Weapons & Gear#
Helldivers 2 has a rich and varied arsenal, from assault rifles to energy weapons, from pistols to heavy anti-armor cannons — knowing each weapon’s traits is the key to becoming an elite Helldiver.
Primary Weapons#
Your primary is the weapon you’ll use most — picking one that fits you and the mission type matters enormously.
Assault Rifles#
| Weapon | Damage | Mag | Fire rate | Traits | Best faction |
|---|---|---|---|---|---|
| AR-23 Liberator | 55 | 45 | 450 | The standard all-rounder — balanced and accurate | All |
| AR-23P Liberator Penetrator | 50 | 30 | 400 | AP rounds — punches through medium armor | Automatons |
| AR-23C Liberator Concussive | 35 | 35 | 350 | Concussive rounds — knockback + stun | Terminids |
| AR-61 Tenderizer | 70 | 35 | 400 | High damage — switchable fire-rate modes | Illuminate |
Advice: newcomers start with the Liberator; take the Penetrator on bot missions; the Liberator Concussive for bugs
Shotguns#
| Weapon | Damage | Mag | Traits | Best faction |
|---|---|---|---|---|
| SG-225 Breaker | 40×6 | 12 | Semi-auto shotgun — huge close-range burst | Terminids |
| SG-225SP Breaker Spray ’n’ Pray | 25×8 | 16 | Massive spread — extremely efficient at clearing chaff | Terminids |
| SG-225IE Breaker Incendiary | 35×6 | 12 | Incendiary shells — continuous fire damage | Terminids |
| SG-8 Punisher | 45×8 | 10 | Slug rounds — more accuracy, longer reach | Automatons |
| SG-8S Slugger | 55×8 | 8 | Heavy slugs — AP + knockback | All |
| SG-20 Halt | 35×6 | 12 | Switchable ammo — stun or AP | All |
Advice: shotguns rule bug missions — Breaker/Spray ’n’ Pray is a no-brainer
SMGs#
| Weapon | Damage | Mag | Traits | Best faction |
|---|---|---|---|---|
| MP-98 Knight | 40 | 50 | High fire rate — one-handed | All |
| Pummeler | 35 | 40 | Concussive rounds — slows enemies | Terminids |
| SG-22 Bushwhacker | 30×3 | 6 | Short-barrel shotgun SMG — a secondary slot that performs like a primary | All |
DMRs#
| Weapon | Damage | Mag | Traits | Best faction |
|---|---|---|---|---|
| R-63 Diligence | 115 | 15 | Standard semi-auto marksman rifle — one-tap headshots | Automatons |
| R-63CS Diligence Counter Sniper | 170 | 10 | Heavy marksman rifle — AP + high damage | All |
| R-36 Eruptor | 250 | 5 | Explosive rounds — area damage | Terminids |
Advice: a DMR is mandatory against bots — long-range headshots delete infantry effortlessly
Energy Weapons#
| Weapon | Damage | Mag | Traits | Best faction |
|---|---|---|---|---|
| LAS-5 Scythe | 30/sec | Infinite | Continuous beam — infinite ammo (needs cooldown) | All |
| LAS-16 Sickle | 45 | Infinite | Laser assault rifle — burst fire + infinite ammo | All |
| PLAS-1 Scorcher | 100 | 15 | Plasma rifle — area explosion damage | All |
| ARC-3 Arc Thrower | 80 | Infinite | Arc chains — chains damage across multiple enemies | Terminids |
Special Weapons#
| Weapon | Damage | Mag | Traits | Best faction |
|---|---|---|---|---|
| JAR-5 Dominator | 150 | 15 | Heavy battle rifle — AP + knockback | All |
| CB-9 Exploding Crossbow | 350 | 1 | Explosive bolt — one shot per reload + area explosion | All |
| TOR-3 Thunder | 40/sec | 60 | Flamethrower — primary-weapon edition | Terminids |
| SMG-37 Defender | 60 | 35 | One-handed SMG — shoot while carrying objects | All |
Secondary Weapons#
| Weapon | Damage | Mag | Traits | Recommended for |
|---|---|---|---|---|
| P-2 Peacemaker | 50 | 15 | Standard pistol — reliable | Default |
| P-19 Redeemer | 35 | 25 | Full-auto pistol — high fire-rate emergency weapon | Panic defense |
| P-4 Senator | 150 | 6 | Heavy revolver — one shot, one chaff kill | Precision kills |
| P-113 Verdict | 100 | 10 | Heavy pistol — between a revolver and a standard sidearm | General use |
| GP-31 Grenade Pistol | 250 | 1 | Fires grenades — can blow nests/factories | Anti-structure |
| CQC-19 Stun Baton | 30 | — | Melee weapon — AP + knockback | Melee |
| CQC-30 Stun Maul | 25 | — | Melee weapon — fast swings | Melee |
Advice: the Redeemer and Senator are the most practical secondaries — Redeemer for emergencies, Senator for executions
Grenades#
| Grenade | Damage | Radius | Traits | Best use |
|---|---|---|---|---|
| G-6 Frag | 300 | 6m | Standard frag — the best all-rounder | Clearing groups |
| G-12 High Explosive | 500 | 4m | High damage — can blow nests/structures | Anti-structure |
| G-10 Incendiary | 50/sec | 8m | Sustained area fire — seal routes/clear swarms | Terminids |
| G-23 Smoke | 0 | 10m | Smoke cover — blocks enemy vision | Extraction/disengage |
| G-3 Stun | 0 | 5m | Stuns enemies in range — no damage | Control |
| G-4 Impact | 350 | 3m | Detonates on impact — no fuse delay | Melee emergencies |
| G-5 Cluster | 150×6 | 8m | Bomblets — wide coverage | Clearing groups |
| G-7 Incendiary Impact | 30/sec | 6m | Detonates on impact + sustained fire | Emergency route sealing |
Advice: newcomers take the G-6 Frag — the most versatile. At high difficulty, take the G-12 High Explosive to blow nests
Support Weapons#
Support weapons arrive via stratagem drops — they replace your support slot and deliver firepower far beyond any primary.
Machine Guns#
| Weapon | Damage | Mag | Traits | Best use |
|---|---|---|---|---|
| MG-43 Machine Gun | 70 | 150 | Standard MG — the best all-rounder | Newcomer first pick |
| MG-206 Heavy Machine Gun | 100 | 100 | High damage + AP | Suppressing medium enemies |
| Stalwart | 55 | 200 | High fire-rate light MG — a chaff-clearing machine | Swarm clearing |
Anti-Armor#
| Weapon | Damage | Ammo | Traits | Best use |
|---|---|---|---|---|
| GR-8 Recoilless Rifle | 2000 | 6 | High-damage AP rounds — one shot per tank/Titan | Anti-everything-heavy |
| EAT-17 Expendable Anti-Tank | 1800 | 2/drop | One-shot launcher — two delivered every 90 seconds | Fast anti-armor |
| SPEAR | 2500 | 4 | Lock on, then fire — auto-tracking | Long-range anti-armor |
| LAS-99 Quasar Cannon | 1500 | Infinite | Chargeable laser — infinite ammo | Sustainable anti-armor |
| RS-422 Railgun | 600 | 20 | Adjustable-charge — overload penetrates heavy armor | Precision anti-armor |
| AC-8 Autocannon | 450 | 30 | Switchable HE + AP rounds | All-purpose anti-armor |
Area Clearance#
| Weapon | Damage | Ammo | Traits | Best use |
|---|---|---|---|---|
| FLAM-40 Flamethrower | 80/sec | 60 | Sustained area fire — the Terminids’ nightmare | Bug clearing |
| GL-21 Grenade Launcher | 350 | 30 | Lobs HE grenades at range | Long-range group clearing |
| LAS-98 Laser Cannon | 60/sec | Infinite | Sustained beam — overheat cooldown | All-purpose damage |
| ARC-3 Arc Thrower | 100 | Infinite | Arc chains — jumps across multiple enemies | Swarm control |
Advice: newcomers bring a machine gun, the anti-armor player a Recoilless or Quasar, the clear specialist a Flamethrower
Faction Loadout Recommendations#
Terminids#
| Slot | Pick | Why |
|---|---|---|
| Primary | SG-225 Breaker | Shotgun one-shots bug swarms at close range |
| Secondary | P-19 Redeemer | Full-auto cleanup for leaping bugs in your face |
| Grenade | G-10 Incendiary | Seal routes — toss one when a swarm comes through a choke |
| Support | Flamethrower | Nothing feels better than burning bugs |
| Backup support | Autocannon | Multi-role — AP and group clearing in one |
Automatons#
| Slot | Pick | Why |
|---|---|---|
| Primary | R-63CS Diligence Counter Sniper | Long-range one-tap headshots on infantry/scouts |
| Secondary | P-4 Senator | One shot, one infantry |
| Grenade | G-23 Smoke | Smoke cover for pushes or extraction |
| Support | Recoilless Rifle | One-shots tanks and turrets |
| Backup support | Railgun | Precise charged AP one-shots medium units |
Illuminate#
| Slot | Pick | Why |
|---|---|---|
| Primary | AR-23C Liberator Concussive | Concussive rounds control enemies — break shields, then punish the stagger |
| Secondary | P-19 Redeemer | High fire rate shreds shields |
| Grenade | G-4 Impact | Detonates on impact — perfect for fast-moving Elevated Overseers |
| Support | MG-43 Machine Gun | High fire rate breaks shields + sustained damage |
| Backup support | Quasar Cannon | One shot kills large units once their shields drop |
Weapon Tier Reference#
| Tier | Meaning | Representative weapons |
|---|---|---|
| S-tier | Strongest in the current patch — prioritize unlocking | SG-225 Breaker, R-63CS Counter Sniper, Recoilless Rifle, 500KG |
| A-tier | Extremely practical — a good choice in most scenarios | AR-23 Liberator, LAS-16 Sickle, Machine Gun, Quasar Cannon |
| B-tier | Excellent in specific scenarios | JAR-5 Dominator, PLAS-1 Scorcher, Flamethrower |
| C-tier | Usable but outclassed | P-2 Peacemaker, MP-98 Knight |
Note: weapon strength shifts with patches — the ratings above reflect overall performance in the current version
Version History#
| Version | Changes | Date |
|---|---|---|
| 1.0 | Initial weapon guide | 2024-02 |
| 1.1 | Added the new Warbond weapons | 2024-04 |
| 1.2 | Full weapon balance pass — ratings updated | 2024-06 |
End of weapon guide
Recommended Loadouts by Stage#
Beginner Stage (Levels 1–15)#
| Slot | Recommended weapon | Why |
|---|---|---|
| Primary | AR-23 Liberator | Stable ballistics, fast reload, works on every faction |
| Secondary | P-2 Peacemaker | Unlocked by default, a reliable safety net |
| Grenade | G-6 Frag | The most versatile — handles any early situation |
| Support | MG-43 Machine Gun | Works the moment it drops, no complex reload technique needed |
Mid Stage (Levels 16–30)#
| Slot | Recommended weapon | Why |
|---|---|---|
| Primary | SG-225 Breaker | Maximum close-range pressure on bug missions |
| Secondary | P-19 Redeemer | Full-auto emergency — saves you when they get too close |
| Grenade | G-12 High Explosive | Clears nests and structures — smoother pushes |
| Support | Autocannon | AP and group clearing in one — handles medium enemies |
Late Stage (Levels 31–50)#
| Slot | Recommended weapon | Why |
|---|---|---|
| Primary | R-63CS Diligence Counter Sniper | The most efficient long-range killer on bot maps |
| Secondary | P-4 Senator | One shot, one infantry — superb execution feel |
| Grenade | G-23 Smoke | Blocks enemy vision during extraction and pushes |
| Support | Recoilless Rifle | One-shots tanks and turrets — the anti-armor core |