Automatons Tactical Combat Guide

Fighting Automatons requires precision warfare, not brute force. These cybernetic soldiers use cover, suppression fire, and coordinated reinforcements to pin you down. Unlike the Terminid swarms, bots punish aggressive play and reward tactical positioning, weak point targeting, and reinforcement denial.

This guide provides scenario-based tactics organized by your current combat situation. Scan to your scenario, extract your tactical response, and adapt to bot warfare. Difficulty scaling is marked throughout with 🟢 (1-3), 🟡 (4-6), 🔴 (7-9), and ⚫ (Helldive+).

Core Automaton Combat Principles

Before diving into scenarios, internalize these fundamental differences between bot and bug combat. Automatons operate on completely different tactical logic that requires a mindset shift.

🎯

Precision Over Volume

Bots have specific weak points that instantly kill. One accurate shot beats ten body shots.

Priority: Headshots on infantry, weak spots on heavies
Result: Ammo conservation + faster kills

🛡️

Cover is Survival

Bots use accurate suppression fire. Standing in the open means instant death at 🔴 7+.

Tactics: Peek-shoot from rocks, trenches, buildings
Movement: Sprint between cover, never linger in open

📡

Reinforcement Denial

Bots call dropships via flares. Stop the flare = stop the reinforcements.

Window: ~2 seconds from flare prep to launch
Priority Kill: Troopers/Raiders pointing upward

Energy > Ballistic

Bots are weak to energy weapons and arc damage. Exploit this consistently.

Best Weapons: Sickle, Scorcher, Purifier, Arc Thrower
Stratagems: Tesla Tower, Arc Thrower, Laser Cannon

🎖️

Armor Penetration Mandatory

Medium+ armor pen required for all heavies. Light pen primaries struggle at 🟡 4+.

Primary: Dominator, Scorcher, Sickle, Slugger
Support: Autocannon, Railgun, Quasar, Recoilless

👥

Slow, Methodical Clears

Rushing gets you surrounded. Coordinate advances, clear systematically, watch flanks.

Pace: Clear patrol → advance → clear next patrol
Never: Run past patrols (they call reinforcements)

Scenario 1: Stopping Reinforcement Chains

Situation: You engage a patrol. A Trooper points skyward with a red flare beacon. Dropships incoming. More bots arrive. Another flare. Endless cycle.

Why This Happens: Bot reinforcements have a map-wide ~2-5 minute cooldown AFTER the dropship arrives. But if you can’t clear the first wave fast, another bot will call another dropship immediately, restarting the cycle.

Immediate Response

WRONG: Spray and Pray
Panic shooting at everything
WHAT GOES WRONG
  • • Miss the flare-caller while shooting heavies
  • • Flare launches, dropship arrives in 30 seconds
  • • New bots immediately call another flare
  • • 3 dropships later you’re overrun

RIGHT: Priority Targeting
Flare-callers die first, always
HOW IT WORKS
  1. 1. Scan for flare animation: Bot pointing flare beacon upward
  2. 2. Kill immediately: You have ~2 seconds before launch
  3. 3. If flare launches: Shoot dropship engines OR accept it and prepare
  4. 4. Clear fast: Kill dropship wave before another flare

Tactical Setup

Pre-Engagement Positioning (🟡 4+ difficulties):

  • Identify cover BEFORE shooting
  • Position team with overlapping firing lanes
  • One player watches for flares specifically
  • Have anti-dropship weapon ready (Railgun, Recoilless, Quasar)

During Engagement:

  1. Call out “FLARE!” immediately when you see it
  2. All players shift fire to flare-caller (usually Trooper/Raider/Marauder)
  3. If flare launches, designate one player to shoot dropship engines
  4. Other players focus on clearing infantry fast
Enemy TypeCan Call Flares?Priority
Trooper / Raider / Marauder
YES
HIGHEST
Commissar
YES
HIGHEST
Devastator / Hulk / Tank
No
Secondary
Scout Strider (pilot)
YES (if survives walker destruction)
Kill walker + pilot

Loadout Recommendations

ANTI-DROPSHIP BUILDS
  • Railgun (Unsafe Mode) — 1-shot dropship engines
  • Recoilless Rifle — 1-shot engines, team reload
  • Quasar Cannon — 1-shot engines, no backpack, slower
  • EAT — 1-shot engines, disposable, call frequently

Best for: Dedicated anti-reinforcement role

FAST INFANTRY CLEAR
  • Arc Thrower — Chains through grouped bots
  • Sickle — Accurate, infinite ammo for headshots
  • Dominator — Medium pen, fast TTK on infantry
  • Autocannon — Destroys everything fast

Best for: Clearing waves before next flare

Scenario 2: Heavy Unit Weak Point Targeting

Situation: You’re facing Hulks, Devastators, Tanks, or Factory Striders. Body shots ricochet. You’re wasting ammo. They’re not dying.

Why This Happens: Bot heavies have heavy armor plating everywhere EXCEPT specific weak points. Hit the weak point = instant kill or massive damage. Miss it = you’re tickling them.

Complete Weak Point Matrix

EnemyPrimary Weak PointSecondary Weak PointBest Weapons
Hulk (all types)
Red eye slit (face)
Front-facing, glowing red
Orange heat sinks (back)
Two glowing orange vents

Railgun (2-shot), Quasar, Anti-Materiel Rifle, precision primaries

Devastators
Red eye (head)
Instant kill with headshots
Weapon arms
Disarm then finish

Dominator (4-5 shots to head), Slugger, Scorcher, precision weapons

Scout Strider
Pilot (rear opening)
Exposed from behind
Leg joints
Destroy legs to immobilize

Any medium+ pen weapon on pilot, explosives on legs

Tank (Shredder)
Rear exhaust vent
Behind turret, glowing
Turret itself
Destroy turret to disable

EAT, Quasar, Recoilless (rear vent), Orbital strikes

Tank (Annihilator)
No obvious weak point
Extremely durable

Orbital Laser, Orbital Precision Strike, 500kg Bomb, sustained anti-tank fire

Factory Strider
Face “eye visor” (front)
Thin red strip between armor
Underbelly factory door
When spawning Devastators

Railgun/Quasar (6 shots to face), rockets into belly when door opens

Factory Strider Detailed Breakdown

Factory Strider (AT-AT)

Appears 🔴 Difficulty 7+ • Dropped by Dropships • Walking Devastator Factory

4
destroyable components
DESTROY WEAPONS FIRST (Priority)
  1. 1. Chin-mounted miniguns — Shred Helldivers in 1-2 seconds. Destroy with medium pen primaries (4-5 shots each gun)
  2. 2. Dorsal laser cannon — 360° rotating turret, extreme range, ragdolls on near-miss. Destroy with 2 anti-tank rockets
  3. 3. Underbelly Devastator factory — Spawns 4 Devastators periodically. Shoot into open door when spawning
KILL OPTIONS (After Disarming)
Option 1: Face Weak Point
Thin horizontal red “eye” between armor plates. 6 Railgun/Quasar shots or sustained Autocannon fire
Option 2: Underbelly Rush
Get underneath (after disabling chin guns). Fire rockets/HMG into factory door when it opens. High risk, high reward
Option 3: Orbital Spam
Walking Barrage (throw along its length), Orbital Laser, multiple 500kg bombs. Most reliable method
Option 4: Hellpod Drop
~5 Hellpods (reinforcements, support weapons) landing on its back will destroy it. Risky but hilarious
TACTICS THAT WORK
Disarm weapons firstTeam focus fireOrbital barragesKite while shooting
FATAL MISTAKES
Standing in front of itIgnoring chin gunsSolo rushing bellyBody-shotting armor
TEAM COORDINATION

Designate roles: Player 1-2 destroy miniguns, Player 3 takes out dorsal cannon, Player 4 calls orbital strikes. After disarming, all players focus on face weak point or coordinate belly rush. Communication prevents wasted stratagems and ammo.

Scenario 3: Under Heavy Suppression Fire

Situation: You peek from cover and immediately take sustained fire from multiple directions. Can’t return fire effectively. Team pinned down. Objective timer running out.

Why This Happens: Bots use suppression tactics. Devastators, Hulks, and heavy units coordinate fire to keep you in cover while infantry flanks or calls reinforcements.

Breaking Suppression: Tactical Options

OPTION 1: SMOKE BREAK
  • ✓ Throw smoke between you and enemy
  • ✓ Sprint to new cover position during smoke
  • ✓ Flank while they’re blind
  • ✓ Reposition to better angle

Best when: You need to move, not fight

OPTION 2: ORBITAL STRIKE
  • ✓ Railcannon Strike (targets heavies)
  • ✓ Precision Strike on grouped enemies
  • ✓ 380mm Barrage on fortified position
  • ✓ EMS Strike to stun, then push

Best when: Enemies are stationary/grouped

OPTION 3: SHIELD PUSH
  • ✓ Shield Generator Pack + advance
  • ✓ Ballistic Shield + Revolver combo
  • ✓ Shield Generator Relay for team
  • ✓ Tank hits, team shoots from behind

Best when: You need to hold ground

Cover Movement Technique

Bots punish poor positioning. Master cover-to-cover movement at 🟡 4+ or die constantly.

Cover TypeProtection LevelWhen to Use
Rocks / Large Boulders
Excellent

Best cover. Blocks all fire. Can’t be destroyed. Peek from sides, not top.

Trenches / Ditches
Excellent

Full protection when crouched. Beware: vulnerable to flanking. Watch entrances.

Building Walls
Good

Solid cover, but destructible by tank/cannon fire. Don’t stay if taking heavy weapons fire.

Metal Crates / Containers
Fair

Blocks most fire but can be destroyed. Temporary cover only. Move before destroyed.

Destroyed Dropship Wreckage
Good

Excellent improvised cover. Large, blocks fire. Be aware some bots can pin underneath it.

Hills / Terrain Elevation
Situational

Blocks line of sight when used correctly. Can also expose you if enemies on higher ground.

Loadout Recommendations

DEFENSIVE / SHIELD BUILDS
  • Shield Generator Pack + Any primary
  • Ballistic Shield + Senator/Verdict
  • Shield Generator Relay (team stationary defense)
  • ✓ Smoke grenades for repositioning

Drawback: Less offensive firepower

AGGRO PRESSURE BUILDS
  • Autocannon — Destroys cover, kills everything
  • Grenade Launcher — Flushes enemies from cover
  • Machine Gun — Sustained suppression fire back
  • Eagle Airstrikes — Multiple for constant pressure

Philosophy: Best defense is offense

Scenario 4: Breaching Fortified Bot Outposts

Situation: You need to destroy a bot fabricator/outpost. It’s surrounded by turrets, patrols, and defensive structures. Direct assault gets you shredded.

Why This Happens: Bot outposts are designed as defensive fortresses with overlapping fields of fire. Frontal assault without strategy fails at 🟡 4+.

Breach Options by Difficulty

🟢

Difficulties 1-3: Direct Assault
Low enemy density, weak defenses

Tactic: Run in, shoot everything, throw Eagle Airstrike on fabricator. Minimal strategy needed.

🟡

Difficulties 4-6: Suppression + Breach
Increased turrets and patrols

Step 1: Scout outpost perimeter, identify turrets

Step 2: Destroy turrets from range (Railgun, Autocannon)

Step 3: Clear perimeter patrol

Step 4: Breach, destroy fabricator with explosives

🔴

Difficulties 7-9: Orbital Strike Method
Heavy defenses, reinforcements likely

Best approach: Don’t breach at all. Use 380mm Barrage or Walking Barrage from outside outpost range.

Alternative: Destroy Stratagem Jammer first (if present), THEN orbital strike

Cleanup: Clear survivors with team, avoid staying inside outpost

Helldive+: Stealth or Die
Maximum defenses, certain death if detected

Preferred: Stealth past outpost entirely if not required objective

If required: Multiple orbital barrages + Eagle strikes simultaneously. Team coordinates to hit from outside during bombardment window

Extract immediately: After fabricator destroyed, don’t linger. Reinforcements incoming

Stratagem Jammer Towers (Highest Priority)

📡❌

Stratagem Jammer Towers

Tall forked towers that prevent stratagem use in large radius

CRITICAL: Destroy BEFORE breaching outpost

If jammer active, you cannot call reinforcements, support weapons, or strikes inside the radius. You’re fighting with only your loadout. Locate tower (usually center of outpost), destroy from outside jammer radius using anti-tank weapon or primary fire.

Identification

When you try to call stratagem and it shows red/blocked icon with “JAMMED” indicator, there’s a tower nearby. Look for tall structure with forked top, often glowing red.

Detector Towers (Automatic Reinforcement Trigger)

👁️📡

Detector Towers

Rotating searchlight beams that trigger dropships when you’re spotted

How They Work

Red searchlight beam rotates. If beam touches you, instant dropship called. Can retrigger IMMEDIATELY after dropship leaves (no cooldown like regular flares). Creates endless reinforcement spam if not destroyed.

Counter Tactics
  • • Destroy from outside beam range (anti-tank weapons)
  • • Avoid beam while sprinting through (risky)
  • • Use cover to block line of sight
  • • Orbital strike the tower before entering area

Quick Reference: Priority Target Matrix

In any engagement, kill in this order. Adjust based on immediate threat, but this is the baseline priority system.

PriorityTargetWhy
1Bots launching flares (Trooper/Raider/Commissar)Calling dropship = more enemies. Stop this first or get overwhelmed.
2Devastators (Rocket/Gun types)High DPS, accurate, can kill you in 2-3 seconds. Headshot kills them instantly.
3BerserkersFast melee, will flank and kill you from behind. Shoot head or waist weak point.
4HulksTanky, high damage, but slow. Kill after immediate threats handled. Hit eye or heat sinks.
5Scout StridersMobile, shoots over cover. Kill pilot from behind or destroy legs to immobilize.
6Tanks / Factory StridersHighest HP but slowest. Kite while killing other threats, then focus with anti-tank.
7Troopers / Raiders / Marauders (not launching flares)Basic infantry. Low threat individually. Clean up last after heavies dead.

Anti-Armor Specialist

Role: Dedicated heavy killer. You delete Hulks, Tanks, Striders, and dropships.

LOADOUT
  • Primary: Scorcher or Sickle (for infantry cleanup)
  • Secondary: Senator or Verdict
  • Support: Railgun (Unsafe Mode) or Quasar Cannon
  • Grenade: Thermite (sticks to heavies)
  • Stratagem 1: EAT (backup anti-tank)
  • Stratagem 2: Orbital Railcannon Strike
  • Stratagem 3: Orbital Laser
  • Stratagem 4: Supply Pack or Shield Generator Pack
TACTICS
  • • Position at range, use Railgun/Quasar on weak points
  • • Call EATs frequently as backup ammo
  • • Save Railcannon/Laser for Factory Striders or Tank emergencies
  • • Communicate heavy targets to team
  • • Don’t rush into frontline (you’re support)

Infantry Shredder

Role: Fast clear of Troopers, Raiders, Devastators. Stop flares, mop up infantry.

LOADOUT
  • Primary: Dominator or Slugger (medium pen, 1-tap headshots)
  • Secondary: Redeemer (high ROF close range)
  • Support: Autocannon or Arc Thrower
  • Grenade: Stun or Gas (crowd control)
  • Stratagem 1: Machine Gun Sentry (constant pressure)
  • Stratagem 2: Autocannon Sentry
  • Stratagem 3: Eagle Cluster Bomb
  • Stratagem 4: Eagle Airstrike
TACTICS
  • • Place sentries at choke points before engagements
  • • Focus fire on flare-callers immediately
  • • Headshot Devastators on sight (instant kill)
  • • Use Arc Thrower on grouped infantry (chains kills)
  • • Save Eagle strikes for dropship arrivals

Defensive Support

Role: Tank damage, revive team, hold ground during objectives.

LOADOUT
  • Primary: Purifier (energy weapon, good vs bots)
  • Secondary: Grenade Pistol
  • Support: Shield Generator Pack
  • Grenade: Smoke
  • Stratagem 1: Shield Generator Relay
  • Stratagem 2: Mortar Sentry
  • Stratagem 3: EMS Mortar Sentry
  • Stratagem 4: Orbital Gas Strike or EMS Strike
TACTICS
  • • Deploy Shield Relay at objective BEFORE starting it
  • • Place Mortars to cover approaches
  • • Use personal shield to revive downed teammates
  • • Smoke grenades for emergency repositioning
  • • Focus on keeping team alive, not max kills

Flexible All-Rounder

Role: Adaptable loadout for any situation. Good when team composition unknown.

LOADOUT
  • Primary: Sickle (infinite ammo, medium pen)
  • Secondary: Senator
  • Support: Autocannon (kills everything)
  • Grenade: Thermite or Stun
  • Stratagem 1: Orbital Precision Strike
  • Stratagem 2: Eagle 500kg Bomb
  • Stratagem 3: Eagle Airstrike
  • Stratagem 4: Resupply or Shield Pack
TACTICS
  • • Sickle for infantry headshots (never reload)
  • • Autocannon for heavies and dropships
  • • Orbital strikes for fortified positions
  • • Eagle strikes for emergency crowds or heavies
  • • Adapt tactics based on what team needs

Team Booster Recommendations

Boosters stack team-wide but cannot duplicate. Coordinate before drop for maximum efficiency.

BoosterEffectPriority vs Bots
Hellpod Space Optimization

More resupplies and support weapons from drops

HIGH
Localization Confusion

Increases cooldown between bot reinforcement calls

HIGH
Stamina Enhancement

Faster stamina regen for sprint/cover movement

MEDIUM
Muscle Enhancement

Faster throw speed for grenades/stratagems

MEDIUM
Flexible Reinforcement Budget

More reinforcements available (deaths matter less)

LOW (learn not to die instead)

Final Tactical Mindset: Bots vs Bugs

Fighting bots requires a complete mental shift from fighting bugs. Here’s the philosophical difference:

Terminids: Reactive combat. Bugs come to you. You respond with area denial and crowd control. Constant motion required.

Automatons: Proactive combat. You engage on YOUR terms. Plan before shooting. Use cover religiously. Precision over speed.

The single biggest mistake players make transitioning to bots is bringing bug tactics to bot fights. Against bugs, you can be aggressive, sprint through enemies, and overwhelm them with firepower. Against bots, that gets you killed in seconds.

Bots punish:

  • Staying in the open
  • Predictable movement
  • Ignoring flares
  • Poor positioning
  • Wasting anti-tank on infantry

Bots reward:

  • Cover usage
  • Weak point accuracy
  • Reinforcement denial
  • Coordinated orbital strikes
  • Patience and positioning

The difficulty gap between bugs and bots at high levels comes down to this: bugs test your ability to handle chaos and maintain awareness. Bots test your ability to execute tactics and coordinate with your team.

One final note: Stealth is viable against bots in ways it isn’t against bugs. If an objective doesn’t require combat, consider bypassing patrols entirely. Avoiding detection means no flares, no dropships, no attrition. Sometimes the best fight is the one you never start.

Now get out there, Helldiver, and show these tin cans that flesh beats steel when backed by Superior Firepower and Tactical Superiority. For Democracy!