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

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

内容最后验证于 2026-07