crowd control and sentries, eliminate missions want anti-tank, and defenses want sentries, mines and emplacements. Every front now runs a 12-minute Blitz, a 15-minute Eradicate and a set of 40-minute missions.

40min
Most missions
20min
Defense missions
15min
Eradicate
12min
Blitz

When the timer runs out, the Super Destroyer leaves orbit: no more stratagems, no more reinforcements, and an emergency shuttle heads for the extraction zone. Defense missions run 20 minutes. Commando missions keep the 40-minute timer, but the Destroyer stays overhead for only 60 seconds (Operations and Commando missions). The wiki records 72 main mission types from launch to today, the tutorial included; retired and event missions account for many of them.

2.1Mission families: what each one asks of a squad

The failure notes in these cards come from the tactical sections of the wiki's mission pages (revised April to September 2026), written by players community-tested.

12 minutes

Blitz

Search and Destroy (bugs and bots), Destroy Bio-Processors, Destroy Illuminate Warp Ships. Win with speed and structure-killers: explosives that close holes, Eagle strikes, anti-tank shots into fabricator vents from range.

Goes wrong when the squad stops to fight patrols. Atmospheric Spores hides the nest markers.

15 minutes

Eradicate

Hold a small arena until the kill quota is met. Win with crowd control, sentries, heavy armor, and against bots a way to kill dropships early.

Goes wrong in the small space: orbital barrages and 500kg bombs land on your own squad.

One target

Eliminate

Brood Commanders, Chargers, Bile Titans, the Impaler, Devastators, Automaton Hulks, a Factory Strider, Harvesters. Bring anti-tank for the target and search the red zones inside the marked circle. They run only at difficulties 1 to 6, several at a single level: a safe first meeting with a heavy.

Goes wrong when the target wanders off with its escorts.

Hold a point

Defense and escort

Evacuate High-Value Assets, Repel Invasion Fleet, Activate TCS+ Station, Emergency Evacuation and Evacuate Colonists, the Nuke Nursery drills. Win with sentries, emplacements, mines and choke points.

Goes wrong when Chargers collapse gates, Harvesters or downed dropships wreck the generators, or stray fire kills civilians (25 Requisition each).

Carry an item

Retrieve and recover

Retrieve Valuable Data, Retrieve Recon Craft Intel, the Commando carries, Recover SSSD, the Mutant Larva, the high-value pickups. One carrier with a one-handed weapon, one escort.

Goes wrong because carrying blocks stratagem calls and two-handed weapons, and the item drops when its carrier dies.

Terminal and drill

Surveys, pumps and launches

Conduct Geological Survey, Annex Untapped Mineral Sites, Launch ICBM, Take Down Overship, the oil and fuel pump missions, Extract E-711, Sabotage Orgo-Plasma Synthesis, Seize Industrial Complex. One diver on the terminal, three defending; read the code aloud or ping it.

Goes wrong by design: each probe login and drill sample triggers a bug breach or a bot drop.

Hellbomb targets

Demolition missions

Neutralize Ground-to-Orbit Defenses, Destroy Command Bunkers, Cleanse Infested District, Free Colony and Democratize the Void (Monoliths), Destroy Gazer Spire, Sabotage Supply Bases, Destroy Spore Lung. Clear the site, call the NUX-223 Hellbomb (↓ ↑ ← ↓ ↑ → ↓ ↑), arm it and get well clear. Monoliths and Gazer Spires need demolition 60, which only the Hellbomb, the B-100 Portable Hellbomb and the SEAF Artillery Mini-Nuke reach.

Goes wrong when arming stalls under fire, or someone stays inside the blast.

Flag raising

Spread Democracy and its cousins

Spread Democracy, Free Colony, Democratize the Void, the quarries of Seize Industrial Complex, Extract E-711. Stay in the circle until the flag is up, then kill the enemies left at it (not needed on the Illuminate front). Saluting may speed the raise, per a developer comment the wiki cites unverified.

Goes wrong when everyone leaves the circle: the flag lowers again.

Mobile rig

GATER missions

Conduct Mobile E-711 Extraction and Extract Anomalous Material. One driver, one gunner, two outriders; drive into bug holes to close them.

Goes wrong when a surfacing Hive Lord throws the rig off the map, which fails the mission.

Behind the lines

Commando

Acquire Evidence, Extract Intel, Secure Black Box, on Automaton worlds only. Play for stealth: avoid patrols, kill the flare-calling Troopers and Commissars first, and link the Reinforcement Pods early.

Goes wrong with every enemy reinforcement call, which raises the operation's threat level.

2.2Missions on every front

These run on the bug and bot fronts, and most of them on the Illuminate front too. The Illuminate front runs Free Colony instead of Spread Democracy and Evacuate Colonists instead of Emergency Evacuation, and the first three missions below have no Illuminate-specific record unverified. Evacuate High-Value Assets, the defense mission, is covered in Operations.

  • Terminate Illegal Broadcast. Find the broadcast tower, log in and raise the signal to 100% to shut it down; any hit with demolition force 30 or more (most grenades, AC-8 Autocannon, R-36 Eruptor, a vehicle ram) destroys the tower and completes it instantly. Main objective at D1-2 only (40 min); a tactical objective at D2-10; 7.1.0 gave broadcasts sound.
  • Upload Escape Pod Data. Reach the crashed escape pod, call the Upload Data stratagem within 30 m and keep the uploader alive and in range for the 40-second upload. Main objective at D1-2 (40 min); tactical objective at D3-10; enemies never spawn at the pod, so it is a safe drop point.
  • Start Fuel Pumps. Clear the fueling station, log in, solve the pipe route from local storage to the missile silo, turn the three marked valves and activate the pumps. D1-2 only (40 min); formerly Pump Fuel To ICBM; the same station returns as a Launch ICBM sub-objective at D8+ (D7+ per Fandom); patrols keep arriving until it is done.
  • Spread Democracy (bugs and bots). Call the Super Earth Flag stratagem at each marked site and hold within 25 m for the 1:40 raise while bug breaches or bot drops arrive; kill the enemies left at the flag to finish. Flag sites: 1 at D1-3, 2 at D4-7, 3 at D8-10. D1-10 (40 min); if every diver leaves the circle the flag lowers again.
  • Conduct Geological Survey. Deploy the Seismic Probe at the marked sub-objective(s) and run its terminal (5 s login, coordinate match, 15 s prime), then drop the Prospecting Drill at the ore vein and pull three 25-second samples before uploading them. Sub-objective: Verify Ore Vein Location with a Seismic Probe: 1 site, 2 sites at D6+. D2-10, some sources D3 (40 min); each probe login and each drill sample triggers breaches or drops; also a tactical objective (D3-10) on Gloom planets.
  • Retrieve Recon Craft Intel. Find the downed SEAF recon aircraft, carry its black box (one-handed) to the interplanetary uplink and run the upload; you may leave once the upload starts. D1-10 (40 min); an Illuminate mission since 1.002.001 (2024-12); the original home of this mission; city variant recovers the aircraft's drives. Patch 7.1.0 brought it to the bug and bot fronts.
  • Launch ICBM. Enter the launch code, release the four silo hatch locks, raise the missile (60 s), lock the target grid, fuel it (30 s) and launch on a 10-second countdown; stand clear of the silo. Sub-objectives: Retrieve Launch Codes (always); Reactivate Power Generator (D5+); Start Fuel Pumps (D8+, D7+ per Fandom; sometimes replacing the generator; all three at D9+). D3-10 (40 min); also a launch-only tactical objective on Gloom planets (D3-10).
  • Retrieve Valuable Data. Download the research database (20 s), eject and carry the SSSD drive(s) one-handed to the relay, raise the satellite tower (25 s), realign the dish by hand, upload (40 s) and wipe the data with an 11-input code. Sub-objectives: Collect Encrypted Hard Drive (one or more); Reactivate Power Generator (D7+). D3-10 (40 min); the relay reports No Power until every sub-objective is done.
  • Emergency Evacuation (bugs and bots). Reach the evacuation port, open the shuttle bay (7-input login, coordinate match) and escort civilians from the bunker doors into the bay until the quota boards. Sub-objective: Establish Communication Uplink (SSSD Delivery into the tower hatch, signal alignment): 1 tower, 2 at D6+. D3-10 (40 min); about three citizens per 33 s; each civilian a diver kills costs the squad 25 Requisition before multipliers and 9 kills brands a diver a traitor; fire tornados kill civilians.
  • Retrieve Essential Personnel. Retired: a 15-minute defense-event mission disabled in 1.000.400 (2024-06-13) as not fun enough; D1-9.

2.3Terminid missions

Ten bug missions are in the regular rotation. The eliminate missions run at one or two difficulties each and make a good first meeting with a Charger, a Bile Titan or the Impaler. Nests, holes and breaches are covered in Nests and holes.

  • Eliminate Brood Commanders. Find and kill the marked Brood Commander(s); unmarked Brood Commanders do not count. D1-2 only (40 min).
  • Activate Oil Pumps. Log in (7 inputs), route the oil from local storage to the transfer station in the pipe puzzle, open the three valves scattered around the site (shoot the Terminid gunk off first) and restart the pumps (10 s). D2-3 (40 min); formerly Activate E-710 Pumps; stand clear when shooting gunk off a valve.
  • Blitz: Search and Destroy. Close a set number of Terminid holes (regular nests, Shrieker Nests and Stalker Lairs count) before the short timer runs out, then extract. D2-10, 12 min; Atmospheric Spores hides the nest markers; base reward 375-1,250 Req and 75-250 XP at D3-10 (125 Req and 25 XP per level; not stated for D2).
  • Eradicate Terminid Swarm. Hold a small arena and kill the required number of Terminids (shown as a percentage); spawns stop once the quota is met. D2-10, 15 min; base reward 20 XP and 100 Req per difficulty level; 4.1.0 enlarged non-city layouts; city variant exists.
  • Purge Hatcheries. Destroy most of the eggs in the marked hatchery nests before the Terminids react. D2-10 (40 min); explosives, flamethrowers, a Portable Hellbomb or a 500kg bomb clear a nest; also a tactical objective (D3-10) on Gloom planets.
  • Eliminate Chargers. Find and kill the marked Charger in the search circle; the target is always a Charger Behemoth. D3 only (40 min).
  • Eliminate Bile Titans. Find and kill the marked Bile Titan in the search circle. D4-5 (40 min); a Bile Titan appears here before it joins the regular D5 spawn pool.
  • Enable Oil Extraction. Reactivate the oil pumps, then run the fuel facility that loads oil into hovering transport shuttles while bugs attack the site. Sub-objective: Activate Oil Pumps. D4-10 (40 min); formerly Enable E-710 Extraction.
  • Nuke Nursery. Locate each nursery chamber drill point, call the Hive Breaker Drill, defend it while it bores, then deploy the nuclear payload and clear out within 10 s. 2-3 nursery chambers. D4-10 (40 min); a failed drill resets but can keep up to half its progress; the blast leaves a lethal crater; Orbital EMS Strike protects the drill well; a cave variant runs on Hive Worlds.
  • Eliminate Impaler. Find and kill the marked Impaler. D5 only (40 min).

Seven more run only in special places: two in Terminid-held Mega City regions, four on Hive Worlds (caves, the Gloom Source effect; see Hive Worlds and the Gloom) and one on TCS+ planets.

  • Restore Air Quality (Mega Cities). Destroy every Spore Spewer in the city district (2,500 HP, armor 2, demolition 50); locations are shown only as circles until spotted. Mega City (Terminid city region) only, D1-10 (40 min); bug holes near the spewers are optional.
  • Cleanse Infested District (Mega Cities). Destroy the marked Shrieker-infested skyscrapers, normally with a Hellbomb at the base (tower 15,000 HP, armor 2, demolition 50). Mega City only, D4-10 (40 min); the Bastion tank, exosuits or an M-1000 Maxigun also bring towers down; watch the Hellbomb pod on the overhang.
  • Extract E-711 (Hive Worlds). Start the Rapid Modular Drilling Platform, turn the one valve out in the infested zone, then lock and release the fuel hose for two shuttle transfers (about 33 s arrival plus 15 s transfer each). Spread Democracy flag: 1 at D1+, 2 at D6+. Hive World only, D1-10 (40 min); added 1.004.000 (2025-09-02) as Extract Mysterious Substance, renamed in 1.004.001.
  • Conduct Mobile E-711 Extraction (Hive Worlds). Board the GATER mobile oil rig, drive it to each extraction site and call the Activate Drill stratagem, then hold for about 35 s per site; the rig self-destructs like a Hellbomb at the end. Extraction sites: 2 at D1-3, 3 at D4-7, 4 at D8-10. Hive World only, D1-10 (40 min); a surfacing Hive Lord can fling the GATER off the map and fail the mission; two divers can crew it (driver and autocannon gunner); 7.0.0 gave it a faster engine.
  • Restart Pumps (Hive Worlds). At each decades-old pump, destroy the 8 or 10 clumps of Terminid matter (6 melee hits each) and turn the valve. Pumps: 2 at D1+, 3 at D4+, 4 at D8+; Exterminate Terminids underground (a kill percentage in a cave) at D3+. Hive World only, D1-10 (40 min); Stalkers and Bile Spewers fill the cave quota fastest.
  • Destroy Spore Lung (Hive Worlds). Go down into the hive, call the mission-provided B-100 Portable Hellbomb and detonate it at the Spore Lung (or shoot it down: 5,000 HP since 7.1.0, was 30,000, an undocumented change per the wiki). Sub-objectives: Destroy Eggs; Exterminate Terminids underground; Seal Bug Holes. Hive World only, D3-10 (40 min); stratagems only land through cave-roof openings; Emancipator and Breakthrough exosuits make short work of the Lung.
  • Activate TCS+ Station (TCS+ planets). Raise the central TCS+ tower, then activate and defend three battery silos in turn (damage too high stops a silo) and finish at the activation terminal (7 inputs, 3 switches). 3 battery silos. TCS+ planets (Activate TCS+ operations), D1-10, 20 min; added 1.006.301 (2026-07); extraction is called the moment it completes; per-silo 313 Req and 63 XP, final 1,250 Req and 250 XP before multipliers.
Retired Terminid event missions (they carry 2024-2025 story beats) -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open

These ran only during story events and are gone from the game.

  • Activate Terminid Control System. Activate the Termicide dispersion tower in the region (a 3,000 HP tower). Retired event mission: Operation Valiant Enclosure phase 3, 2024-03-12 to 03-16 (1.000.102), D2-9.
  • Deactivate Terminid Control System. Shut down three corrupted battery silos (constant breaches start) and destroy 17 mutated eggs, in either order. Retired event mission (2024-05, Umlaut sector barrier planets), 12 min, D1-9; Arc weapons could not break the eggs.
  • Deploy Dark Fluid. Carry a Dark Fluid Vessel backpack to each payload site, drop a Tectonic Drill, insert the vessel and defend the drill for one minute; three sites, then escape endless Shriekers. Retired: Meridia only, Operation Enduring Peace (added 1.000.304, 2024-05-30); D1-9; ended with Meridia becoming a black hole.
  • Blitz: Secure Research Site. Close a set number of bug holes on a Gloom planet so science teams can land. Retired Gloom Research Expedition mission (Fori Prime 2025-02, Nivel 43 2025-04), 12 min, D1-10.
  • Chart Terminid Tunnels. Deploy Seismic Probes to scan the tunnel networks, then raise the relay tower and upload the data. Retired Gloom expedition mission, D3-10 (40 min); built from Geological Survey and Retrieve Valuable Data steps without the drive carry.
  • Collect Gloom Spore Readings. Activate one or more LiDAR stations and a generator, then run the relay upload. Retired Gloom expedition mission, D1-10 (40 min).
  • Collect Meteorological Data. Recover a weather aircraft's black box, carry it to the relay and upload it. Retired Gloom expedition mission, D1-10 (40 min); the same steps as Retrieve Recon Craft Intel.
  • Extract Research Probe Data. Find the research probes and run an Upload Data upload at each (40 s, uploader alive and in range). Retired Gloom expedition mission, D1-10 (40 min).
  • Collect Gloom-Infused Oil. Reactivate E-710 pumps and a generator, then restart the main pump and fill two containers of Gloom-infused oil. Retired Gloom expedition mission, D1-10 (40 min).

2.4Automaton missions

The bot front has the widest roster: sixteen missions in the regular rotation, the Magma-planet missions among them (Rapid Acquisition, Confiscate Assets, Annex Untapped Mineral Sites, Seize Industrial Complex, Sabotage Orgo-Plasma Synthesis, Blitz: Destroy Bio-Processors) since patch 6.0.1. Halt Cyborg Production runs only on Megafactory worlds, and the three Commando missions only in Commando operations. Fabricators and the other bot structures are in Fabricators and structures. The table lists every Automaton mission on record, the missions shared with other fronts included; where the two wikis disagree on a difficulty range, the row is graded likely. Read the Notes column for each mission's difficulty range and timer, and often for what kills its targets.

MissionObjectiveSide objectivesNotesSource
Annex Untapped Mineral SitesTake the ore-vein coordinates from Automaton camps, then run the Prospecting Drill soil scan (three 25-second samples) at each siteObtain Coordinates (one or more); Acquire Soil Scan Data (one or more)D1-10 (40 min); added 1.005.000 (2025-12); counts scale with difficulty (re-scaled in 7.0.0, undocumented)wiki
Blitz: Destroy Bio-ProcessorsDestroy a set number of Bio-Processors (5,000 HP, armor 1, demolition 40) and extract before the Destroyer must leavenone built inD5-10, 12 min; added 1.005.000 (2025-12); one GP-20 Ultimatum shot, one TED-63 Dynamite or a Hellpod dropped between the two halves kills onewiki
Blitz: Search and DestroyDestroy a set number of Automaton Fabricators before the short timer runs out, then extractnone built inD3-10, 12 min; base reward 375-1,250 Req and 75-250 XP; recoilless and Quasar shots or Eagle strikes kill fabricators from rangewiki
Commando: Acquire EvidenceCollect the Tactical Video Camera from its pre-dropped Hellpod (it takes the support-weapon slot), film the marked parts of Automaton outposts (recording takes time since 7.0.0) and extract with the cameraDocument Evidence sites: 1 at D1-3, 2 at D4-7, 3 at D8+Commando operations only, D1-10 (40 min); added 1.005.002 (2026-01-22); leaving without the camera fails the mission; plan one diver without a support weaponwiki
Commando: Extract IntelSearch outposts for the keycard(s), open the secure container in the main base, take the intel package (one-handed) and extract with itRetrieve Keycard: 1 at D1-3, 2 at D4-7, 3 at D8+Commando operations only, D1-10 (40 min); lifting the package sounds a base-wide alarm unless its antenna is destroyed first, but destroying the antenna early wrecks the containerwiki
Commando: Secure Black BoxFind the downed SEAF recon aircraft, take the black box (one-handed) and extract with itDestroy Automaton Anti-Air Emplacements: 2 at D1-5, 3 at D6+Commando operations only, D1-10 (40 min)wiki
Conduct Geological SurveyDeploy the Seismic Probe at the marked sub-objective(s) and run its terminal (5 s login, coordinate match, 15 s prime), then drop the Prospecting Drill at the ore vein and pull three 25-second samples before uploading themVerify Ore Vein Location with a Seismic Probe: 1 site, 2 sites at D6+D2-10, some sources D3 (40 min); each probe login and each drill sample triggers breaches or drops; also a tactical objective (D3-10) on Gloom planetswiki
Confiscate AssetsCall the Cargo Container at each cache and load fusion batteries (they explode if damaged) and platinum bars, difficulty level plus one of each, until the Pelicans take themSeize Fusion Batteries; Seize High-Grade PlatinumD1-10 (40 min); added 1.005.000 (2025-12); 7.0.0 re-scaled the objective count by difficulty (undocumented)wiki
Destroy Command BunkersDestroy each heavily guarded Command Bunker, usually with a called-in Hellbomb; the bunker (armor 6) also falls to anti-tank fireseveral bunkers (fewer at lower difficulty since 7.0.0)D5-10 (40 min); EAT-411 Leveller, FAF-14 Spear, MS-11 Solo Silo or the Bastion main gun kill a bunker in one shot, EAT-17, Quasar, Ultimatum or recoilless in two; its fusion turrets are disabled by Compromise Automaton Defenseswiki
Destroy Transmission NetworkDestroy the antenna transmitter plates on the transmission tower (small arms work; explosives or demolition bring the whole tower down)none built inMain objective at D2-3 (40 min); tactical objective at D3-10wiki
Eliminate Automaton Factory StriderFind and destroy the marked Factory Stridernone built inD4-6 (40 min); also a tactical objective (D5-6) in Commando operationswiki
Eliminate Automaton HulksFind and destroy the marked Hulk (always a Hulk Obliterator); a Hellbomb becomes available once it is foundnone built inD3 only (40 min); also a tactical objective in Disrupt Socialist Industries and Commando operationswiki
Eliminate DevastatorsDestroy the marked Devastator(s), 1 or 2none built inD1-2 (40 min); Rocket and Heavy Devastators first appear herewiki
Emergency EvacuationReach the evacuation port, open the shuttle bay (7-input login, coordinate match) and escort civilians from the bunker doors into the bay until the quota boardsEstablish Communication Uplink (SSSD Delivery into the tower hatch, signal alignment): 1 tower, 2 at D6+D3-10 (40 min); about three citizens per 33 s; each civilian a diver kills costs the squad 25 Requisition before multipliers and 9 kills brands a diver a traitor; fire tornados kill civilianswiki
Eradicate Automaton ForcesHold the arena and destroy the required number of Automatons before the timer ends; shot-down dropships do not count, but the troops inside donone built inD2-10, 15 min; base reward 20 XP and 100 Req per difficulty level; city and Megafactory variantswiki
Evacuate High-Value AssetsDefend two generators inside a walled compound while 8 evacuation rockets launch one every 1:45; you get 90 s to prepare (or start early at the terminal)none built in; gates can be closed; HMG emplacements, supplies and support weapons sit on siteDefense campaigns only, D5-10 (20 min timer; ends about 15:30 after drop); 7.1.0 made it harder: more waves, shorter gaps (60->42 s at start, 40->28 s at end), more enemies per wave and per extra diver, SEAF can appear, common samples added; an anti-tank emplacement or two divers on a team-reloaded recoilless rifle can down dropships before they unload; Gunships only with Gunship Patrolswiki
Halt Cyborg ProductionOverload the hydrogen feed (valves into the red, cooling tower destroyed with demolition 50), then run the Cyborg Assembly Unit terminal, tighten the exhaust clamps, overload the engine in the control chamber, force-start and run: it blows 30 s later2-3 sub-objectives mixing Flood Hydrogen Pipeline (2-3 valves) and Destroy Cooling TowerAutomaton Megafactories only (Cyberstan and other Cyborg worlds), D4-10 (40 min); added 1.006.003 (2026-02-10); overloaded pipes set divers on fire; the unit has one exitwiki
Launch ICBMEnter the launch code, release the four silo hatch locks, raise the missile (60 s), lock the target grid, fuel it (30 s) and launch on a 10-second countdown; stand clear of the siloRetrieve Launch Codes (always); Reactivate Power Generator (D5+); Start Fuel Pumps (D8+, D7+ per Fandom; sometimes replacing the generator; all three at D9+)D3-10 (40 min); also a launch-only tactical objective on Gloom planets (D3-10)wiki
Neutralize Ground-to-Orbit DefensesDestroy each orbital cannon with a called-in Hellbomb (only Hellbombs, Portable Hellbombs or SEAF Mini-Nukes work)2-3 orbital cannonsD4-10 (40 min); cannons sit among fabricators, MG emplacements and sometimes cannon turrets; one layout has a lethal burning pit under a bridgewiki
Rapid AcquisitionCall the Cargo Container and fill it with platinum bars (3 x the difficulty level) from a heavily defended cache while reinforcements pour in; a Pelican takes the container when it is full or time runs outnone built inD3-10, 15 min; added with the Magma planets (1.005.000, 2025-12), regular Automaton roster since 6.0.1; bars can be thrown a short distance; smoke and gas cover the carrierswiki
Retrieve Essential PersonnelUnlock the research station bunker doors and defend the staff as they walk to the evacuation shuttlenone built inRetired: a 15-minute defense-event mission disabled in 1.000.400 (2024-06-13) as not fun enough; D1-9wiki
Retrieve Recon Craft IntelFind the downed SEAF recon aircraft, carry its black box (one-handed) to the interplanetary uplink and run the upload; you may leave once the upload startsSecure Black Box (the carry leg)D1-10 (40 min); an Illuminate mission since 1.002.001 (2024-12); enabled on the Automaton front in 7.1.0 (2026-09-22)wiki
Retrieve Valuable DataDownload the research database (20 s), eject and carry the SSSD drive(s) one-handed to the relay, raise the satellite tower (25 s), realign the dish by hand, upload (40 s) and wipe the data with an 11-input codeCollect Encrypted Hard Drive (one or more); Reactivate Power Generator (D7+)D3-10 (40 min); the relay reports No Power until every sub-objective is donewiki
Sabotage Air BaseDestroy the grounded dropships (1,000 HP, armor 5) and, from D5, sabotage the Air Base Control Tower: SSSD Delivery into its port, solve the Automaton-letter terminal puzzle, flip three switches and clear the 10-second Hellbomb-sized blastDestroy Dropships; Air Base Control Tower from D5; two towers and one dropship group at D7+; two air bases and two groups at D9+ (cities: one tower and two groups at D7+)D3-10 (40 min); conventional attacks cannot destroy the tower; Eagle strikes and any anti-tank hit kill parked dropshipswiki
Sabotage Orgo-Plasma SynthesisDestroy the Bio-Processors (up to 5 per site), then run the plasma station: open the valve, lock the Pelican hose to the pump, transfer for 15 s, release, and repeat onceDestroy Bio-Processors; Extract Organic Plasma (two Pelican transfers)D1-10 (40 min); added 1.005.000 (2025-12), regular roster since 6.0.1wiki
Sabotage Supply BasesDestroy the stockpiled ammunition (ignite it; it chain-explodes) and the fuel reserves (demolition 60 only: Hellbomb, Portable Hellbomb or SEAF Mini-Nuke)Destroy Stockpiled Ammunition; Destroy Fuel ReservesD1-10 (40 min); before 7.0.0 regular operations offered it only up to D5, city operations up to D10 with fewer objectives; city and Megafactory variants; both targets also run as single tactical objectives in Disrupt Socialist Industries and Commando operationswiki
Seize Industrial ComplexAppropriate the platinum refinery (SSSD Delivery, Automaton-letter terminal puzzle, three switches, 45-second transfer, rootkit, 5-input override); at higher difficulty also raise flags at the quarriesAppropriate Refinery; Annex Quarry (Super Earth Flag) at higher difficultyD1-10 (40 min); added 1.005.000 (2025-12); the refinery crusher kills any diver who enters itwiki
Spread DemocracyCall the Super Earth Flag stratagem at each marked site and hold within 25 m for the 1:40 raise while bug breaches or bot drops arrive; kill the enemies left at the flag to finishFlag sites: 1 at D1-3, 2 at D4-7, 3 at D8-10D1-10 (40 min); if every diver leaves the circle the flag lowers again; a Megafactory variant runs on Cyberstanwiki
Start Fuel PumpsClear the fueling station, log in, solve the pipe route from local storage to the missile silo, turn the three marked valves and activate the pumpsnone built inD1-2 only (40 min); formerly Pump Fuel To ICBM; the same station returns as a Launch ICBM sub-objective at D8+ (D7+ per Fandom); patrols keep arriving until it is donewiki
Terminate Illegal BroadcastFind the broadcast tower, log in and raise the signal to 100% to shut it down; any hit with demolition force 30 or more (most grenades, AC-8 Autocannon, R-36 Eruptor, a vehicle ram) destroys the tower and completes it instantlynone built inMain objective at D1-2 only (40 min); a tactical objective at D2-10; 7.1.0 gave broadcasts soundwiki
Upload Escape Pod DataReach the crashed escape pod, call the Upload Data stratagem within 30 m and keep the uploader alive and in range for the 40-second uploadnone built inMain objective at D1-2 (40 min); tactical objective at D3-10; enemies never spawn at the pod, so it is a safe drop pointwiki

2.5Illuminate missions

Five missions are in the regular rotation, three more need a city region, a defense or an Exostorm, and six run only on Void planets. Warp Ships, Monoliths and the other Illuminate structures are in Structures and objectives.

  • Free Colony. Destroy the Illuminate Monolith (demolition 60: Hellbomb, Portable Hellbomb or SEAF Mini-Nuke) and raise the Super Earth flag at each site (1:40); unlike other fronts you need not clear the flag afterward. 1 Monolith always; 1 flag at D1-5, a second flag at D6+. D1-10 (40 min); called Free the City on Metropolis maps; added 1.002.001 (2024-12-13).
  • Evacuate Colonists. Open the shuttle bay and escort surviving colonists from the shelters into it; identical to Emergency Evacuation. Sub-objective: Establish Communication Uplink: 1 tower, 2 at D6+. D1-10 (40 min); called Evacuate Citizens in cities; civilian deaths cost 25 Req each and 9 make a traitor; 7.1.0 fixed citizens getting lost.
  • Destroy Harvesters. Search the marked area (check the red encampments) and destroy the Harvester(s). D3 only (40 min); added 1.002.001 (2024-12).
  • Blitz: Destroy Illuminate Warp Ships. Destroy a set number of grounded Warp Ships: break the shield, then put an explosive through the open door (or hit them with a strong stratagem). D3-10, 12 min (D1-2 only in Avert Void operations); base reward 375-1,250 Req and 75-250 XP at D3-10 (125 Req and 25 XP per level); Orbital Precision Strike, Railcannon, Laser, Gas and 500kg kill ships through the shield.
  • Eradicate Illuminate Forces. Hold the arena (often Illuminate ruins) and kill the required number of Illuminate before time runs out. D3-10, 15 min; added 1.007.000 (2026-08-12), completing an eradicate mission on all three fronts; subfaction decides the loadout (anti-tank optional against most fleets).
  • Take Down Overship (Illuminate-held city regions and Exostorm planets). Find the access codes in the emergency bunkers, open and raise the Planetary Defense Cannon (60 s), aim it at the Overship's nearest vent and fire; two shots (shield, then hull) usually finish it. Sub-objective: Retrieve Access Codes. Only the Planetary Defense Cannon can destroy an Overship, and a hit makes it drop Warp Ships on you.
  • Repel Invasion Fleet (defense campaigns in city regions). Destroy landed Warp Ships as the fleet descends on a city district until the reserve count hits zero; if too many land, Super Earth control drains to zero and the mission fails. Defense campaigns (city regions), D3-10, 20 min; added 1.003.002 (2025-05-20); called Prevent Invasion Foothold in 1.003.101 notes; landing ships are enemies, so sentries shoot them.
  • Destroy Exospire (Exostorm planets). Disrupt the shield generator site(s) (break the device's shield, destroy it, then defend a Data Jack), then enter the Exospire core chamber and destroy at least 148 Dark Fluid cells. Sub-objective: Disrupt Shield Generator: 1-3 by difficulty. Planets with an active Exostorm, D3-10 (40 min); added 6.1.0 (content live 2026-03-20); destroying the Exospire calms most storm effects for the rest of that mission.

The Void missions run only on Void planets, so whether any is on the map depends on the war; check the live war maps. What the Void does to a planet is in Where you fight them.

  • Democratize the Void. Topple the Monoliths and raise Super Earth flags across the map; the Void version of Free Colony without colony maps.
  • Infiltrate Illuminate Lair. Complete a randomized set of lair objectives: Cleanse Foul Shrine (Aquifer Drill), Condemn Illicit Experiments (film with the Tactical Video Camera, upload through a Portable Comms Relay), Destroy Gazer Spire (Hellbomb) and Eradicate Void Blossoms.
  • Destroy Gazer Spire. Destroy each Gazer Spire with a called-in Hellbomb (demolition 60: Hellbomb, Portable Hellbomb or SEAF Mini-Nuke); its laser engages anything in sight within about 250 m and Warp Gateways around it keep spawning enemies.
  • Extract Anomalous Material. Board the pre-deployed GATER and drive it to each anomalous-material site to extract; a Pelican collects the tanks and the rig self-destructs.
  • Blitz: Suppress Toxic Pollination. Destroy every Void Blossom in the area (shoot the armor-1 corona to kill one outright); the burst leaves a 5 m cloud that reverses left-right controls for about 12 s.
  • Blitz: Destroy Illuminate Warp Gateways. Destroy a set number of Warp Gateways (Thermite grenades, strafing runs or anti-tank shots).
Along the way

Side objectives, outposts and points of interest

Take down the side objectives that fight back first: a Stratagem Jammer, an Anti-Air Emplacement, a Detector Tower, a Gunship Facility, a Shrieker Nest or a Cognitive Disruptor makes every minute near it harder until it falls. Always take SEAF Artillery when you pass it: five free shells for every diver. Clear the outposts on your route rather than every outpost on the map, and check every point of interest on easy maps for Super Credits and Medals.

There are 38 tactical (optional) objective types. A map holds none at Trivial, one at Easy and up to five at the top difficulties, and each pays 200 Requisition and 50 XP before the difficulty bonus. Many change the fight while they stand, which is the real reason to do them.

3.1Objectives that fight back: do these first

Automatons · from D4

Stratagem Jammer

No stratagems within 150 m, Reinforce included; only SEAF Artillery still fires. Disable it at its terminal, then destroy it (demolition 50). SEAF shells and the Portable Hellbomb destroy it without the terminal step.

Automatons · from D4

Anti-Air Emplacement

No Eagle strikes within 150 m. Any anti-tank shot destroys a battery, and each battery's rear heatsink is softer than its front.

Automatons · from D4

Detector Tower

A red vision cone that calls a bot drop on any diver it sees within 150 m; a prone diver is invisible to it. Bring it down with demolition 50: a 500kg bomb, an Orbital Precision Strike or SEAF shells. A Hellbomb is offered nearby, except inside Fortresses.

Automatons · from D6

Gunship Facility

Launches up to two Gunships every 60 seconds, at most four per tower, while a diver is within 150 m. Only demolition 60 kills it: a Hellbomb, a Portable Hellbomb or a SEAF Mini-Nuke; Eagles and orbitals cannot.

Automatons · from D4

Mortar Emplacement

Shells divers it spots up to 150 m away; it cannot fire at close range, though the wikis disagree whether the gap is 20 m or 50 m unverified. Any anti-tank shot kills a mortar.

Terminids · from D4

Shrieker Nest and Stalker Lair

A Shrieker Nest sends Shriekers at any diver it detects within about 130 m until its two or three towers fall. A Stalker Lair keeps sending Stalkers after you until you drop an explosive into each of its one or two holes.

Terminids · from D2

Spore Spewer

Fills the area with dense spore fog. One Orbital Precision Strike or 500kg bomb, or one or two anti-tank shots, kills it, and the fog lifts at once.

Illuminate · from D2

Cognitive Disruptor

Within 200 m it hides stratagem names and scrambles their inputs. Destroy the power units on the generators beside it.

How much each structure can take, and what penetration it needs, is in Spawners and structures.

3.2Objectives that help you

  • SEAF Artillery (every front, from Easy). Activate it, hand-load five of the up to seven shells, and raise the signal: every diver can then fire the five shells (→ ↑ ↑ ↓) in loading order. Stratagem Jammers and Ion Storms do not block it, and it still fires after the mission timer ends.
  • SEAF SAM Site (bots and squids, from Easy). Raise the launcher and switch on its systems; it shoots down Dropships, Gunships, Stingrays, Warp Ships and Leviathans within 300 m. Do not stand behind it.
  • LiDAR Station (every front) and Mobile Radar (Hive World caves). Both reveal outposts, objectives and points of interest on the map, which makes them the start of any loot run; the LiDAR works even under Atmospheric Spores.
  • Compromise Automaton Defenses (from D4). Every Cannon Turret, Bunker Turret, mortar and anti-air battery on the map malfunctions, the Command Bunkers' turrets included.
  • Secondary Extraction Zone. Destroy the enemy structures around a second landing pad to open a second extraction point. The wiki records it on Void planets from 7.0.0 and on Automaton maps from 7.1.0, the latter an undocumented change.
  • Reinforcement Pods (Commando operations). Linking a set adds three reinforcements (Commando missions).

3.3The rest: quick Requisition and big targets

  • Quick jobs. Terminate Illegal Broadcast (log in, or hit the tower with demolition 30), Upload Escape Pod Data (enemies never spawn at the pod), Destroy Rogue Research Station, Enemy Bio-Processors, Destroy Transmission Network, and on Megafactory worlds Raze Strategic Infrastructure and Erase Terrorist Memorials. They change nothing but your Requisition.
  • Eliminate Overseers (Illuminate) counts everyone's Overseer kills from the start of the mission. A known issue puts it on Vote Snatcher planets, which spawn no Overseers.
  • Supply targets. Destroy Stockpiled Ammunition and Destroy Fuel Reserves, the two halves of Sabotage Supply Bases, also run on their own in Magma-planet and Commando operations; the fuel needs a Hellbomb, a Portable Hellbomb or a SEAF Mini-Nuke.
  • Big targets. Intercept Convoy (bots, from D7): destroy all five Factory Striders, or five Vox Engines on Cyborg worlds, before the first leaves the map, about 11 minutes 40 seconds in (10 minutes for Vox Engines). One Strider carries a stratagem scrambler, and a Strider you shoot calls reinforcements onto you. Destroy High-Value Target (bugs, from D7): kill the Hive Lord for XP only, no Requisition. Commando operations add a marked Factory Strider or Hulk Obliterator as an extra objective.
  • Carry to extraction. Retrieve Mutant Larva (bugs; the carrier draws bugs), and on Hive Worlds Recover Scientific Specimen and Recover SSSD, pay only if the item reaches the shuttle. The Hive World specimen case and drive are one-handed, and the specimen case also rides in vehicles and exosuits.

3.4Enemy outposts

Outposts are the red zones on the map. Clearing one pays 50, 100, 150 and 200 Requisition with 5, 10, 20 and 40 XP (light, medium, heavy, giant), counts toward the mission's outpost stars and removes a source of spawns. How to close each kind:

  • Bug Nests (light, medium, heavy, and at Super Helldive the Mega Nest): an explosive into each hole (demolition 20), or demolition 40 from the rim; the Orbital Laser and the 500kg bomb take out several holes at once. More in Nests and holes.
  • Automaton Outposts (one fabricator in a small base, up to six in a Super Helldive Fortress): an explosive into each fabricator's vent (demolition 20), or a heavy hit on the building from an Eagle Airstrike, an Orbital Precision Strike, a Recoilless Rifle or a Commando rocket. Fortresses add Bunker and Cannon Turrets.
  • Illuminate Encampments (up to heavy): break a grounded Warp Ship's shield, then put an explosive through its door (demolition 20), or kill it through the shield with an Orbital Precision Strike, a Railcannon, an Orbital Laser, a gas strike or a 500kg bomb. Watch for Lightning Spires and Gazers.

The wiki's Bug Nest and Automaton Outpost pages (revised May 6 and September 17, 2026) note that destroying half of a map's outposts raises the patrol spawn rate. At high difficulty, clear the outposts in your way rather than all of them community-tested. Since patch 1.003.101, Terminid spawners (bug holes, Shrieker Nests and Stalker Lairs) and the spawners of flying enemies, such as Gunship Facilities, wake only after an enemy has spotted you, so a quiet squad can reach a nest before it wakes.

High-value pickups at Super Helldive

The Mega Nest can hold a Mutated Egg and the Fortress holds Confidential Data. Carry it one-handed to the shuttle: extracting with it pays the squad 4 rare and 2 super samples.

3.5Points of interest and their loot

Minor points of interest (the wiki's Minor Places of Interest) are the "?" on your compass within about 60 m and the gem icons on the map, on randomly generated maps only (never the fixed Eradicate or defense maps); the icon changes once every sample there is taken. Besides ammunition, stims, grenades and support weapons, most hold one special-loot container:

  • Rescue pod: one item of special loot. Interact for about a second, or salute it from within 5 m; a closed pod shows a beam and pulses audibly from about 65 m.
  • Cargo container: two items. Blow it open with demolition 20: most grenades, explosive primaries and sidearms, nearly any explosive support weapon, a vehicle ram or any hellpod.
  • Bunker: three items, often with supplies. Two divers press the door buttons together.

Special loot is a support weapon, a Super Credit stack (10, rarely 100), a Requisition slip (100), a Medal case (1 to 3) or a single rare sample on top of the map's normal count. Super Credits, Medals and Requisition go to every diver in the mission the moment one picks them up. From Challenging, enemies can guard most points of interest, and from Suicide Mission many turn enemy-themed.

  • Anywhere: Damaged Hellbombs (they explode when shot: a free bomb for a horde), graves and burial grounds with common samples, houses, farms and greenhouses with containers or a mine of rare samples, crashed ships, junkyards, seven bunker layouts, caches, the rare Crashed SEAF Bomber, and the super-sample rock.
  • Hive Worlds: bone pillars, overgrown Pelicans and ribcages, cave outposts: rich in Super Credits, Medals and Requisition but short on supplies, and the bigger ones are always guarded.
  • Colonies (city blocks on regular planets): checkpoints with an EAT-17 or MG-43, supply pods, alleyways with 4-5 rare samples, and the super-sample sites: a Burning Convoy (3-4) and a crashed Pelican (6). Colony points show on the map only when they hold special loot or samples.
  • Mega Cities: City Memorials (up to 4 super samples, several per map), the Urban Automaton Flag (3) in bot-held cities and the Illuminate Fortification (5, with an EAT-17) in Illuminate-held ones; patch 7.1.0 improved the Mega City reward caches.

Beyond the Requisition support weapons, maps rarely hold the SG-225IE Breaker Incendiary and LAS-5 Scythe primaries and a break-action shotgun. Backpack weapons lie on the map without their backpack. The Sample Scanner booster helps a loot run: 15% chance to double the samples from a pickup (all rarities).

3.6Where the super samples are

From Extreme every map has one super-sample rock (the wiki's Uranium Rock); it holds 2-3 at Extreme, 3-4 at Suicide Mission, 5 at Impossible, 6 at Helldive and about 7 at Super Helldive unverified. The colony and city sites above add more, and a Super Helldive high-value pickup adds 2. Samples count only when their carrier boards the shuttle; a dead diver drops them for a teammate to carry (Samples, reinforcements and friendly fire).

Read the planet first

Modifiers, planet forces and hazards

Before you drop, open the planet on the war table and read three things: the operation's modifiers, the enemy forces, and the weather. They change the right loadout more than the mission does. A modifier holds for every mission of the operation and shows before you commit, so plan for it: longer call-ins, longer cooldowns, hidden objectives, or extra Gunships or Shriekers overhead.

A mission briefing on the war table: the Infiltrate Illuminate Lair mission with its timer, the Vote Snatchers and Heavy SEAF Presence labels, four primary objectives marked on the map, the difficulty and the sample types
A mission briefing: the mission and its timer, the planet's forces, the objectives, the difficulty and what it adds, and which samples the map holds. Official image from Arrowhead's Void deep dive (August 18, 2026).

4.1Operation modifiers

Operations roll random modifiers, one from difficulty 5, two from difficulty 8, on liberation campaigns. Defense operations roll none, though a Mega City defense always carries Civilians and SEAF in Area. The wiki's Effects page keeps the full list.

  • Complex Stratagem Plotting. Stratagem call-in time +50%, the extraction shuttle included. Throw early and lead your targets.
  • Orbital Fluctuations. Stratagem cooldowns +25%, applied after your ship upgrades.
  • Poor Intel. Objectives show only as search circles; ping one to reveal it.
  • Atmospheric Spores (bugs). No enemy blips and no nest heat-zones on the minimap. A LiDAR Station still reveals points of interest; leave the UAV Recon Booster at home (Radar range about +50% for all divers (also widens Scout and Unflinching marker scans); no effect under Atmospheric Spores).
  • Roving Shriekers (bugs). Flying Shrieker swarms cross the map; they are always present on Hive Worlds from Hard.
  • Gunship Patrols (bots). Gunships patrol the map; bring something that hits air (Air and bot drops).
  • Leviathan Blockade (Illuminate). Leviathan warships patrol overhead; it rolls on Illuminate-held city regions from Impossible.
  • Civilians and SEAF in Area (Mega Cities, at every difficulty). SEAF squads and civilians share the map during defense campaigns, only SEAF during liberations and in eradicate and defense missions. Every one a diver kills costs 25 Requisition.
  • Removed: AA Defenses (one fewer stratagem slot; removed in 1.000.400), Atmospheric Interference (scattered orbitals; removed in 1.001.002) and Electronic Countermeasures (scrambled codes; removed in March 2024). Older guides still mention them.

During some events and Major Orders an extra effect covers every planet at every difficulty: Orbital Fluctuations on orbital stratagems only, Medical Supply Strain (one fewer stim at deployment), Pilot Shortage (extraction +30 s) or Slower Eagle Rearm (+25%). High Command also hands out help: a free stratagem that takes no slot for a day or an operation, or the Democracy Space Station's effects on the planet it orbits (Major Orders and Campaigns).

4.2Who you fight: planet forces

The planet panel names the enemy forces present. A subfaction changes the loadout more than any modifier; Subfaction adjustments has the swaps.

  • Terminids: the Predator Strain, Spore Burst Strain and Rupture Strain; the Dragonroach label (it replaces the Bile Titans) and the Hive Lords label. Unit by unit in Strains.
  • Automatons: the Jet Brigade, Incineration Corps and Cyborg Legion, and the Hulk, Heavy Armor and Devastator Surges (more Hulks; more tanks and Striders; more Devastators). Unit by unit in Subfactions.
  • Illuminate: the Invasion Fleet, Mindless Masses, Appropriators and Vote Snatchers. Unit by unit in Fleets.
  • Older labels in the game's effect list, none active on September 26, 2026: Factory Strider Surge, Charger Rampage, Impaler Rampage and Spore Burst Scavenger Rampage.
  • Heavy SEAF Presence (friendly, since 7.0.0): Pelicans drop SEAF squads of six (a leader, two riflemen, two specialists and a medic) on divers facing heavy fighting, aimed at solo divers and short squads. Status: unavailable since September 21, 2026. Mega City maps still start with SEAF you can recruit.

4.3Weather

Environmental conditions come with the planet, mostly through its biome, and do not change with difficulty. What each does, and what to do about it:

  • Acid Storms. Armor value -1 for divers and enemies while the storm lasts.
  • Blizzards and Sandstorms. Nothing past about 25 m is visible, enemy detection and auto-targeting ranges drop about 60%, and walking slows; lock-on ranges are unaffected. A stealth window: energy shields block the storm, and the Muscle Enhancement booster eases the slow. Its effect: Less slowdown in snow, mud, water, foliage, barbed wire, blizzards, sandstorms and acid (not slopes or tremors).
  • Extreme Cold. Rate of fire about -10%; the Quasar Cannon reloads 2.5 s faster. A creator's test says heat weapons also cool faster once overheated unverified.
  • Intense Heat. Maximum stamina halved (regeneration unchanged); the Quasar Cannon reloads 2.5 s slower, and by the same test heat weapons cool slower unverified. A stamina booster helps.
  • Fire Tornados. Wandering tornadoes leave burning trails; touching one sets you alight, so dive to put yourself out. They follow patrol paths, so high rocks and city rooftops are safe, and enemies see less during the storm.
  • Ion Storms. While one is active nobody can call a stratagem, Reinforce included, and the minimap goes dark. SEAF Artillery still fires. If every diver is dead during a storm, the mission is lost: stay alive until it passes.
  • Meteor Storms. Blue glows mark the impact points; a hit kills even through a personal shield, and impacts can destroy objectives far from you.
  • Rainstorms and Thick Fog. Visibility about 35 m in rain and about 50 m in fog, where enemy detection also drops from 50 m to 30 m.
  • Tremors. Drain stamina, stun creatures and only slow divers, in an area around a random diver.
  • Volcanic Activity. Glowing marks (red by day, white at night) show where burning rocks will land and leave fire.

4.4The Gloom and the Exostorms

  • The Gloom (Terminid space). Light, Moderate and Heavy Gloom add 20, 30 and 40 seconds to the extraction wait; Moderate and Heavy Gloom also slow the Eagle's rearm, and Heavy Gloom halves the ammunition from pickups. A Gloom Source (a Hive World) means reinforcements -20%, Eagle rearm +30% and ammunition from pickups -50%, and Roving Shriekers from Hard.
  • Exostorms (Illuminate planets with active Exospires). At Class 1 the biome's weather runs nonstop with rare lightning strikes. After about 72 and 120 hours respectively, a storm typically reaches Class 2 (more lightning, tornadoes that lift and kill whatever they catch) and Class 3, whose constant lightning kills divers in light and medium armor: wear heavy armor there. Destroying the Exospire in Destroy Exospire calms most storm effects for the rest of that mission.

4.5Terrain and structure hazards

  • Plants. Bug Mines burst into slowing acid; Ice Plants release a stasis cloud; Moor Mushrooms throw a smokescreen and a shockwave that launches divers; Spike Plants slow, drain stamina and can kill even heavy armor at point blank; Volcano Plants vent gas that ignites when shot. Shrubs and ferns slow you, but crouching or lying in one hides you from enemy eyes.
  • Lava. Lava keeps setting you alight, lava geysers erupt about every 20 seconds, and lava pits kill instantly and destroy dropped gear.
  • Things that explode. Damaged Hellbombs (25 m blast when shot; unmarked from Challenging, on Deadlands at every difficulty), exploding barrels near buildings and terminals, forklifts, cars, and the Automatons' contact mines and barrels. Use them on the enemy.
  • Automaton ground. Barbed wire slows and cuts; contact mines guard outposts and, at high difficulty, open ground.
  • Caves (Hive Worlds). Stratagems land only through openings in the roof, and Reinforce drops you at the nearest entrance.
  • Your own Super Destroyer. Leave the mission area, or kill 9 civilians or SEAF soldiers, and it shells you with its 380 mm guns until you die.

4.6Biomes

Every planet has one biome, and the biome sets its weather: desert worlds bring heat, sandstorms, tremors or acid storms; Moon worlds cold and meteors; jungles rain, volcanoes or Ion Storms; arctic worlds blizzards and cold; moors rain, fire tornadoes or Ion Storms; swamps fog or rain, and their tall trees can block aerial stratagems; the Deciduous and Autumn forests have no weather at all. The special worlds add their own: the Hive Worlds (caves and the Gloom Source), the Magma Desert (heat and lava), the Cyberstan Megafactory (cold) and the Void worlds. Colonies, Mega Cities and Megafactories sit on top of a planet's biome and keep its weather; among their tall buildings the Super Destroyer repositions so orbitals can reach the target, and Eagles adjust their runs.

Getting out

Extraction

Call extraction only when the squad is ready to hold the pad for 120 seconds. Keep at least one diver within 50 m of the beacon, and board last: the shuttle lifts off 20 seconds after the first diver boards, and reinforcements stop the moment anyone does.

The Pelican-1 shuttle descends on its thrusters onto a marked landing pad between tall buildings in the rain at night
The Pelican-1 extraction shuttle sets down on a city landing pad. Official image from an Arrowhead Steam post (August 19, 2025), captured on PS5.
  1. Finish every main objectiveExtraction unlocks only then.
  2. Go to the extraction zone and set upThere is one per map, plus a second if your squad cleared a Secondary Extraction Zone. Once the main objective is done, the patrol surge concentrates around the extraction zone (patch 1.001.104), so expect it to be the hottest spot on the map: resupply, and place sentries and mines on the approaches before you call.
  3. Activate the terminalA short directional code calls the shuttle.
  4. Hold for 120 secondsAt least one diver must stay within 50 m; if everyone leaves, the call aborts after 20 seconds outside the circle. Complex Stratagem Plotting makes the wait longer, as do the Gloom (20, 30 and 40 seconds by level) and a Pilot Shortage (+30 s). The Expert Extraction Pilot booster shortens it: Extraction shuttle arrives 30% faster (2:00 -> 1:24).
  5. Clear the padThe Pelican lands only when the pad is clear of enemies, firing its cannon on the way down; with nobody at the pad it circles and keeps shooting. Hellpods within 10 m of the pad retract when it lands, and supply pods spill their contents first.
  6. Board lastOnce the first diver boards, or the mission timer hits zero, a 20-second countdown starts and no one can be reinforced. A badly damaged shuttle leaves as soon as one diver boards, without waiting.
Samples ride with their carrier

Only what boards the shuttle counts. Divers left behind lose the samples they carry, while samples brought aboard are safe even if their carrier dies afterward. Requisition and XP for completed objectives are paid either way, except for the carry objectives that end with extracting the item.

The steps follow the wiki's Extraction page (revised September 24, 2026).

5.1When the timer runs out

The Super Destroyer leaves orbit: stratagems and reinforcements stop, and an emergency shuttle comes to the extraction zone on its own, so nobody needs to call or hold it. You still have to reach it alive, with no Resupply, no Reinforce and no Eagle.

5.2Special cases

  • Eradicate missions and Evacuate High-Value Assets use fixed pads where the shuttle lands almost as soon as the objective is complete.
  • Activate TCS+ Station calls the shuttle automatically when it completes.
  • Hive Worlds can put the extraction inside a cave, and it is always guarded.
  • A squad wipe after the main objective still counts as a success, but the samples everyone carried are lost.
The whole deployment

Operations and Commando missions

Plan for the whole operation, not one mission. Its modifiers hold for every mission, one failed mission fails the rest, the Medals rise with each mission, and the war counts the final mission four times community-tested. Commando operations on Automaton worlds play differently: stealth, a Destroyer that leaves after 60 seconds, and reinforcements from pods you have to find.

6.1How an operation works

An operation is a chain of missions on one planet (1 at difficulties 1-2, 2 at 3-4 and 3 from 5). Finish them all for the operation's full Medals (1, 2, 6, 8, 18, 21, 24, 29, 33 and 36 at difficulties 1 to 10); fail one and the rest of the operation fails with it. The operation type depends on the planet and the campaign:

  • Peacekeeping Operation (any enemy planet under liberation): the regular chain, with random operation modifiers.
  • Defend Planet (a Super Earth planet under attack): defense-only missions such as Evacuate High-Value Assets, and Repel Invasion Fleet in Illuminate city regions, beside eradicate and regular missions. No random modifiers.
  • City Operation (Mega City regions): city layouts and city-only missions, SEAF and civilians on the map, and Leviathan Blockades over Illuminate-held cities from Impossible.
  • Commando Operation (any Automaton planet under liberation, since patch 6.0.1): the Commando missions below.
  • Megafactory Operation (Automaton Megafactory regions, Cyberstan included): Halt Cyborg Production, with Raze Strategic Infrastructure and Erase Terrorist Memorials as tactical objectives.
  • Disrupt Socialist Industries (the Magma planets): the platinum and organic-plasma missions, with Destroy Transmission Network, Eliminate Automaton Hulks and the Supply Base targets as possible tactical objectives.
  • Automaton Data Center (special planets): severely limited Destroyer support, as in Commando operations.
  • Liberate Hive World (Terminid Hive Worlds): caves, the Gloom Source effect and the Hive World missions.
  • Activate TCS+ (TCS+ planets): Activate TCS+ Station.
  • Quell Exostorm and Avert Void (Illuminate planets with an Exostorm): Destroy Exospire; in Avert Void, Warp Ship blitzes run even at Trivial and Easy.
  • Void operations (Void planets, when the war has them): several randomized primary objectives per operation, secondary extraction zones and SEAF squads.

6.2Defense: Evacuate High-Value Assets

The defense mission you will meet most got much harder in patch 7.1.0 (the 7.1.0 notes). Defend two generators inside a walled compound while 8 evacuation rockets launch one every 1:45; you get 90 s to prepare (or start early at the terminal). Use the preparation time: close the gates, place sentries, mines and the site's HMG emplacements on the approach lanes, and keep one anti-tank shot ready for whatever reaches the walls. Turret and mortar sentries have 400 health since 6.3.0 doubled it.

The rules, with the bug front's specifics at the end: Defense campaigns only, D5-10 (20 min timer; ends about 15:30 after drop); 7.1.0 made it harder: more waves, shorter gaps (60->42 s at start, 40->28 s at end), more enemies per wave and per extra diver, SEAF can appear, common samples added; Chargers collapse gates; Stalkers only with the Predator Strain; since 7.1.0 Shriekers can spawn without Roving Shriekers.

  • Automatons: an anti-tank emplacement, or two divers on a team-reloaded Recoilless Rifle, can down dropships before they unload; Gunships come only with the Gunship Patrols modifier.
  • Illuminate: the mission is titled Defend Evacuation Site and also runs in Illuminate-held city regions. Harvesters and Stingrays are the generator killers, and Elevated Overseers fly over the walls.

6.3Commando missions

Commando operations put a squad behind Automaton lines with almost no support. The rules, from the wiki's Commando Missions page and the patch notes:

  • The Super Destroyer stays 60 seconds after the first drop, then leaves. Each diver's Call In Super Destroyer (↑ ↑ ↓ ↓ ← → ← →) brings it back once per mission for another 60 seconds, so a full squad has four returns: stagger them for when you need stratagems most.
  • Reinforcements: the squad starts with none and gets 12 in all, whatever its size, from four Reinforcement Pod sites of three each. Link them to the Destroyer early; the reinforcement boosters are unavailable here.
  • Threat level: every time the bots call reinforcements, the operation's threat rises and patrols grow larger and heavier. Kill the flare-carrying Troopers and Commissars before they fire (Infantry) and avoid patrols. Night and fog help: the wiki's Stealth page records shorter enemy sight in both.
  • An extra objective joins from Medium, from a marked Hulk to an Intercept Convoy.
  • Acquire Evidence hands you a Tactical Video Camera that takes the support-weapon slot, so one diver drops without a support weapon; leaving without the camera fails the mission. Extract Intel: lifting the intel package sounds a base-wide alarm unless its antenna is down, but destroying the antenna early wrecks the container. Secure Black Box: find the downed SEAF recon craft and extract with its black box. Steps and difficulty ranges are in the Automaton table (Mission types).

6.4Mission stratagems

Most objectives hand you the stratagem they need when you reach them: the Super Earth Flag, the Seismic Probe and Prospecting Drill, SSSD Delivery, Upload Data, the Hive Breaker Drill, the Cargo Container, the Tactical Video Camera, the Portable Comms Relay, the Aquifer Drill, the E-711 extraction drill, SEAF Artillery, the Reinforcement Pods link, Call In Super Destroyer and the NUX-223 Hellbomb. None takes a slot, and neither do Reinforce, Resupply, the SOS Beacon and Eagle Rearm, which every diver always has. Their codes are in Mission stratagems.

Before you drop

Drop checklist

Run through this at the war table before every operation.

  • Pick the difficulty for your goal: learning at Medium or Challenging, Medals at the highest level you always finish, super samples from Extreme, Super Credits and Medal cases at Trivial to Medium (Difficulty and rewards).
  • Read the planet: the modifiers, the enemy forces and the weather (Modifiers and hazards).
  • Match the loadout to the mission family: spawner-closers for blitzes and outposts, anti-tank for eliminate missions and anything from Challenging up, sentries and emplacements for defenses, a one-handed sidearm for carries (Loadout principles).
  • Bring a booster nobody else in the squad has: duplicates do not stack (Boosters in a squad).
  • On the ground, route through the side objectives that fight back, take SEAF Artillery and every point of interest you pass, and clear only the outposts in your way.
  • Watch the mission timer: when it hits zero, the Destroyer leaves and takes your stratagems with it.
  • At extraction, set up before you call, keep one diver inside 50 m, pick up the samples of anyone who fell, and board last.

Briefing14

The Galactic War & Major Orders

How liberation, defense, Major Orders and Campaigns work, what taking part earns you, and the story so far with its spoilers sealed.

6 chapters~16 min readapprox2community1unverified56 sealed spoilers
On this page6 chapters
The war in one minute

How the war works

Your part is simple: fight on the planets the current Major Order names, or on the defense under way, at the highest difficulty your squad finishes, and complete whole operations. Every successful mission chips away at a planet's health, the last mission of a completed operation counts the most, and a failed mission counts for nothing. Everyone on every platform fights the same war, and a Game Master at Arrowhead steers it.

The Galactic War map zoomed on an Automaton-held sector: planets joined by red supply lines, the sector's liberation percentage, and panels for the Major Order and a Personal Order
The Galactic War map in June 2024: a sector's liberation percentage, its planets and supply lines, and the order panels (no Major Order active at that moment, and a daily Personal Order). Official image from Arrowhead's June 2024 community update (June 25, 2024).

1.1One war, one map

The Galactic War never resets. The galaxy map groups planets into sectors joined by supply lines (warp links), shown on the map with the attack origins since mid-2024. A planet can be fought over only while it has an active campaign, and a liberation campaign needs a supply line back to at least one Super Earth planet: cut every link and the campaign fails. Territory is split among 3 enemy factions: the Terminids in the east, the Automatons in the west, and the Illuminate. Each planet shows its biome, weather, operation modifiers, the enemy forces present, its regions and its liberation or defense progress; how those change a mission is in Modifiers and hazards.

1.2Campaign types

  • Liberation. Super Earth attacks an enemy planet it is linked to. Drive the planet's health to zero against its hourly Enemy Resistance; there is no time limit, but the campaign fails if every supply line is cut.
  • Defense. An enemy attack on a Super Earth planet, shown as an arrow from the attacking planet. Deplete the attack's own health pool before the deadline: 24 hours by default, 48 with a Mega City or Megafactory unless the Jet Brigade leads the attack, and always 48 on Magma, forest and oasis worlds. Defenses have no Enemy Resistance and no random operation modifiers, and a planet that falls restarts at 0% liberation.
  • Gambit (a community term). Liberate the planet an attack comes from, and the linked defense ends in Super Earth's favor at once. It is often impractical when that planet has high health or resistance.
  • Urgent Liberation. A timed liberation, a defense in reverse; it has been used for Exostorm planets.
  • Siege. An enemy planet surrounded by Super Earth planets: its resistance turns negative and it slowly liberates itself.
  • Regions. Settlements, Towns, Cities and Mega Cities (and Automaton Megafactories) on a planet, each with its own health (100,000, 200,000, 400,000 and 600,000 by size; a few story regions are larger) and resistance. Freeing a region deals 1.5 times its health to the planet, and more regions open as a liberation advances or a defense drags on.
  • High-Priority and Recon. Story campaigns with their own missions follow the Major Order, and their very high resistance falls as story milestones are met. Recon planets stay open while their sector is active but cannot be liberated.

1.3Planet health and Enemy Resistance

A planet without regions has 1,000,000 health, and each region adds its own on top: a planet with a Settlement, a Town and a City has 1,700,000. Special worlds are bigger; on September 26, 2026 the Hive World Omicron had 3,000,000 and several Magma and new-biome worlds 2,000,000. Enemy Resistance, which the community calls decay, is a fixed regeneration: about 10,000 health an hour (1%) on many ordinary planets and about 100,000 an hour on Omicron, while a besieged planet regenerates in reverse. Resistance does not change what you meet on the ground, which Arrowhead support has confirmed. The liberation percentage on the war table is simply 100% minus the share of health the planet has left.

1.4How your missions count

Every successful mission deals influence by its difficulty, and only the main objective matters. The last mission of a completed operation deals four times its influence, so failing it throws away the biggest share. The sum is multiplied by the Galactic Impact Modifier, which falls as more missions are completed across the whole galaxy, and taken off the planet's health (or the attack's). These rules are the community's reconstruction on the wiki's Second Galactic War Mechanics page (revised August 13, 2026), backed by quoted staff messages rather than patch notes community-tested.

  • Harder is worth more. A completed Super Helldive operation deals about 4.5 times the influence of a Trivial one (612 against 136). Farming Trivial missions barely moves the war; the wiki cites Arrowhead staff on that.
  • One impact per mission, not per diver. Only the host's mission counts, so a squad of four deals one mission's impact, the same as a diver playing alone.
  • Every mission counts. Since a backend change in May 2025, each successful mission deals its impact at once and the finished operation adds its bonus; before that, impact landed only when a whole operation finished.
  • The modifier moves. The official war status read 0.0115 at 14:38 UTC on September 26, 2026, and 0.0112 at 15:23 approx. The formula behind it is not public unverified.
  • Liberation lags. Progress moves only as missions finish, so a planet the community has just moved to shows little change for the first hours.

What an operation is, and why finishing it matters, is in Operations and Commando missions.

1.5Other war systems

  • A shared pool of lives. A story battle can add a community-wide reinforcement counter: every Helldiver death on the contested planet draws from one shared budget, which orders can top up, and the battle is lost if it runs out.
  • Regions as targets. Major Orders often name a city or a Megafactory; freeing one gives its planet a big one-time jump in liberation.
  • A map that changes. The war has changed the map itself for good; the sealed boxes in The story so far say how.
What High Command asks

Major Orders and Campaigns

Check the Major Order every time you log in, and play its planets: when the community wins it, it pays Medals (usually 35 to 55 an order in 2026). Since June 2026 Major Orders come grouped in Galactic War Campaigns of about three orders over two weeks, and when the community wins a majority of the campaign's Major Orders, everyone who took part gets the campaign's reward. Do your daily Personal Order on the way.

A Helldiver gives a thumbs-up to a ship's officer across a round table that shows the galaxy in three faction colors
A Helldiver and a ship's officer at the Control Center, the terminal for Galactic War Campaigns. Official image from the 6.3.0 patch notes (June 16, 2026), captured on PC.

2.1The kinds of orders

Pays Medals

Major Order

One at a time as a rule, usually three to seven days in 2026. Typical tasks: liberate or hold named planets, defend against a number of attacks, kill a number of enemies (sometimes a named unit, or with a named weapon), extract samples, complete operations or missions on a planet, or liberate more planets than are lost. A win pays Medals, sometimes also an item, a stratagem or a cape.

Pays effects

Minor Orders and Strategic Opportunities, Threats and Imperatives

A day or two beside a Major Order, often on another front: a quick liberation, defense or kill count. They usually pay an effect instead of Medals: a temporary stratagem for everyone, an easier Major Order, or a debuff lifted. Ignore a Strategic Threat and its war-wide debuff can stay in place.

Pays gear

Galactic War Campaign

About two weeks and normally three Major Orders telling one story arc (since patch 6.3.0). If the community wins a majority of the campaign's Major Orders, every diver who took part gets one reward: a vehicle, a weapon, a piece of armor, a stratagem or a cape.

Daily

Personal Order

Your own daily task (kills, samples, extractions) for 15 Medals, and your squadmates' progress counts toward it. It resets at 09:00 UTC, according to a single wiki sentence unverified. More in Orders and their rewards.

The community also votes: every 4 hours on where the Democracy Space Station goes next, and sometimes on a story choice, such as which planet to liberate or raze. The result shapes the next orders. Orders often hand every diver a temporary extra stratagem that takes no slot, for a day or an operation (the Jump Pack for 24 hours in January 2026, for example).

2.2Campaigns and the Control Center

The Control Center terminal, opposite the Armory on your Super Destroyer, shows the current and past campaigns with their dispatches, orders, results and rewards. It shows the community's result, not whether you personally qualified. Arrowhead's creative director wrote on September 25, 2026 that campaign length and phases are being reworked for the next big update, so that community choices shape the endings more (A Look Back). What a campaign pays is in Rewards for taking part.

2.3The Democracy Space Station

The Democracy Space Station (DSS) is the community's own warship. The community votes on its next planet every 4 hours, and the winner gets the station when the vote ends (sooner if its current campaign ends). While it orbits a planet it gives that planet a small liberation boost and cuts Patriot and Emancipator exosuit cooldowns there by 35%. Divers fund one Tactical Action at a time, each diver donating up to 75 common samples, 50 rare samples and 50,000 Requisition every 24 hours:

  • Eagle Storm (6,480,000 common samples; 24 hours; a 4-day cooldown): Eagle strafing runs across the planet's missions, except while a diver is inside an objective zone, and a paused defense timer.
  • Orbital Blockade (4,320,000,000 Requisition; 24 hours; a 2-day cooldown): no new attacks can start from the planet (one already running continues), and every diver there gets the Hellpod Space Optimization booster's effect.
  • Heavy Ordnance Distribution (4,320,000 rare samples; 24 hours; a 5-day or 6-day cooldown, depending on the wiki unverified): an extra Orbital 380mm HE Barrage for every diver, and faster liberation.

Its in-mission actions fire less often the higher the difficulty. The costs and cooldowns come from the wikis only (the wiki's DSS page), and on September 26, 2026 the station was not in orbit anywhere. If your ship modules are finished and your samples sit at the cap, donating them costs you nothing.

What you get

Rewards for taking part

Log in at least once during every campaign whose reward you want; playing a mission is the safe habit. A campaign's reward goes to every diver who logged in during its window, but only if the community wins a majority of the campaign's Major Orders, and Arrowhead support does not hand out rewards you missed.

  • Major Order Medals (usually 35 to 55 an order in 2026) when the community wins; the 2026 orders offered 2,135 Medals from January through September. No Arrowhead source says who qualifies for Major Order Medals, so play during the order to be safe unverified. Medals cap at 250: spend down before a big order pays out.
  • Campaign rewards: one item per campaign for everyone who took part (below).
  • Personal Orders: 15 Medals a day, whatever the war does.
  • Temporary stratagems from orders, which take no slot while they last.

3.1Campaign rewards so far

The campaigns since patch 6.3.0 and the reward each one offered, oldest first. Whether each was won is a story beat, sealed below.

  • Census Thunder: the M-103 Supply FRV, which becomes a Requisition purchase for everyone in October 2026.
  • Celestial Fence: the R-4 Hyena primary.
  • Lightning Intercept: the KDM-500 Outrider helmet.
  • Permanent Enclosure: the KDM-500 Outrider armor.
  • Void Piercer: the IX-Voidwalker helmet.
  • Counterdissident Hammer: the Eagle Gas Airstrike.
  • Blazing Electorate: the Message of Morale cape.
  • Armored Eagle (running since September 22, 2026): the TD-110 Maelstrom tank according to the wiki; the Control Center card shows only "1 stratagem".

Rewards arrive in the stratagem or armory menus, and a stratagem reward appears only when you pick your mission loadout. Arrowhead's support article lists the exact windows of the first six (I didn't get a campaign reward, updated September 25, 2026). The warbond guide lists these among the free gear (Superstore and free gear).

Campaign results -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open

Six of the first seven campaigns were won, each by winning at least two of its three orders. Blazing Electorate lost two of its three orders and became the first failed campaign, so the Message of Morale cape was never issued. Armored Eagle's first order was won on September 26, 2026.

Where to fight

The fronts

New to squads? Drop where the divers are: Quickplay fills fastest on the busiest front, which on September 26, 2026 was the Terminid front by a wide margin. The fronts shift every day, so check a live war map before you pick a planet; each enemy tab covers what its front throws at you.

East

Terminids

Bugs farmed for the fuel Element 710. Subfactions: the Predator Strain, Spore Burst Strain and Rupture Strain. Their hardest ground is the Hive Worlds inside the Gloom, fought partly in caves. The front today

West

Automatons

Machines descended from the old Cyborg enemy. Subfactions: the Jet Brigade, Incineration Corps and Cyborg Legion. Their hardest ground is the Megafactory worlds and the Magma planets. The front today

The third enemy

Illuminate

Supposedly wiped out a century ago. Fleets: the Invasion Fleet, Mindless Masses, Appropriators and Vote Snatchers. Their hardest ground is the Mega Cities, the Exostorm planets and, when the war has them, Void planets. The front today

4.1The war on September 26, 2026

A snapshot of the official war status at 14:38 UTC; it is out of date by the time you read it approx.

  • 40 campaigns, all liberations; no defense was running.
  • Terminids: 9 campaign planets and about 62,500 divers, 63% of those on campaign planets. The busiest planet was Luxuriant, with about 21,300.
  • Automatons: 12 planets and about 27,200 divers (27%); the busiest was Matar Bay, with about 13,900.
  • Illuminate: 19 planets and about 10,300 divers (10%); the busiest was Alaraph, with about 5,100.
  • In all, about 100,000 divers on campaign planets and 105,500 in the war. The shares moved during the day: the bug front held 66% at 12:00 UTC and 61% at 15:23.
  • Between orders: no Major Order was active, the Democracy Space Station was not in orbit, and Pandion-XXIV was under siege, liberating itself.

4.2The war in numbers

1.05B
Missions won
91%
Mission success rate
420B
Enemies killed
9.0B
Helldiver deaths

Since launch, the official war statistics count about 1.05 billion missions won against 102 million lost (91% success); 224.6 billion Terminids, 119.0 billion Automatons and 76.8 billion Illuminate killed; and about 9.0 billion Helldiver deaths, about 11.6% of them by friendly fire (September 26, 2026).

Story · spoilers sealed

The story so far

The war tells a story through Major Orders, dispatches and what the community wins or loses. The setup and the public milestones below spoil nothing; every later turn sits in a sealed box, so open only what you want to know. Search never reads the sealed boxes.

5.1The setup

A century after the First Galactic War, the Federation of Super Earth lives under "Managed Democracy". Then the Terminids, bugs farmed for the fuel Element 710, break out in the east, and the Automatons, machines descended from the old Cyborg enemy, rise in the west. Super Earth thaws its Helldivers and drops them planet by planet. The Illuminate, supposedly wiped out a century ago, are the third enemy. The whole community fights one war together, and many story beats turn on what the players achieve or fail. The game's calendar runs 160 years ahead of ours, so 2026 is 2186.

5.2Public milestones

February 8, 2024
Launch
The Helldivers deploy against the Terminids and the Automatons in what Super Earth calls special military operations.
May 15, 2024
War declared
The conflict is officially declared the Second Galactic War.
September to November 2024
The Democracy Space Station
The community builds the DSS and switches it on.
October 2024
The Jet Brigade
An elite jetpack Automaton brigade appears.
September 22, 2026
Armored Eagle
A defense contractor's new Maelstrom tank is tested at the front; the campaign is running.

The named updates so far: Escalation of Freedom (August 6, 2024), Omens of Tyranny (December 13, 2024), Heart of Democracy (May 20, 2025), Into the Unjust (September 2, 2025), Machinery of Oppression (February 10, 2026) and Devoid of Liberty (August 12, 2026).

5.3The story, sealed by year

Story so far · 2024 -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open
  • March: Operation Valiant Enclosure switches on a Terminid Control System across the bug front's barrier planets.
  • April: Malevelon Creek, a notorious bot planet, is liberated, and Operation Swift Disassembly pushes the Automatons off the map, only for them to strike back within days.
  • April to June: a Terminid Supercolony forms on Meridia. Super Earth answers with an experimental substance, Dark Fluid, which leaves a black hole where the planet was.
  • August: a vast spore cloud, the Gloom, begins to spread through Terminid space.
  • December 13: Omens of Tyranny. The Illuminate return and raid Super Earth's colonies.
Story so far · 2025 -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open
  • February to April: the Meridia black hole drifts toward Super Earth and destroys planets before it is stopped, while expeditions into the Gloom meet new Terminid strains.
  • May: Heart of Democracy. The Illuminate's Great Host invades Super Earth itself, and a ten-day battle is fought through its cities.
  • June to August: Super Earth rebuilds, a new law expands the Super Destroyer fleet (timed with the Xbox launch on August 26, 2025), and the Jet Brigade returns with jetpack Devastators and Hulks.
  • September to November: Into the Unjust. A forward base inside the Gloom leads Super Earth to the first Hive World, fought over in its caves.
  • December into January 2026: Operation Free Space. The Magma planets fuel a DSS superweapon, the Star of Peace, which is fired once.
Story so far · 2026, January to September -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open
  • February: Machinery of Oppression. Operation Valid Pretext marches on Cyberstan, the Automaton homeworld, and its Cyborg Legion, with a shared reinforcement budget for the whole community (200 million reinforcements at the start, topped up by orders). The operation fails, and Cyberstan stays in Automaton hands.
  • March to May: Illuminate Exospires spawn Exostorms, the Appropriators arrive, and the first planet vanishes into the Void.
  • June to August: the first Galactic War Campaigns (Census Thunder, Celestial Fence, Lightning Intercept, Permanent Enclosure) build a new Termicide wall and fight an Automaton orbital superweapon.
  • August 12 to 23: Devoid of Liberty. In the Void Piercer campaign, Helldivers and SEAF squads enter the Void to find its source. By then 15 planets had fallen into the Void; Hort and Rirga Bay were saved in time. The Void dissolved on August 23, 2026, when its Source Planet was liberated.
  • August 25 to September 21: Counterdissident Hammer (sabotage against the Termicide wall) and Blazing Electorate (a Cyborg plot against Super Earth's Quarter-Term elections). Blazing Electorate becomes the first failed campaign, and SEAF battalions are recalled from the front to guard the re-vote.
Story so far · the map, changed for good -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open

Meridia became a black hole in 2024 and Penta in 2026. In 2025 the moving black hole destroyed Angel's Venture, Moradesh and Ivis, which the war map now marks as fractured planets.

Story so far · open threads on September 26, 2026 -- click or press Enter to reveal ◈ spoiler sealed · click or Enter to open
  • Arrowhead's creative director says the Void "isn't finished with us", and its Vote Snatchers remain in the Illuminate roster.
  • The new Termicide wall keeps being sabotaged: a wall planet, Fronteria, fell back to the Terminids during Armored Eagle's first order.
  • Cyberstan is still Automaton territory.
  • The SEAF squadmates remain recalled after the failed election campaign (per the wiki).
Today's front

Live war maps

This manual never shows the live war: the numbers on this tab are one dated snapshot. For today's front, open the war table on your Super Destroyer, or one of the trackers below, which read the official war feed.

  • In the game. The Galactic War table shows every planet's progress and the current orders, and the Control Center shows the campaign.
  • Helldivers Companion. War progress and planet liberation; it installs as a web app on a phone.
  • Helldivers Training Manual. Planet-by-planet live status and ownership history; its stratagem and enemy pages stop at late-2024 content.
  • divers.gg Liberation Map. A live war map unverified.
  • helldivers-history. Graphs of the war over time.
  • Galactic Wide Web. A Discord bot that keeps a war dashboard in your own server and posts new Major Orders, dispatches and DSS moves.
  • The records. The wiki's Major Orders and Campaigns pages log every order and campaign with its result, spoilers included.
Dead or stale

helldivers.io, the live map most 2024 guides link, now redirects to an error page, and helldivers.news still shows a 2024 patch and an old Major Order. Use the trackers above.

More tools, and the community war API for builders: Tools and wikis.

Directory15

Community, Tools & Patch History

The wikis, war maps and calculators worth bookmarking, the communities and creators to follow, the known bugs, and every patch from launch to today.

6 chapters~50 min readapprox4community2unverified19
On this page6 chapters
Bookmark these

Tools and wikis

Four bookmarks cover almost everything: the Helldivers Wiki for numbers, a live war map for where the fighting is, the Steam news hub for patch notes, and Arrowhead's Known Issues list before you report a bug. Add the official Discord when you start looking for squads, and a code trainer if calling stratagems slows you down. The sites on this tab were checked on September 26, 2026; fan sites come and go, so the dead ones are listed too.

Numbers

The Helldivers Wiki

helldivers.wiki.gg has every weapon, enemy anatomy table, warbond and patch, with per-item change histories that list the changes patch notes left out. This manual's weapon and stratagem numbers come from its datamine modules (revised September 25, 2026).

The live war

Helldivers Companion

helldiverscompanion.com tracks planet liberation and the war's progress, and installs as a web app on your phone. In the game, the Control Center terminal on your Super Destroyer shows the current Campaign and its Major Orders.

Patch notes

The Steam news hub

Arrowhead posts full patch notes on the Steam news hub first, with warbond reveals and developer posts. The patch history on this tab summarizes every build.

Bugs

The Known Issues list

Arrowhead keeps the confirmed bugs it plans to fix on one support page. Check it before you file a ticket; Known bugs explains the ones that change how you play.

Squads

The official Discord

The official HELLDIVERS Discord (about 1.32 million members approx) has #lfg-general for finding a squad and #troubleshooting for help. Friendlier, smaller servers are in Communities and creators.

Practice

Stratagem Hero Online

A browser copy of the ship's stratagem-code minigame at combustibletoast.github.io, keyboard only, which the official account shared in February 2024. Learn the codes here before a mission asks for them in a hurry.

1.1Wikis and databases

Start with helldivers.wiki.gg: it is by far the most active wiki. Many of its pages show a "Last Updated" marker with the patch they were checked against, so compare that with the patches since before you trust a number. The rest are for a cross-check or one specific job.

ResourceBest forCheck before you trust it
Helldivers Wiki (wiki.gg)Every item, enemy (armor by body part), warbond and patch; change histories that record datamined "Undocumented Changes"; troubleshooting pagesThe active one: 158 editors in the last 30 days and 18,109 pages (September 26, 2026). Check each page's "Last Updated" patch
Helldivers Wiki (Fandom)A second opinion22 active editors; some pages are flagged out of date
PCGamingWikiPC settings, config file locations, field of view, the anti-cheat (nProtect GameGuard) and matchmaking middlewareCommunity-kept; it also notes that the game is always online
Helldivers Training ManualLive war status, planet ownership history and stratagem-code practiceIts stratagem and enemy pages stop at late-2024 content (the Illuminate list ends at the Warp Ship)
divers.ggA fan database and a live war mapA single fan source whose data were not audited unverified. Its Superstore tracker matters less while every set stays on sale (rotation: none since April 28, 2026)
u.gg (Helldivers 2)Editorial tier lists and builds per frontOpinions, updated for the newest patch when checked community-tested; see the weapons tab's dated tiers
Steam Community guidesLong player-written guidesQuality varies: one tier-list guide says it is sourced from u.gg and mixes up some warbond items; check the date against the patch history

1.2War maps, apps and bots

This manual never shows the live war, because it changes by the hour. For where the fighting is, open the Control Center in the game or one of these maps; the war tab explains what the maps show.

ToolBest forStatus (September 26, 2026)
The Control Center (in game)The current Campaign, its Major Orders and reward, and an archive of past CampaignsOn your Super Destroyer, across from the armory, since 6.3.0
Helldivers CompanionWar progress and planet liberation; installs as a web app on a phoneLive; linked from the wiki's main page
Training Manual: Live War StatusPlanet-by-planet status and ownership historyLive; its war-status feed answered
divers.gg Liberation MapA live war mapLive unverified
Democracy HubA galactic map plus a loadout builder, a randomizer and an enemy simulatorLive unverified
PropBuilds Major Order trackerMajor Order progress with an "on pace" check, and the fronts with player countsLive; a page on a merchandise store unverified
HD2 Galactic War MonitorWar updates, stratagems and a bestiary on an Android phoneUpdated September 26, 2026; 10,000+ installs, 4.3 stars
helldivers-historyGraphs of the war over time, from the community war APIUpdated September 26, 2026
Galactic Wide Web (Discord bot)A self-updating war dashboard in your own Discord server, with alerts for new Major Orders, dispatches, Democracy Space Station moves and Steam patch notesCode updated September 24, 2026
Democracy Bot (Discord bot)Planet, Major Order and dispatch stats on demandCode updated August 14, 2026 unverified
Major Orders recordA full record of past Major OrdersUpdated August 20, 2026 unverified

1.3Calculators and loadout builders

A damage calculator answers "how many shots does this part take" better than any video, but only for the patch its data comes from: find the data date first. For whether a weapon can hurt a unit at all, this manual's penetration ladder and weapon comparator use data checked against 7.1.1, and the loadout coverage check tests a whole loadout.

ToolBest forCaveat
Managed BallisticsShots to kill per body part, any weapon against any enemyBuilt from the wiki plus a datamine; check its data date
SuperCalcDamage calculationStale: its enemy data stops at 6.2.3 (1.006.203), before 6.3.0 changed several enemies
Helldivers 2 Damage CalculatorDamage calculationDoes not say where its data comes from unverified
Democracy Hub loadout builderLoadouts filtered by the warbonds you own, with an auto-optimizerIts "optimal" picks come from its own model unverified
Helldivers HubLoadout templates to share with your squad before a missionA fan tool unverified
Helldivers 2 ChallengesCreate, save and share loadoutsA fan tool unverified

1.4Stratagem code practice

Drill the codes for your four stratagems until you stop looking at them; Calling stratagems on the Getting Started tab covers the controls.

  • Stratagem Hero Online: a browser copy of the minigame, keyboard only; the official account shared it in February 2024.
  • Stratagem Trainer: code practice in the browser unverified.
  • Training Manual: Interactive Practice: practice one stratagem at a time; its list stops at late-2024 stratagems.
  • Stratagem Hero in the game: the arcade machine is on every Super Destroyer but only works on a ship whose owner has the Super Citizen Edition. Since 7.1.0 each Destroyer keeps its own leaderboard.

1.5Official channels

Patch notes reach the Steam news hub first; a small hotfix sometimes appears only in the official Discord's #patch-notes-updates channel, as 5.0.1 did. Known bugs live on one support article, not in the notes. Feedback goes to the weekly player surveys linked on Reddit and Discord, or to /feedback in any channel of the official Discord; Arrowhead asks for feedback on the current game rather than feature requests (support: submitting feedback).

ChannelBest forNotes (September 26, 2026)
Steam news hubFull patch notes, warbond reveals, developer blogs162 posts since September 2023
Arrowhead support siteThe Known Issues list, the FAQ, fixes for error codes, refunds, bug ticketsThe Known Issues list was updated that morning
Official HELLDIVERS DiscordAnnouncements first; #patch-notes-updates, #lfg-general, #troubleshooting, /feedbackabout 1.32 million members approx
HELLDIVERS 2 on YouTubeTrailers, patch-note videos and in-universe news bulletins282K subscribers; last upload September 22, 2026
Arrowhead on YouTubeDeveloper conversations and older patch-note videosLast upload October 30, 2025
@helldivers2 on XShort announcements and Major Order postsNot checked here (X blocks automated reading); the wiki links it
PlayStation BlogMajor updates and PlayStation Plus newsLive
Xbox WireXbox newsLive
PlayStation.com newsAn official digest of warbonds and eventsLive
Arrowhead's websiteStudio news and jobsLive

1.6For tool builders: the data behind the maps

Every war map above reads the same live feed. If you build your own tool, use the community API and respect its limits rather than loading Arrowhead's servers directly.

SourceBest forRules
Community APIPlanets, Campaigns, Major Orders and dispatches at api.helldivers2.dev, plus raw mirrors of the official feedNo key; 5 requests per 10 seconds; send the X-Super-Client header (becoming mandatory) and X-Super-Contact; API docs
Official war APIThe raw live war state at api.live.prod.thehelldiversgame.comUnofficial use; the community API asks builders to use its raw endpoints instead
helldivers-2/jsonStatic planets, sectors and factionsUpdated August 16, 2026
wiki.gg APIItem and enemy numbers, and the wiki's datamine modulesPublic; no key needed
Steam news APIThe full text of every patch notePublic
HelldiversDataDatamined text assetsUpdated September 23, 2026

1.7Skip these: dead, stale or unchecked

These still turn up in search results and old posts, so none is linked here.

SiteStatus (September 26, 2026)Use instead
helldivers.ioThe 2024 war map now redirects to a PlayStation error pageHelldivers Companion or the Training Manual
diveharder.comThe name no longer resolvesHelldivers Companion or the Training Manual
hellhub-collective.comThe name no longer resolvesHelldivers Companion or the Training Manual
helldivers.newsStuck at patch 1.001.103 (October 2024) and an old Major OrderThe Control Center or Helldivers Companion
Helldive HelperListed on the wiki, but a secure connection failed when checked unverifiedNothing until someone verifies it
The Fextralife wikiCould not be reached; not assessed unverifiedhelldivers.wiki.gg
HellCom (Discord bot)Last code change June 8, 2025; maintenance uncertainGalactic Wide Web
drizzer14's stratagem-heroLast changed April 2024Stratagem Hero Online
Game8's tier listLast updated March 12, 2024The dated lists on the weapons tab
"Tier list 2026" pagesSEO pages that cite patches that do not existThe dated lists on the weapons tab
Guide videos from before September 17, 2024They describe the armor system before the overhaulThis tab's patch history
Find your people

Communities and creators

For your first squads, post in the official Discord's #lfg-general, or join a server built for players who want teamwork over chaos: Kai's Commandos or Low Sodium Helldivers. Watch creators for first looks at new weapons and warbonds, and read their rankings as dated opinions. How to behave once you are in a squad is on the multiplayer tab.

2.1Discord servers for finding a squad

Start with the first three. Member counts are Discord's own approximate figures on September 26, 2026, and they move daily approx.

ServerMembersBest for
HELLDIVERS Officialabout 1.32 millionThe biggest pool of players: #lfg-general for squads, patch notes first, volunteer help in #troubleshooting, feedback surveys
Kai's Commandosabout 53,000CommissarKai's server for "teamplay, coordination and friendship", aimed at players tired of toxic lobbies: a good first squad
Low Sodium Helldiversabout 11,000"The chill place to find squadmates": an active LFG, community events and role-play
International Helldiver Coalitionabout 2,500Veterans and rookies of every play style
The Helldivers Archiveabout 19,000Game information, data and assets from both Helldivers games
Helldivers Wiki Discordabout 2,100Talking to the wiki's editors about data
Freedom Alliance50,000+ active members across its Discord and site (Arrowhead, July 2026)Community-wide events, such as the yearly HEROES charity drive for Save the Children, and WFAR 437.7, a 24/7 in-world radio station. The 1.001.201 patch notes wrote the Freedom Alliance itself into the lore, awarding its members a Patriotic Medal
HD2 Clansa clan directoryClans recruiting now, cross-clan orders and a "Fleet Conquest" game unverified

2.2Subreddits

News and clips spread fastest on Reddit; check any number you read there against the wiki.

  • r/Helldivers: the main subreddit (the wiki links it as the official Reddit), with news, clips, discussion and the links to Arrowhead's weekly surveys.
  • r/Helldivers2: a second large general subreddit.
  • r/LowSodiumHellDivers: deliberately positive and low-drama; its Discord, Low Sodium Helldivers, runs the active LFG listed above.

Their sizes could not be checked, because Reddit blocks automated reading, and third-party counts disagree: r/Helldivers had 1.2 million members according to Aftermath (September 12, 2025) and 2.3 million according to GummySearch (undated) unverified.

2.3Creators worth watching

Pick creators by the job. The first three suit a new player learning the game; the next four test weapons and warbonds; the next four keep up with patches and the studio; the last three have paused or moved on. Their tier lists and "best loadout" picks are opinions community-tested, so read each upload's date against the patch history. Subscriber counts are YouTube's rounded figures, read on September 26, 2026 approx.

CreatorWatch forSubscribersLatest upload
Fallout PlaysBeginner-friendly guides: the best loadout per front, every armor passive tested, a beginner's guide (the channel covers many games)665KSeptember 24, 2026
CommissarKaiGameplay, loadout-rating streams with viewers, and squad play such as team reloading; runs Kai's Commandos, and Arrowhead named him a Propaganda Commander (July 2026)201KSeptember 25, 2026
ClaystheticsWarbond testing, loadouts per front and enemy strategy guides43.7KSeptember 24, 2026
OhDoughSolo high-difficulty play and head-to-head weapon and vehicle tests per front229KSeptember 26, 2026
SwanyPlaysGamesQuick max-level reviews of each new weapon, and news265KSeptember 25, 2026
takiboSolo max-difficulty loadouts, "tested and ranked everything" warbond reviews and tip compilations91.4KSeptember 24, 2026
TheGundamBoiWeapon, exosuit and warbond guides72.2KSeptember 24, 2026
DjChatsOne short video per patch change14.5KSeptember 23, 2026
ThiccFilACommentary on patches, the studio and the community, and "is it worth your Super Credits" reviews68.6KSeptember 25, 2026
LtBuzzLitebeerNews and commentary on the game, the studio and Sony (the channel covers several games)487KSeptember 26, 2026
Cloud PlaysDaily news commentary, with sensational titles178KSeptember 26, 2026
EravinStealth guides and warbond testing, but no uploads since March77.5KMarch 18, 2026
Ryken XIVHistory only: stat-heavy weapon tests from 2024, before the armor overhaul; the channel has moved to another game27.2KNot Helldivers 2
MarkPointHistory only: a 100+ tips video; the channel has moved to another game58.1KNot Helldivers 2

Arrowhead's creator program is the Propaganda Commanders: an official Discord channel of that name, whose members tag their videos #propagandacommanders. There is no public roster, and Arrowhead plans closed beta tests that include their feedback.

2.4How to read a guide, a video or a tier list

  1. Check the date against the landmarksThe patch history opens with three dates that each make a class of older advice wrong; the armor overhaul of September 17, 2024 is the big one.
  2. Name the source and the dateA tier list is one person's or one site's opinion on one patch. This manual dates every ranking it quotes (weapons, warbonds), and SEO sites have been caught citing patches that do not exist.
  3. Remember that patch notes are incompleteArrowhead admitted on May 8, 2026 that some updates carried changes the notes did not mention, and promised clearer notes. The wiki's per-item change histories list them as "Undocumented Changes"; check a surprising number there.
  4. Take current numbers from the wiki's datamineA video freezes the numbers of the week it was recorded; the wiki's datamine modules follow the patches.
The studio

Arrowhead: promises and flashpoints

Expect the next big update to rework Campaigns: their length, their phases and how much room the Game Masters have to shape them (Arrowhead's look-back of September 25, 2026). Of the other open promises, only one has a firm month: the Supply FRV goes on sale for Requisition in October 2026. Treat the rest as plans, not schedules, even the two that Arrowhead aims to deliver in 2026.

3.1Promised but not shipped

Most of these come from the game director's "Progressing Progression" post of June 4, 2026; status as of September 26, 2026.

PromiseFirst saidStatus
A ship-module overhaul and new ships, each with its own progression and customizationJune 4, 2026A dedicated ship team is on it; no date
Personal Campaign Progression: a personal reward track in each Campaign, replacing Personal OrdersJune 4, 2026 ("this year"); repeated August 6Not live; Personal Orders still run
Planet Warfronts: Defend, Frontline War and Behind Enemy Lines missions on one planetJune 4, 2026In development
A fix for stratagem beacons bouncing off cliffs and odd spotsJune 4, 2026Open; a task force hopes to fix it by the end of 2026
Hellpod steering, and slowdowns in grass and vegetationJune 4, 2026Open; 6.3.0 stopped foliage from interrupting sprint
Warbond and Superstore menus that are easier to navigateJune 4, 2026Not yet
Closed beta tests with creators, and more public testingAugust 13, 2024; May 8 and June 4, 2026Closed playtests run; no public beta so far
The M-103 Supply FRV for Requisition, for divers who missed the Campaign that awarded itJuly 23, 2026Due in October 2026; price not announced

3.2Flashpoints that shaped today's game

Several of today's rules came out of community pushback: the Superstore catalog, the Warbond Token, the armor system and the promise of clearer patch notes all trace back to a row below.

WhenWhat happenedWhat changed
February 2024Launch overload: logins throttled, rewards not granted, 12 builds in three weeks; Steam's all-time peak of 458,208 players came that month (SteamCharts)Login and player caps raised, then raised again; stability patches and a promised increased-reward event
May 2024Sony announced mandatory PlayStation Network account linking for Steam players, then withdrew it three days laterLinking stayed optional; an in-game option to link arrived in 1.000.304
August to October 2024Escalation of Freedom's balance changes drew heavy criticism, and the game director posted a 60-day plan ("balance should be fun")1.001.100 and 1.001.104 reworked armor and penetration and retuned more than 70 weapons and stratagems
December 2024The first crossover, Killzone 2 items in the Superstore, was criticized for its price and short rotationThe second wave was gifted to everyone and the rotation stretched to 10 days; a year later the items returned as a legendary warbond, free for earlier buyers
May 2025Survey feedback on the SuperstoreOlder sets stayed buyable in a permanent catalog beside a 48-hour rotating page; rotation today: none since April 28, 2026
July 2025Players could buy Steeled Veterans twice, in the game and in the Super Citizen upgradeSince August 26, 2025 the Super Citizen Edition grants a Warbond Token instead (premium warbonds only)
September 2025"State of the Game #1": Arrowhead admitted performance, stability and audio problems, and that "our silence hasn't helped"4.1.0 with more than 200 fixes, and engine tech blogs
October 2025A dispute over the Propaganda Commanders creator program: one creator was removed after refusing an edit request and another said he was kept out; the CEO said a partner runs the program (GamesRadar+, October 17, 2025)Nothing announced
October 2025 to March 2026The PC install had grown to about 154 GBWith Nixxes, a slim build (about 23 GB): a beta on December 2, 2025, the default from January 22, 2026, and the only build since March 17, 2026
May 2026Criticism of undocumented changes, and of exosuits sold in a paid warbond (Exo Experts)Arrowhead promised clearer notes, Campaigns, more testing, and vehicles earned through play
July 2026Cheaters and exploiters farming Super CreditsAn earn-rate limit on Super Credits since July 9, 2026, to be extended to Medals, samples and Requisition; normal play never meets it
September 2026The Steam store stopped selling the game to new buyers in the UKStill unavailable to new buyers in the UK since September 16, 2026; owners can still play, and Sony says it is working with Valve
September 25, 2026The creative director's look-back called the Devoid of Liberty launch "too patchy"Campaigns are being reworked for the next big update, and stability stays the priority between updates
As of 7.1.1

Known bugs

Nine known bugs change how you should play today, and the checklist below works around them. Arrowhead's Known Issues list holds 20 items, last edited on the day 7.1.0 shipped; the oldest open one, Microsoft IME chat input, dates from November 2024.

  • Throw red-beacon strikes at the ground. A strike does not follow a beacon that sticks to a moving enemy or vehicle.
  • Throw beacons onto flat, open ground. They still bounce off cliffs and odd spots; Arrowhead hopes to fix it by the end of 2026.
  • Read the briefing before you drop. The game can generate a different mission type from the one you picked.
  • Do not steer your hellpod onto an Automaton Fabricator on a laggy connection. High latency can kill you on landing.
  • Aim your drop away from objectives and structures. The zones where hellpods cannot land do not match what you see.
  • Let R-4 Hyena reloads finish. An interrupted reload can lose magazines.
  • Keep your distance from big explosions, even behind cover. Terrain between you and the blast may not stop the ragdoll.
  • Trust the arrival, not the label. Some stratagem weapons show the wrong call-in time; the real time is unaffected.
  • Do not build your demolition plan on the Eagle Gas Airstrike. Its demolition force (50) is higher than intended, so expect it to lose the ability to break some structures.

4.1Arrowhead's Known Issues list

The list holds confirmed bugs that are due to be fixed. It leaves out design choices and most crash, performance and connection problems, which Arrowhead treats as ongoing. Every item below was open at 7.1.1; the ones that affect play come first. "Listed since" is the first archived copy of the page that shows the item, and the archive has gaps, so an item can be a few weeks older.

IssueListed sinceWhat you can do
Red-beacon stratagems do not follow a beacon that movesMay 2026Throw at the ground, not at moving enemies or vehicles
A different mission type may be generated than the one you selectedJuly 2026Check the briefing before you drop
A diver may die landing on an Automaton Fabricator when latency is highJuly 2026Do not steer onto Fabricators on a laggy connection
Hellpod no-landing zones do not match what you seeMay 2026Aim away from objectives and structures; part of the hellpod-steering work Arrowhead named on June 4, 2026
The R-4 Hyena may lose magazines if its reload is interruptedAugust 2026Let reloads finish
Explosions can ragdoll divers hidden behind terrainNovember 2024Keep your distance from big blasts, even behind cover
Some stratagem weapons show the wrong call-in time on the ship and in missionsJune 2026The real time is unaffected
The Eagle Gas Airstrike's demolition force is higher than intendedAugust or September 2026Do not rely on it for demolition; expect a correction
The AR-59 Suppressor's short magazines did not get 7.0.0's buffAugust 2026They keep their pre-7.0.0 values
The EXO-51 Lumberer exosuit's flamethrower may not apply damage correctlyAugust or September 2026A close-range version of this was fixed in 6.3.0
New Illuminate enemies clip through the ground and obstacles in Evacuate High-Value Assets missionsAugust 20267.1.0 fixed Wretches and Crushers falling through some floors
Some attachments' stats do not change in the preview until bought and equippedDecember 2025Judge an attachment after equipping it
Melee kills are not counted in end-of-mission or career statsMarch 2026Nothing yet; 7.1.0 fixed kills by mines, vehicles, drones and backpacks, not melee
Players using Microsoft IME cannot type Korean, Japanese or Chinese characters in chatNovember 2024 (the oldest open item)Use voice chat or the ping and comms wheels
A Chinese or Japanese IME stops movement and controls in the gameMay 2026Switch the IME off while you play. The 7.1.0 notes call it fixed, yet it is still listed unverified
The Campaigns menu is slightly cut off at some resolutionsJuly 2026Cosmetic
Oil, dirt, blood and similar effects can stain armor or helmets jet blackMay 2026Cosmetic
The "Operated By" line under your Destroyer's name does not show your nicknameMay 2026Cosmetic
The MGX-42 Bullet Storm's muzzle flash can be misalignedMay 2026Cosmetic
The IX-Voidwalker helmet disappears at some camera angles during certain actionsAugust or September 2026Cosmetic

4.2Fixed during the Devoid of Liberty patches

These were fixed, or left the list, between 7.0.0 and 7.1.1. A guide from August 2026 that warns about them is out of date.

IssueFixed in
Crashes when alt-tabbing or opening the Democracy terminal (the list advised not to alt-tab)Most likely 7.0.1 and 7.1.1, whose notes fix crashes when opening terminals in fullscreen and with superwide windows
Enemies targeting empty FRVs7.1.0: enemies ignore empty vehicles
Extra recoil on the LAS-13 Trident7.1.0: climb recoil cut
Citizens losing their way in city Evacuate Citizens missions7.1.0
Ice flowers ragdolling divers7.1.0: the Ice Plant hazard staggers less
Points of interest not graying out on the minimap in colonies7.1.0
Trees rendered in low quality on Xbox7.1.0
Divers who could not be reinforced after a teammate threw Reinforce on a poor connection (never on the list)7.1.0
Weapon customization showing the wrong sway and reload stats7.0.0: the stats now show decimals
SEAF Artillery shells soft-locking under network desync7.0.0
Enemy corpses colliding inconsistently under network desync7.0.0
Gaps in the Breakthrough exosuit's shield hitbox7.0.0
The MLS-4X Commando's unguided mode not workingGone from the list by 7.1.0 with no patch note unverified
Particle effects visible through walls on PS5 ProGone from the list by mid-August 2026 with no patch note unverified

4.3Long-standing problems Arrowhead is working on

  • Stratagem beacons bouncing off cliffs and odd spots. On the patch notes' known-issue lists from September 2024 to March 2025, then dropped without a fix. The game director named it again on June 4, 2026, with a task force and the hope of a fix by the end of 2026.
  • Hellpod steering near objects. Steering was switched off over too large an area in March 2024 and the area reduced in 1.000.200; the mismatched no-landing zones are still on the list.
  • Traversal. Collisions and slowdowns in grass and vegetation; partly fixed, since 6.3.0 stopped foliage from interrupting sprint.
  • Ragdolling. Tuned again and again: smaller rocket and tentacle blasts (1.001.004), staying prone after a ragdoll (1.002.001), control back in half a second (1.003.200), stun blasts that no longer ragdoll divers (1.004.000) and shorter heavy landings (7.0.0). It is still on the list.
  • Crashes, performance and connection problems. Kept off the list as "ongoing"; 6.0.1 added PC hang detection, and 6.2.5 and 6.2.6 brought the upscaling and video-memory work done with Nixxes.
  • Launch stability. The creative director's look-back of September 25, 2026 calls the Devoid of Liberty launch "too patchy" and says stability stays the priority between updates.

4.4Changes that did not go live as written

Patch notes describe what Arrowhead intended. Where the game differs, the game wins, and this manual's data follows the game.

  • AR-59 Suppressor: 7.0.0's extra spares for short magazines did not apply (on the Known Issues list).
  • Eagle Gas Airstrike: its demolition force is higher than intended (on the list); expect a correction.
  • Exosuit cooldown: the 6.3.0 notes say 8 minutes, but the game data says 420 seconds, and the wiki records the notes as wrong.
  • Hive Guard: after an accidental change to its legs and claws, the 6.2.3 hotfix restored the body, head and front-leg armor but left the claws softer than they were before 6.1.0, according to the wiki. The notes blame a "6.2.1" that was never released. Current values are on the Terminids tab.
  • 1.002.201 reverted Liberator Concussive and Breaker magazine changes that slipped into 1.002.200 by mistake.
  • 1.000.102 disclosed two changes that 1.000.100 had not mentioned: better off-angle penetration for the EAT-17 and Recoilless Rifle, and the removal of the Electronic Countermeasures modifier.
  • 1.002.101 fixed a December 2024 bug that made hits below an enemy's armor deal 1 damage instead of none.
  • Siege-Ready was meant to add ammunition to primaries only. Arrowhead kept the "bug" as a feature in 1.002.101, so every magazine weapon benefits, and fixed its rounding for the Veto pistol in 7.0.0.
  • Hidden changes: Arrowhead admitted on May 8, 2026 that some updates carried weapon or enemy changes the notes did not mention; the wiki's change histories list them as "Undocumented Changes".

4.5Why older videos look different: bugs since fixed

If a video shows something the game no longer does, one of these is usually why.

BugSeenFixed
Armor ratings did not reduce damage as intendedFrom launch1.000.100 (2024-03-06)
Only the host could apply damage-over-time effectsUntil May 20241.000.302 (2024-05-07)
Most weapons shot below the crosshair when aiming down sightsMay to September 20241.001.100 (2024-09-17); a new misalignment was fixed in 1.002.103 (2025-02-11)
Bile Titan heads sometimes took no damageJune to September 20241.001.100 (2024-09-17)
Automatons shot through walls and smokeUntil October 20241.001.104 (2024-10-15)
Charger corpses launched divers into the air; the social menu stuck on "Please Wait Democratically"20241.001.201 (2024-10-29)
Cross-platform friend requests not arrivingMarch to November 2024Off the list after November 26, 2024
A beacon stuck to an enemy, but the strike landed where it was thrownMarch 2024 to January 2025Off the list after January 27, 2025, but the same symptom has been back on it for red-beacon strikes since May 2026 (see Arrowhead's Known Issues list)
Enemies that bled out did not count for orders or Eradicate missionsApril 2024 to March 2025Off the list after March 17, 2025
Clients dealt less damage than the hostUntil February 20266.0.1 (2026-02-03)
Divers who could not be reinforced on a poor connectionUntil September 20267.1.0 (2026-09-22)
When the game breaks

Crashes, errors and bug reports

Match your symptom to Arrowhead's official fix below before you reinstall anything. If nothing works, check the Known Issues list, then file a ticket with a video, the steps that cause the problem and your in-game Account ID. Connection trouble in a squad has its own section on the multiplayer tab, and settings worth changing are under PC settings and controls.

5.1Official fixes for PC problems

Every fix below is Arrowhead's own, from its support site or its patch notes (read September 26, 2026); a linked symptom opens its support article.

SymptomOfficial fix
Black screen at start while the intro audio playsIn %appdata%\Arrowhead\Helldivers2\user_settings.config, flip adapter_index (1 to 0, or 0 to 1)
Error 0x44415441Out-of-date files, usually mods broken by an update: remove the mods, delete the game's data folder, then verify the files in Steam
Error 114 at launchA GameGuard problem: run bin\helldivers2 as administrator (on Windows 11, also in Windows 8 compatibility mode); reinstall GameGuard with tools\gguninst, then GGSetup, both as administrator; close utility programs; add antivirus and firewall exceptions, Windows Defender included
A few files always "fail to validate" in SteamNormal: they are authentication files. With 10 or more, update your drivers, reinstall, and clear the %appdata% folder (it resets your settings)
The game freezes for about 20 seconds, then closesHang detection (since 6.0.1) closes a hung game on purpose to write a crash dump: wait at least 40 seconds before restarting, and send the report
A Bluetooth headset sounds bad or the microphone misbehavesDisable the headset's Hands-free Telephony service and the Bluetooth Audio Gateway service; set the headset's Game device as the default device and its Chat device as the default communications device
Upscaler artifacts or dynamic-resolution glitches6.2.6 improved upscaler image quality, fixed Intel XeSS crashes and turned dynamic resolution off by default; 6.2.5 had added DLSS 4.5, FSR 3.1.5 and 4.0.3, and XeSS 3.0
Crash when alt-tabbing or opening a terminal in fullscreenThe list advised avoiding alt-tab in August 2026; the terminal crashes were fixed again in 7.1.1
The game would not launch on Steam Deck or Linux (May and June 2026)Force Steam's "Proton Hotfix" compatibility tool; the problem was resolved by mid-June
Anything elseUpdate all drivers, verify the files, clear %appdata%\Arrowhead, try toggling Async Compute, reinstall; then file a ticket

The PC install has been about 23 GB since the slim build became the only build; the system requirements on Steam still list the old, larger size.

5.2Account and reward surprises

These look like bugs, but most are how the game or the platform works, and support already has a written answer for each.

What you seeWhat is happening
Warbond items or Super Credits vanished after Steam Family Sharing endedBorrowed DLC (a warbond, the Super Citizen items) is revoked when sharing stops; buy the warbond or the DLC to get it back
Negative Super Credits, or a balance "in the billions"Refunding the Super Citizen Edition, or losing shared access, removes Steeled Veterans and the Super Credits claimed from it; the billions figure is a display bug. Buying or unlocking Steeled Veterans again restores the balance
A Campaign reward never arrivedOnly divers who logged in during the Campaign window get it, and support will not grant it later. Some rewards come back: the Supply FRV goes on sale for Requisition in October 2026. See Rewards for taking part
"My account is banned"Sony handles terms-of-service bans (the PlayStation Network suspensions page), not Arrowhead
Cosmetic modsNot supported: Arrowhead says you mod the game at your own risk (Tech Blog #2). Updates break mods (error 0x44415441), and GameGuard runs on PC

5.3How to report a bug

  1. Check the Known Issues listIf your bug is on the list, Arrowhead already knows about it.
  2. File a ticket with evidenceOpen a request with a video or screenshots, the steps that reproduce the bug and your in-game Account ID (what support asks for).
  3. Ask players, and give feedback where it is readPlayers help each other in the official Discord's #troubleshooting channel. Opinions on the game go to the weekly surveys (linked on Reddit and Discord) or to /feedback in the official Discord.
Every build since launch

Patch history

Before you trust a guide, a video or a tier list, check its date. Anything older than September 17, 2024 describes a different armor system; anything older than October 23, 2025 is out of date for primaries and sidearms; anything older than June 16, 2026 (6.3.0) is out of date for vehicles, sentries, grenades and orbitals. The game is on 7.1.1 (1.007.101), released September 24, 2026.

96
Public builds since launch
45
Builds with balance changes
7.1.1
The current patch
48days
The longest wait between builds

By year, through 7.1.1: 46 public builds in 2024, 32 in 2025 and 18 in 2026, of which 19, 17 and 9 carried documented balance changes.

6.1What the newest patches changed for you

The newest patch when this tab was checked, 7.1.1, only fixes two PC crashes. The patch before it, 7.1.0, changed how squads play: enemy spawns are balanced per diver, and distant enemies despawn when a diver's area is over budget, so a squad that splits up gets fairer fights. 7.1.0 also made Evacuate High-Value Assets harder, stopped enemies from targeting empty vehicles, fixed divers who could not be reinforced, and cut the Orbital Precision Strike's cooldown to 80 seconds. Before that, Devoid of Liberty (7.0.0, August 12, 2026) raised the level cap to 300, doubled the emote wheel to 8 slots, made assisted reloads work when either diver carries the backpack, and gave several weapons' short magazines more spares. Every value change is in the timeline below, as the notes state it.

6.2How versions are named

Search for a patch by both of its names. The wiki and this manual's data use the game's build number, 1.00X.YYY. Arrowhead's Steam posts said "PATCH 01.00X.YYY" until 4.1.0, and since then read "update name: X.Y.Z". The two do not map mechanically: 4.1.0 is build 1.004.100, but 6.2.5 is 1.006.250. Four February 2024 builds carry two-digit endings (1.000.10 to 1.000.13) and sit between 1.000.009 and 1.000.100. Four builds have no Steam notes at all: the launch build, a launch-day PS5 update, 5.0.1 (announced on Discord) and 6.1.2 (a console patch). A few titles are simply wrong:

Title as publishedWhereThe real build
"HOT FIX 01.001.001"Steam, 2024-09-181.001.101
"PATCH 01.002.203"Steam, 2024-12-181.002.003 (the real 1.002.203 came on 2025-04-04)
"Patch 01.400.002"Steam, 2025-09-161.004.002
"PATCH 01.001.00"Arrowhead's support site1.001.100
"PATCH 01.003.100"Arrowhead's support site1.003.101
"Patch 1.003.102"The wiki's page for 1.003.1031.003.103
"6.2.1"Blamed in the 6.2.3 notes for the Hive Guard changeNever released

6.3The six named updates

After launch, the builds fall into series, one per named update: Escalation of Freedom (August 6, 2024), Omens of Tyranny (December 13, 2024), Heart of Democracy (May 20, 2025), Into the Unjust (September 2, 2025), Machinery of Oppression (February 10, 2026) and Devoid of Liberty (August 12, 2026). Arrowhead's Steam posts carry the update's name only from 4.1.0 on; earlier posts are titled by build number (see how versions are named). The timelines below follow those series, newest first. Each entry gives the build's release date, its version (the Steam number with the build number beside it), what the notes added or fixed and, under Balance, the value changes they document; changes the notes left out are not included (see changes that did not go live as written). "Landmark" marks a build that makes older guides wrong. Dates follow the Steam posts; the wiki dates 1.003.201 a day later, and 5.0.1, which has no Steam post, is dated by Arrowhead's Discord notice.

The Devoid of Liberty logo above Helldivers and troops holding a barricade under a flag at night as Voteless and Illuminate walkers close in
Devoid of Liberty key art with its logo, from Arrowhead's launch post (August 12, 2026).
The Machinery of Oppression logo above a Helldiver squad on a vehicle, surrounded by an army of Automatons in a red-lit factory
Machinery of Oppression key art with its logo, from Arrowhead's announcement (February 10, 2026).
The Into the Unjust logo above four Helldivers in a glowing yellow cave, Terminids lurking in the rock around them
Into the Unjust key art with its logo, from Arrowhead's announcement (August 26, 2025).
The Heart of Democracy logo above a Helldiver squad in a red-lit city, Illuminate saucers and walkers around them
Heart of Democracy key art with its logo, from Arrowhead's announcement (May 20, 2025).
The Omens of Tyranny logo above four Helldivers in front of a glowing portal, with Illuminate tripod walkers and shambling Voteless around them
Omens of Tyranny key art with its logo, from Arrowhead's announcement (December 13, 2024).
The Escalation of Freedom logo above four Helldivers on a rock between an Automaton walker and giant Terminids, a planet behind them
Escalation of Freedom key art with its logo, from Arrowhead's announcement (July 23, 2024).

6.4Devoid of Liberty: 7.0.0 to today

The update in force since August 12, 2026: the Void, the Wretch and the Crusher, SEAF squadmates as a planet modifier (now unavailable since September 21, 2026) and a level cap of 300. The game joined the PlayStation Plus catalog the same day (August 12, 2026), so expect new PS5 players in public lobbies. Two crash hotfixes followed, then 7.1.0 with the spawn balancing and the Ironclad Democracy warbond, then a last crash hotfix.

2026-09-24
7.1.1 (1.007.101)
Hotfix: crashes when opening terminals in fullscreen and with superwide windows.
2026-09-22 · landmark
7.1.0 (1.007.100)
Enemy spawns balanced per diver ("enemy pressure"; far enemies despawn when over budget, so split squads get fairer fights); Evacuate High-Value Assets harder (more waves, shorter gaps, SEAF and Shriekers can spawn, 10 common samples); enemies ignore empty vehicles; fix for divers who could not be reinforced; per-Destroyer Stratagem Hero leaderboards; Retrieve Recon Craft for Terminids and Automatons; Ironclad Democracy warbond. Balance: AR/GL-21 One-Two grenades 2/3/3 -> 3/5/5 (start/spare/refill); LAS-13 Trident climb recoil 12->2; G/40 Melta Mine no longer sticks to divers or vehicles; Orbital Precision Strike 90->80 s. Why it matters: Guides written before it miss the per-diver spawn balancing and the Orbital Precision Strike's shorter cooldown (now 80 seconds).
2026-08-25
7.0.2 (1.007.002)
Hotfix: crashes in vehicle customization, dynamic resolution and the Message of the Day.
2026-08-17
7.0.1 (1.007.001)
Hotfix: crashes when opening terminals in fullscreen and with superwide windows; stratagem list UI fix.
2026-08-12 · major update
Devoid of Liberty · 7.0.0 (1.007.000)
Devoid of Liberty: the Void biome; Illuminate Wretch and Crusher; SEAF squadmates as a planet modifier; level cap 150->300 (banked XP applied); emote slots 4->8; assisted reload works if either diver carries the backpack; stim and heavy-landing input smoothing; GATER upgrades; Castellan's Creed legendary warbond. Balance: Short magazines for Liberator family, Suppressor, Defender, Pummeler, Stoker and Breakers get more spares; Verdict, M6C/SOCOM, Redeemer more mags; Constitution stripper-clip reload; Eagle Napalm radius 8->10 m; AT mines demolition 30->40; Veracitor melee now anti-tank pen (shields break after about 15 hits); Siege-Ready rounding fixed (Veto pistol).

6.5Machinery of Oppression: 6.0.3 to 6.3.1

The Automatons' Cyborg Legion, the Illuminate Appropriators and Exostorms, the exosuit overhaul, the PC tech update with Nixxes, and Galactic War Campaigns with the Control Center. 6.3.0 is the last big balance pass before today's game.

2026-07-07
6.3.1 (1.006.301)
Hotfix: FRV and vehicle-pattern crashes (including lobbies with more than 32 patterns), fullscreen-toggle crash; voice chat audible again after rejoining a lobby; new players no longer stuck finding their first mission.
2026-06-16 · landmark
6.3.0 (1.006.300)
Galactic War Campaigns (multi-week arcs of Major Orders with a reward) and the Control Center terminal; Forest (Fall) biome; vehicle armor and enemy armor-penetration rebalance; reloads more responsive (reload while diving, delayed reload); stims no longer interrupted by stagger; premium vehicle patterns work on the Bastion. Balance: Sentries +100% health; exosuits 1,600->1,800 health, cooldown 10->8 min; FRV 2,000->2,400; most grenades start 4 / refill 3 / carry 5; Orbital Precision, 380mm, Walking Barrage and SEAF Artillery shells 3,500->4,000; 120mm 2,500->3,500; Railcannon 7,500->10,000; Eagle 110mm explosion 300 with heavy pen; Sterilizer 125 fuel; Charger easier to dodge (+1 s recovery, 9 m/s charge); Hunter, Warrior, Spewer, Stalker durable damage cut; Vox Engine 11,000->9,000, max 3 at once. Why it matters: The last big balance pass, so sentry, exosuit, grenade and orbital advice from before it is out of date; turret and mortar sentries now have 400 health. The notes give exosuits an 8-minute cooldown, but the game data says 420 seconds, and the wiki records the notes as wrong.
2026-06-09
6.2.6 (1.006.251)
Hotfix: better upscaler image quality; Intel XeSS crashes fixed; dynamic resolution off by default on PC.
2026-05-29
6.2.5 (1.006.250)
PC tech update with Nixxes: FSR 3.1.5 and FSR 4.0.3, DLSS 4.5, XeSS 3.0, variable rate shading, dynamic resolution, NVIDIA Reflex, AMD Anti-Lag 2; VRAM management; manual climbing fixed (slipped from the announced 2026-05-27).
2026-05-19
6.2.4 (1.006.204)
Audio (Wwise) fix for several audio issues, after backend maintenance the same morning.
2026-05-06
6.2.3 (1.006.203)
Hotfix: Hive Guard body, head and front-leg armor restored after a legs/claws swap, but the claws end at AV1 (a partial revert; the notes blame a "6.2.1" that has no public build). Balance: Hive Guard body armor 1->2 and health 375->500; head 4->3; front legs 2->3; claws 3->1.
2026-04-28 · landmark
6.2.2 (1.006.202)
Two new forest biomes; Spore Burst Bile Titan; exosuit durability overhaul (dies only when its main health empties); gas now slows confused enemies (and divers) by 25%; weather now dulls enemy sight and hearing; Exo Experts warbond. Balance: Exosuit main health 850->1,600, arms 350->600; Ballistic Shield backpack 600->1,000; Spear backpack 3->4 missiles; Flame Sentry range 20->34 m, +50% damage; Stun Baton 75->120; melee stamina 5%->3-4%; Hive Guard head and front legs armor 3->4, body 2->1; Heavy Devastator shield destructible; tank hull health 3,000->4,000, rear vents armor 3->4; Terminids hit vehicles harder. Why it matters: Exosuits now die only when their main health runs out, so "too fragile for bots" advice about them is out of date.
2026-04-14
6.1.2 (1.006.102)
PS5 Low Energy Mode; Xbox fixes for invites after leaving a game and host-invite desyncs; nothing for PC (no Steam post).
2026-03-25
6.1.1 (1.006.101)
Hotfix: One True Flag weapon-swap crash; Pummeler reload fix; brighter Exostorms; Burier of Heads title restored.
2026-03-17
6.1.0 (1.006.100)
Illuminate Appropriators (Veracitor, Gatekeeper, Obtruder) and fleets (Mindless Masses); Exostorms and the Destroy Exospire mission (content unlocked 2026-03-20); flamed enemies panic; PS5 social-menu invites also send a system invite; PC large build removed; Entrenched Division warbond. Balance: Stim Pistol heal +100%; Loyalist mag 7->8, faster full charge; GL-21 back to medium pen; Maxigun 750->1,000 rounds; Laser Cannon beam 200->1,000 m; Belt-Fed GL 100->120; De-Escalator and Autocannon reload faster; Breaching Hammer 2,100->2,200; Vox Engine spawns less and turns slower.
2026-02-10 · major update
Machinery of Oppression · 6.0.3 (1.006.003)
Machinery of Oppression: factory-city maps; the Cyborg Legion (Radical, Agitator, Vox Engine); a community-wide Galactic Reinforcement Counter; crash fixes; fewer Commando operations without Medals. Balance: C4 Pack demolition 30->40.

6.6Into the Unjust: 1.004.000 to 6.0.1

Hive Worlds and their caves, the Rupture Strain, the Dragonroach and the Hive Lord; then 4.1.0's feel-better pass, which made light and medium penetration distinct; quieter suppressors and Commando missions; the slim PC build; and the TD-220 Bastion tank. Arrowhead titled these builds "Into the Unjust: X.Y.Z" from 4.1.0 through 6.0.1.

2026-02-03 · landmark
6.0.1 (1.006.001)
TD-220 Bastion tank; Chinese voice-over; emotes and victory poses interchangeable; weapon-function inputs unified (ammo and mode switches on the left); difficulty 9+ made more intense (mostly Automatons); PC hang detection; clients no longer deal less damage than the host; Commando operations on every Automaton planet; Siege Breakers warbond. Balance: Melee weapons +50% damage (Machete 200->300, Hatchet 160->240), melee passives cut (Peak Physique and Rock Solid 100%->40%, Reinforced Epaulettes 50%->20%); SMG and pistol sway 1.2->1; Crisper mag 30->50; Pineapple and Arc grenades +1; Ballistic Shield 300->240 s; Orbital Smoke 100->75 s; GL-21 pen medium->heavy; enemy attacks hit vehicles harder; Automatons aim better in large groups. Why it matters: A diver in someone else's lobby no longer deals less damage than the host; "Peak Physique melee" builds are out of date; difficulty 9 and up got harder, mostly against Automatons.
2026-01-22 · landmark
5.0.2 (1.005.002)
Commando missions (deep behind enemy lines, reinforcements pre-deployed, limited Destroyer support); PC slim build (~23 GB) becomes the default; Redacted Regiment warbond. Balance: Suppressor noise radius cut by about 50%; many enemies slower to notice near misses (Devastators, Berserkers, Spewers, Chargers, Impalers, Observers). Why it matters: Stealth loadouts from before it are out of date.
2025-12-05
5.0.1 (1.005.001)
Hotfix: crash from the reload button in the stratagem menu (announced on Discord; no Steam post).
2025-12-02
5.0.0 (1.005.000)
Scope ergonomics penalties cut; first-person view reworked so scopes stay consistent across FOV settings; unbound quick weapon-function keybinds; PC "slim" build (~154 GB -> ~23 GB) opens as an opt-in beta; Python Commandos warbond. Balance: 2x/4x/10x scope ergonomics -3/-6/-9 -> -1/-2/-4 (AMR ergonomics 26->31); Defender 100->110; Reprimand 135->140; M7S 80->90; Peacemaker 95->100; Verdict 135->140; M6C/SOCOM 110->125; War Strider grenades, Bile Spewer artillery and Stalker tongue knock divers around less.
2025-11-18
4.1.2 (1.004.102)
Crash fixes (alt-tab, Hive Lord, Pelican landing); shield backpack and relay now protect from storm effects; storm status effects optimized. Balance: Sandstorms and blizzards slow divers again (a regression fix); Bile Titans kept out of areas they should not reach.
2025-11-04
4.1.1 (1.004.101)
Stability: hot-join and stratagem crashes fixed; fewer frame-rate stutters on drop-in; PC texture streaming fix.
2025-10-23 · landmark
4.1.0 (1.004.100)
"Feel better to play" pass: 200+ bug fixes and optimizations; light and medium pen made distinct (light pen deals more of its damage to durable parts); SMGs and pistols recast as close-range weapons; Automaton bases need visual confirmation before calling reinforcements; fix for a mixed-platform trio disconnecting when joining a solo host. Balance: Liberator and Carbine 80->90; Slugger 280->330; Defender 80->100; Knight and StA-11 70->90; Pummeler 70->85; Punisher Plasma all-explosion 225; Peacemaker 85->95; Dynamite 1,000 damage, heavy pen; Frag carry 6, Smoke 5; Seeker 500; AMR durable 225, more mags; Autocannon 260->325; Flamethrower 150 fuel, 3+5 canisters; Railcannon 210->180 s; Fleshmob 6,000->5,000 with face weak spots; Elevated Overseer 600->450; Dragonroach rarer, wings killable; War Strider fewer grenades plus weak spots; Leviathans only in cities. Why it matters: Weapon tier lists from before October 23, 2025 are obsolete.
2025-09-16
1.004.002
Patch (Steam title "Patch 01.400.002"): cave crash fixes; divers no longer reinforce on top of cave structures; cave audio rebalanced. Balance: Dragonroach now takes fire and gas damage; Rupture Warriors track clients as accurately as the host.
2025-09-04
1.004.001
Hotfix: crash fixes; Warp Pack stuck-in-air fix; safer shuttle landings (Dust Devils warbond the same day). Balance: S-11 Speargun reload 3.5->2.5 s; MS-11 Solo Silo cooldown 210->180 s.
2025-09-02 · major update
Into the Unjust · 1.004.000
Into the Unjust: Hive Worlds with caves (stratagems only through roof openings); Spore Lung and GATER oil-rig missions; Rupture Warrior, Rupture Spewer, Rupture Charger, Dragonroach (Hive Lord added unannounced). Balance: Non-explosive orbitals unified (Orbital Smoke and EMS shells 300 damage, pen 7); stun explosions now stagger enemies without ragdolling divers; Stun Grenade stagger 0->50.

6.7Heart of Democracy: 1.003.000 to 1.003.303

Weapon customization (a week before the update itself), Mega City missions with SEAF squads, the stealth rework, and the Xbox launch with crossplay on all three platforms.

2025-08-29
1.003.303
Fixes: Halo warbond could not be bought by token owners who owned every warbond; MA5C crash when the host leaves.
2025-08-26 · landmark
1.003.302
Xbox Series X/S launch with crossplay across PC, PS5 and Xbox; Halo: ODST legendary warbond (1,500 SC); Premium Warbond Token replaces Steeled Veterans in the Super Citizen Edition. Why it matters: Public lobbies have mixed all three platforms by default since this build; see Joining and hosting.
2025-08-05
1.003.202
Crash fixes; missing DLC and warbond items restored; Warp Pack fixes. Balance: PLAS-45 Epoch spread -75%.
2025-07-16
1.003.201
Emergency hotfix: host crash when planting the CQC-1 One True Flag (the wiki dates it 2025-07-17).
2025-07-15
1.003.200
Stun and fire tuning; divers regain control after ragdolling faster (0.8->0.5 s); chest injuries now bleed noticeably (1->10); the One True Flag can be planted into enemies. Balance: Pacifier and Pummeler stun 1.5->3 s; Warrant locks on to large enemies; Urchin now staggers large enemies; incendiary grenades burn longer; Flame Sentry 95% fire resistance, 150->100 s; Firebomb and Stun Pod boosters stagger 80->15; Warriors harder to gib; Scout Strider leg armor 3->2; Overseer torso armor 2->1.
2025-06-24
1.003.104
Weapon fixes; Leviathan cannons can be destroyed. Balance: Leviathans: no ragdoll, less vehicle impact, fewer per mission, 1 s more before firing; Warrant rounds no longer penetrate on ricochet.
2025-06-17
1.003.103
A commemorative cape for divers who played between May 13 and June 2, 2025; a weapon-customization crash fixed; P-92 Warrant fixes. Balance: Mega Shrieker nests tougher; Leviathans see less far and light up their target before firing.
2025-06-12
1.003.102
Hotfix: general mission fixes.
2025-06-10 · landmark
1.003.101
Stealth rework: Terminid, flyer and Stalker spawners only activate once an enemy has spotted you (no more auto-detection within 200 m); stim while diving. Balance: Peacemaker 75->85, durable 15->25, 5+8 mags; Amendment ergonomics 35->50; Integrated Explosives +2 grenades; Unflinching +25 armor rating and radar scans from map markers; Harvesters easier to kill with anti-tank; Leviathan shell 1,500->350; Factory Strider feet no longer die to one Recoilless shot. Why it matters: Sneaking past nests works since this build, so advice that says it cannot is out of date.
2025-05-30
1.003.004
Hotfix: fast stratagem inputs not registering.
2025-05-27
1.003.003
City-mission crash fixes (Leviathans, Repel Invasion); civilians stepping on your mines no longer make you a traitor. Balance: Masters of Ceremony armor passive gains +30% primary reload speed and +50% melee damage.
2025-05-20 · major update
Heart of Democracy · 1.003.002
Heart of Democracy: Mega City missions with Repel Invasion, Planetary Defense Cannons and SEAF squads you can order to follow you; fixes for corpses flinging divers.
2025-05-16
1.003.001
Hotfix: rapid-fire stratagem exploit that crashed games.
2025-05-13 · landmark
1.003.000
Weapon customization (primaries level up; sights, muzzles, magazines, underbarrels, patterns bought with Requisition); Illuminate Stingray, Crescent Overseer, Fleshmob; spread, drag and sway rework; fire scales with enemy size; Superstore gets a permanent catalog; known issues move to Arrowhead's support site. Balance: SMG and pistol spread cut sharply, pistol-caliber drag doubled; melee stamina cost halved; shrapnel always 360 degrees, pen 3-3-3-0 -> 3-3-2-0; Frag 30->35 fragments; Eruptor 25->32 rpm (reload-cancel exploit removed); Ultimatum damage moved to the explosion, demolition 50->40; Railgun spread 10->0.1; Torcher +25% and Flamethrower +30% fuel; Gunship armor 4->3, health 700->950; Bulk Fabricator 1,500->5,000. Why it matters: Weapon handling from before it is out of date: attachments arrived (primaries only, from level 10), the spread, drag and sway rework changed SMGs and pistols most, and the old Eruptor reload-cancel trick is gone.

6.8Omens of Tyranny: 1.002.001 to 1.002.203

The Illuminate became the third enemy faction, with colony city missions and the FRV; early 2025 brought reworked mines and drones, matchmaking that prefers nearby regions, and the March primary-weapon buffs.

2025-04-04
1.002.203
Hotfix: Autocannon reload bug.
2025-04-01
1.002.202
Crash fixes (legacy hardware); laser weapon firing and reload fixes; Illuminate evacuation dropships keep coming.
2025-03-25
1.002.201
Crash fixes; energy-weapon charge and heat fixed; LAS-58 Talon fixes; shrapnel direction bug fixed. Balance: Unintended Liberator Concussive and Breaker magazine changes from 1.002.200 reverted; GL-21 projectile drag fixed.
2025-03-18
1.002.200
Primary weapon damage buffs; Automatons react faster in large groups; mute and kick work on players still in the loadout; quickplay on quiet planets no longer drops you into a friend's game at another difficulty (the Borderline Justice warbond followed on 2025-03-20). Balance: Liberator and STA-52 70->80; Adjudicator 90->95; Tenderizer 95->105; Knight, STA-11, Pummeler 65->70; Defender 75->80; Slugger 250->280, spread 20->6; Concussive 320->400 rpm; Diligence 25-round mag; Eruptor projectile pen 3->4; Stalwart 70->80; Eagle 110mm, Patriot and Emancipator 3 uses; bot dropship hull 2,500->3,500; Illuminate warp ships shield in flight; Barrager Tank turret armor restored.
2025-02-19
1.002.106
Hotfix: crash when many Spore Burst Strain bugs die at once.
2025-02-18
1.002.105
Crash fixes; ship modules purchasable again when you have the samples.
2025-02-12
1.002.104
Hotfix: common crash when dropping into a mission.
2025-02-11
1.002.103
Scope misalignment fixed again; crash fixes. Balance: LAS-17 Double-Edge Sickle pen now scales with heat (light at low heat, heavy near max; 55->70 damage); GP-31 Ultimatum no longer gets extra ammo from Siege-Ready or Hellpod Space Optimization.
2025-02-04
1.002.101
Mines and the Dog Breath drone reworked; matchmaking prefers nearby regions and your selected difficulty; divers can jog while carrying barrels and shells; FRV sturdier; emoting while falling restored (the Servants of Freedom warbond followed on 2025-02-06 per the wiki). Balance: All sidearms start with 3 mags and carry 5 spares; spray-weapon gas 6->10 s; AP minefield 350->700 damage, 120 s; incendiary mines 210->300, 120 s; AT mines 120 s; Ballistic Shield blocks melee; Sterilizer recoil cut; Siege-Ready extra ammo for every magazine weapon kept as a feature.
2025-01-14
1.002.005
Crash fixes (Illuminate ships despawning); scope jitter fixed; shared W.A.S.P. launcher targeting fixed; fewer disconnects in Illuminate missions.
2024-12-18
1.002.003
Hotfix (Steam title "PATCH 01.002.203"): shorter matchmaking waits, fewer Illuminate-mission disconnects, Ion Storm tower crash; Siege-Ready fix for hot-joiners.
2024-12-17
1.002.002
Crash fixes (hot-joining Illuminate missions, colony maps, vehicle call-ins).
2024-12-13 · major update
Omens of Tyranny · 1.002.001
Omens of Tyranny: the Illuminate return (Voteless, Overseers, Watchers, Harvesters); city colony missions; FRV vehicle; rejoin your last match after a crash; divers stay prone after ragdolling. Balance: Exosuit main health 600->850 (limbs sturdier, arm armor 3->2); Laser Cannon 2 spare heat sinks, -20% heat; Airburst cluster mode; Jump Pack aim and stim in the air; boosters (Flexible Reinforcement Budget +150%, Expert Extraction Pilot +100%, Muscle Enhancement +40%, Motivational Shock +100%); Peak Physique melee +100%; Reinforced Scout Strider fewer and telegraphed; exploding barrels leave fire.

6.9Escalation of Freedom: 1.001.002 to 1.001.203

Difficulty 10 and new heavies arrived here, and the backlash to the update's balance changes produced the 60-day plan: 1.001.100's armor overhaul is the line between old and current guides.

2024-11-12
1.001.203
Hotfix: crash on shutdown.
2024-11-05 · landmark
1.001.202
SOS beacon keeps looking for players all mission and makes the lobby public; crash fixes. Balance: Fewer enemies while raising the flag in Spread Democracy. Why it matters: Throwing an SOS opens your lobby to strangers for the rest of the mission, whatever your privacy setting; see Joining and hosting.
2024-10-29
1.001.201
Top-priority fixes: enemy spawning stopping mid-mission, drill and terminal soft-locks, Charger corpses launching divers, quickplay rejoin after a leave, invite-only lobbies hidden; less ragdolling on uneven ground. Balance: Punisher Plasma arc reverted, mag 8->10; Shield Generator Relay 30->40 s.
2024-10-15 · landmark
1.001.104
60-day plan completed: the rest of the weapon and stratagem pass; programmable ammo (Autocannon flak, Recoilless HE); drone backpacks can be toggled; Automatons need line of sight (no more shooting through walls or smoke); post-objective patrols concentrate near extraction; pen tags defined (2 light, 3 medium, 4 heavy, 5+ anti-tank). Balance: Heavy armor 25% less damage taken (was 20%), light armor 25% more (was 33%); Purifier charge to 200 damage; Scorcher full auto, 250->350 rpm; Liberator family horizontal recoil -30%; Liberator Penetrator 45-round mag; Adjudicator 80->90; Verdict pen 3; Senator pen 4, 200 damage; HE 400->800, Frag 250->500, Incendiary 150->300; knives 8->20; Jump Pack 20->15 s; Guard Dog pen 3; Strafing Run 350; AT mines 2,000 damage, heavies only; MG Sentry 90 s; Gatling, Rocket, Autocannon Sentry 150 s; Tesla 120 s; Shield Relay 15 m radius; bot small rounds 40->35; Hulk Bruiser back to rockets; Devastator head armor 2->1; Tank front 6->5. Why it matters: Penetration tiers got their names (light, medium, heavy, anti-tank), heavy and light armor changed how much damage they take, and Automatons stopped shooting through walls and smoke: armor math and bot-stealth advice from before it are out of date.
2024-10-01
1.001.103
Crash fixes; enemy audio rebalanced so bugs and bots are easier to hear. Balance: Heavy armor no longer immune to the gas status effect.
2024-09-24
1.001.102
Crash fixes; poor-connection threshold doubled so fewer divers are dropped back to their ship; PS5 rest-mode joining fix. Balance: Shield Generator Pack transfers knockback to the wearer again.
2024-09-18
1.001.101
Hotfix (Steam title "HOT FIX 01.001.001"): host-migration crash; the SH-32 Shield Generator Pack given out by mistake removed.
2024-09-17 · landmark
1.001.100
Armor penetration and anti-tank overhaul (60-day plan, first part): heavy enemies lose armor, support weapons gain reach; emote wheel; strategic assets on the war map; gas reworked to blind and confuse; Fabricators get health. Balance: Partial damage 50%->65% of full; headshots on divers +100%->+50%; Liberator 60->70; Knight 50->65; Concussive 60-round drum; Breaker 16 shells; Crossbow explosion 150->350; Eruptor shrapnel restored; Diligence 125->165; Counter Sniper 140->200; flamers pen 3->4 with pre-EoF flames; Railgun durable 60->225; AMR, HMG, Autocannon, Laser Cannon, Flamethrower can damage heavies; Arc Thrower range 35->55; Thermite 100->2,000; Frag carry 4->5; anti-tank weapons much stronger; Hulk, Charger, Bile Titan, Impaler armor 5->4; Charger and Titan bellies armor 4->2; Berserker 1,000->750; Devastators 800->750 with limited rockets; Gunships limited rockets; Tank front armor 5->6. Why it matters: The line between old and current guides: every armor chart, tier list and what-kills-what table from before September 17, 2024 describes a different game. A hit at equal penetration now deals 65% of its damage (see the rule in three lines).
2024-08-21
1.001.005
Emergency hotfix: crash when killing an Impaler inside a stronghold.
2024-08-20
1.001.004
Hotfix: crash fixes; flamethrower particles hit enemies again; Impaler tentacles stop chasing forever. Balance: Impaler tentacle and light-rocket explosion radius cut to curb ragdolling.
2024-08-13
1.001.003
Hotfix: performance with large bot swarms; flamethrowers work inside shield domes; social menu and crash fixes (the game director's 60-day plan was posted the same day).
2024-08-06 · major update
Escalation of Freedom · 1.001.002
Escalation of Freedom: difficulty 10 (Super Helldive); Impaler, Rocket Tank, Reinforced Scout Strider, Spore Charger, Alpha Commander; bigger outposts and new optional objectives; acid storms; swamp biome; kicked players keep their mission. Balance: Breaker Incendiary mags 6->4, recoil up; Slugger more stagger but more spread and drag; Grenade Pistol 8->6 rounds; Exploding Crossbow one-handed; Guard Dog 8 mags; Walking Barrage 5 salvos; 120mm Barrage 240->180 s; fewer gunship patrols. Why it matters: The backlash to its balance changes produced the 60-day plan behind 1.001.100 and 1.001.104.

6.10Launch year: 1.000.000 to 1.000.405

Server overload came first, with 12 builds in three weeks. Then the first balance passes: armor started working as intended (1.000.100), the level cap rose (1.000.200) and bug breaches lost heavies (1.000.400).

The Helldivers 2 logo beside four Helldivers under a Super Earth flag, firing through yellow smoke at Terminids
Launch key art with the Helldivers 2 logo, from Arrowhead's release-date announcement (September 22, 2023).
2024-07-10
1.000.405
Hotfix: fewer divers stuck in the infinite drop-in.
2024-07-04
1.000.404
Hotfix: drop-in loading-screen hangs and crashes; tier 5 ship modules activated; Superior Packing Methodology fixed.
2024-06-25
1.000.403
Japanese voice-over available everywhere; Spear aiming crash fixed; Punisher Plasma fires out of shield bubbles; Peak Physique ergonomics fixed.
2024-06-18
1.000.402
Crash and quality-of-life fixes; Spear targets spawners again; Recoilless reload speed and Adjudicator recoil fixed. Balance: Sentries no longer destroyed outright by most explosions.
2024-06-13 · landmark
1.000.400
Supply lines and attack origins on the war map; invite-only lobbies; Peak Physique passive; Charger Behemoth on higher difficulties; super samples from difficulty 6; AA Defenses modifier removed; Spear targeting reworked. Balance: Heavies in bug breaches cut by at least 30%, fewer Hulks; acid slow 50%->30%; Rocket Sentry reworked; MG Sentry 180->120 s; sentries 80% durable; Orbital Gatling heavy pen, 70 s; Precision Strike 90 s, 2 s call-in; Airburst 100 s; Eagle 110mm pods 250 damage with heavy pen; Strafing Run 4 uses; GL-21 350->400; HMG 150 damage, 5.5 s reload; rifle rounds deal more durable damage; Tenderizer 60->95; Eruptor 420->570; Crossbow demolition up; minefields up. Why it matters: The end of "bring only anti-tank" advice: bug breaches bring fewer heavies and stratagems got broad buffs. Super samples appear from difficulty 6 since this patch.
2024-06-01
1.000.305
Fix: enemies spawning on the drill in the Operation Enduring Peace order mission.
2024-05-14
1.000.304
Optional PSN account linking in settings; crash fixes; Airburst only triggered by enemies and divers.
2024-05-08
1.000.303
Crash fixes (damage over time, hot-joining a full quickplay session).
2024-05-07
1.000.302
Damage-over-time now works for every player (not only the host); scopes realigned; social menu fixes; non-hosts can no longer kick. Balance: Eruptor: explosion +40 damage, shrapnel removed; Shrieker and Gunship hearing up.
2024-05-02
1.000.301
Performance recovered after 1.000.300; crash fixes.
2024-04-29
1.000.300
Large balance pass; Spread Democracy on higher difficulties; auto-climb toggle; more patrols for squads under 4; ricochets can hit the shooter; ultrawide HUD setting. Balance: Armor above 100 now cuts headshot damage; burn damage -15%; Exploding Crossbow, Eruptor, Punisher Plasma, Sickle, Scythe spare mags cut; Quasar recharge +5 s; Railgun pen up; Diligence 112->125, Counter Sniper 128->140; Peacemaker 60->75; Senator 150->175 with speedloader; Dagger 150->200; Liberator 55->60; Concussive 55->65; Dominator 300->275; Guard Dog -30%; Blitzer 30->45 shots/min; Tesla Tower +33% health; Hulk Scorcher flame -20%.
2024-04-16
1.000.203
CE-27 Ground Breaker gets its advertised Engineer Kit passive; PC-versus-console damage mismatch fixed; crash fixes.
2024-04-09
1.000.202
Weapon stat screens now count explosive damage (notably PLAS-1 Scorcher); crash fixes; Medal and Super Credit pickups no longer freeze the diver.
2024-04-03
1.000.201
Hotfix: Acquisitions menu crash.
2024-04-02 · landmark
1.000.200
Level cap 50 -> 150; blizzards and sandstorms; heavy and medium armor protect more (about 10% / 5% less damage). Balance: Arc Thrower 1 s charge, range 50->35 m; Anti-Materiel Rifle +30%; fire damage +50%; Dominator 200->300; Counter Sniper medium pen; Slugger 280->250, less stagger; Recoilless 3 and Spear 2 from supplies; HMG top rate 1,200->950 rpm; Patriot rockets pen only on direct hit; Bile Titan no longer stunnable; Shriekers no longer call breaches. Why it matters: Early level-cap and armor advice is out of date. Level caps so far: 50 at launch, 150 from April 2, 2024 and 300 from August 12, 2026.
2024-03-26
1.000.104
Fix: freezes when firing arc weapons (Arc Thrower, Arc Shotgun, Tesla Tower).
2024-03-20
1.000.103
Planetary hazards less frequent; fewer patrols spawning on players; Exosuit fixes. Balance: Meteor showers and volcanic activity: smaller blasts, less damage.
2024-03-12
1.000.102
Fewer Chargers and Bile Titans at difficulty 7+; Electronic Countermeasures modifier removed. Balance: Charger head health cut so one well-placed Recoilless Rifle or EAT-17 shot kills; spawn spikes of heavies reduced.
2024-03-06 · landmark
1.000.100
Planetary hazards (fire tornadoes, meteor showers and more); EXO-45 Patriot Exosuit; armor ratings now reduce damage as intended. Balance: Breaker mag 16->13, recoil up; Railgun safe-mode pen and durable damage down; Flamethrower +50% DPS; Laser Cannon up; Punisher 40->45 damage; Breaker Spray & Pray up; 120/380mm barrages longer and tighter; Shield Backpack recharge delay up; Eradicate needs more kills. Why it matters: Armor ratings did not reduce damage as intended before this patch, so launch-week armor advice and the first Breaker and Railgun picks no longer apply.
2024-02-28
1.000.13
PS5 login faster; AZERTY rebinding; Super Credit and Premium Warbond purchase fixes; AFK-kick exploits fixed.
2024-02-23
1.000.12
Server cap raised; stuck-in-cinematic fix.
2024-02-22
1.000.11
Crash fixes (joining ships, ADS), GameGuard fixes, idle players kicked to the title screen after 15 minutes.
2024-02-20
1.000.10
PC: quickplay block fixed (auto-retry added); crash fixes; black-screen-at-startup authentication fix. Balance: Extract civilians mission difficulty tuned.
2024-02-17
1.000.009
Stability and matchmaking fixes; mission-end screen shows XP and Requisition multipliers. Balance: Defend events easier; difficulties 7-9 no longer too easy; Eradicate harder with a 15-minute timer; duplicate stratagems blocked.
2024-02-16
1.000.008
Matchmaking optimized (full lobbies filtered out); top three crashes fixed; laptops no longer prefer integrated graphics; Defend progress indicator.
2024-02-15
1.000.007
Defend events fixed and updated for Major Orders (PC and PS5).
2024-02-14
1.000.006
Stability: crash fixes (extraction cutscene, joining, ADS), backend connectivity and matchmaking improvements.
2024-02-12
1.000.005
Server load: authentication eased, login retry countdown, daily and difficulty progression errors fixed.
2024-02-09
1.000.004
PC: matchmaking improvements; crashes fixed (ESC and social menus, after matchmaking, Armory, equipping the MP-98 Knight).
launch day
1.000.001 unverified
A launch-day PS5 update that only the wiki records; there are no official notes.
2024-02-08 · launch
Launch · 1.000.000
Launch build (PC and PS5, PC-PS5 crossplay); no patch notes.