Illuminate Tactical Combat Guide

The Illuminate represent the ultimate test of Helldiver tactical mastery. These psychic aliens combine swarming infantry with heavily-shielded elites, stealth scouts that summon infinite reinforcements, and devastating heavy units designed to punish conventional tactics. Unlike Terminids (predictable swarms) or Automatons (static defenses), Illuminate force you to fight on multiple fronts simultaneously—crowd control AND precision targeting AND reinforcement denial.

This guide provides comprehensive scenario-based tactics for Illuminate warfare. Scan to your scenario, extract your tactical response, and adapt to the squid threat. Difficulty scaling: 🟢 (1-3), 🟡 (4-6), 🔴 (7-9), ⚫ (Helldive+).

Understanding the Illuminate Threat

Before diving into scenarios, you must understand WHY Illuminate require completely different tactics than other factions. They are deliberately designed to punish players who rely on muscle memory from bug or bot missions.

The Three Core Mechanics That Change Everything

🔵

Regenerating Shields

Most Illuminate units have energy shields that regenerate after 3-5 seconds without damage. Burst damage is wasted—sustained fire wins.

Implication: Single 500kg bomb = one shield break. Cookout = total annihilation
Fatal Error: Using railcannon strikes or Eagle 500kg on shielded enemies

👁️

Watcher Reinforcements

Watchers call Warp Ships that drop 8-12 enemies each. One missed Watcher = exponential spawn cascade within 30 seconds.

Implication: Watcher elimination is THE top priority in every scenario
Fatal Error: Fighting elites while Watchers patrol nearby

🎯

Counter-Intuitive Weak Points

Overseer heads are NOT weak points. Harvester eyes are NOT weak points. Illuminate deliberately trap players who rely on “aim for the head.”

Implication: Must memorize correct weak points or waste all ammo
Fatal Error: Headshot-focused players burning entire magazines into immune zones

Scenario 1: Watcher-Controlled Reinforcement Management

Situation: You’re pushing toward an objective when you hear the distinctive Watcher scanning sound. Blue detection cones appear. If you fail to neutralize Watchers, they’ll summon Warp Ships every 15-20 seconds, creating infinite spawns that make the mission unwinnable.

Why This Matters: Unlike Terminids (where breaches are triggered by noise/presence) or Automatons (where reinforcement flares can be shot down), Illuminate reinforcements are entirely Watcher-controlled. Kill Watchers = controlled engagement. Ignore Watchers = death spiral.

Tactical Response by Difficulty

🟢

Difficulty 1-3: Learning Phase

Few Watchers, slow spawns, forgiving mechanics

Detection Mechanics
Blue cone = Searching mode (not alerted)
Red cone = Detected you (calling reinforcements in 3 seconds)
Yellow flash = Warp Ship summoned (8-12 enemies incoming)
Priority Response
1. Shoot Watcher BEFORE engaging other enemies
2. Use primary weapon (save stratagems for elites)
3. If red cone appears, sprint to cover immediately
4. After Watcher dies, handle remaining enemies normally
RECOMMENDED WEAPONS

Any accurate primary works. AR-23 Liberator, SG-451 Cookout, or LAS-16 Sickle all kill Watchers in 1-2 second bursts.

🟡

Difficulty 4-6: Multi-Threat

Multiple Watchers + elites simultaneously

New Complications
2-3 Watchers patrol simultaneously
• Watchers appear DURING fights with Overseers/Harvesters
• Missed Watchers summon reinforcements that include MORE Watchers
Advanced Priority Matrix
1. Active Watcher (red cone) → Drop everything, kill immediately
2. Searching Watcher (blue cone) → Kill before engaging elites
3. Shielded Overseer/Harvester → Only after Watchers dead
4. Voteless swarms → Lowest priority (kite while handling above)
CRITICAL TACTIC

If fighting an elite when Watcher appears: Stop DPS on elite → Kill Watcher → Resume elite fight. Yes, even if the elite is at 10% HP. One missed Watcher creates 12 new enemies including potential new Watchers.

🔴

Difficulty 7-9: Spawn Cascade Hell

Watchers spawn from reinforcements, creating loops

The Death Spiral
• Miss 1 Watcher → 12 enemies spawn (includes 1-2 new Watchers)
• Miss those Watchers → 24 enemies spawn (includes 2-3 new Watchers)
• Miss those → 48+ enemies, mission becomes unwinnable
• This cascade occurs in under 60 seconds
Prevention Protocol
1. Assign one player as “Watcher Watcher” (dedicated spotter)
2. Call out Watchers instantly: “Watcher north, Watcher south”
3. Team STOPS all other combat to focus-fire Watchers
4. Use stratagems if needed (Orbital Laser, Eagle Airstrike acceptable Watcher kills)
IF CASCADE STARTS
1. Disengage completely — Run 200m+ away from the spawn cluster
2. Split team to prevent full wipe
3. Use Eagle/Orbital barrage on spawn cluster from range
4. Only re-engage once Watcher count confirmed zero

Helldive: Perfect Execution Required

Zero-tolerance Watcher protocol

Helldive Mechanics
Watchers spawn in pairs (2-4 simultaneously)
• Warp Ships drop 15-20 enemies instead of 8-12
• Reinforcement Watchers spawn 100% of the time in Warp Ships
• Detection radius increased 25%
Squad Coordination Required

Player 1 (Watcher Primary): LAS-16 Sickle (infinite ammo precision), only shoots Watchers unless none present

Player 2 (Watcher Secondary): Backup Watcher shooter, switches to elite DPS when Watchers confirmed dead

Players 3-4 (Elite/Crowd): Handle shielded enemies and swarms, but DROP EVERYTHING when “Watcher!” called

ADVANCED: STEALTH APPROACH

On Helldive, some teams use stealth to avoid Watcher detection entirely. Crouch-walk, kill patrols silently with melee/suppressed weapons, never trigger blue cones. This only works with coordinated squads but eliminates reinforcement problem at source.

Watcher-Specific Weapon Effectiveness Matrix

Weapon/StratagemKill SpeedAmmo EfficiencyVerdict
LAS-16 Sickle
1.5s
Sustained beam
Infinite
Heat-based
BEST IN SLOT
AR-23 Liberator
2.0s
Half mag burst
Good
15-20 kills/mag
EXCELLENT
SG-451 Cookout
3.0s
Close range
Excellent
8-10 kills/mag
GOOD (range-limited)
Orbital Laser
Instant
On contact
3-min CD
Limited uses
EMERGENCY ONLY
Eagle Airstrike
Instant
On impact
Limited
4-6 uses/mission
ACCEPTABLE
Railgun (Support)
6.0s+
Charge + aim
Poor
1-2 kills/mag
AVOID

Scenario 2: Overseer Shield Encounters

Situation: Your squad encounters one or more Overseers (the tall humanoid elites with regenerating shields). These enemies output devastating ranged damage and have massive HP pools protected by shields that regenerate every 5 seconds. Conventional burst-damage tactics fail completely.

Why This Matters: Overseers are the Illuminate “elite infantry” equivalent to Bile Spewers (Terminids) or Devastators (Automatons), but their shield mechanics make them exponentially more dangerous. A single Overseer can solo-wipe an unprepared squad.

Understanding Overseer Mechanics

Shield Mechanics

Shield HP:~1000
Body HP (under shield):~800
Shield regen time:5 seconds
Regen speed:Full instant
CRITICAL

If you stop shooting for 5 seconds, the shield fully regenerates. This means all previous damage was wasted. You MUST maintain sustained fire.

Common Fatal Mistakes

❌ Aiming for the Head

The glowing head is NOT a weak point. It’s a trap. Chest/body shots deal full damage, headshots do nothing special.

❌ Using Single-Shot Explosives

500kg bomb, Railcannon, Orbital Precision = breaks shield only. Enemy survives with 800 HP and shield regenerates.

❌ Reloading Without Coordination

If all players reload simultaneously, 5-second gap = shield regens = all progress lost.

❌ Splitting Fire Across Multiple Overseers

Shooting 2 Overseers to half HP = 0 kills (both shields regen). Focus-fire ONE at a time.

Tactical Response by Difficulty

🟢

Difficulty 1-3: Solo Overseer

Single enemy, team can focus-fire easily

Step-by-Step Engagement

1. All players aim at CHEST (not head)

2. Start sustained fire simultaneously

3. Shield breaks after ~3-4 seconds of team fire

4. Continue firing into body for 2-3 more seconds

5. Enemy dies, team reloads safely

Recommended Loadout
Primary: SG-451 Cookout
Incendiary DoT continues through shield regen windows
Support: MG-43 Machine Gun
200-round mag = sustained fire without reload
Grenade: Thermite
Sticks to Overseer, burns through shield regen
LEARNING TIP

At lower difficulties, you can afford to experiment. Try different weapons to see how sustained-fire mechanics work. Once you understand “fire continuously = kill,” higher difficulties become manageable.

🟡

Difficulty 4-6: Multiple Overseers + Swarms

2-3 Overseers with Voteless crowds

The Problem

Multiple shielded elites + swarms creates a priority dilemma. Focus on Overseers = Voteless overwhelm. Focus on Voteless = Overseers kill you. Standard tactics fail.

❌ WRONG APPROACH
• Splitting team: 2 on Overseers, 2 on Voteless
• Result: Overseers don’t die fast enough (not enough DPS to prevent shield regen)
• Voteless kill the 2 crowd-control players
• Team wipes
✓ CORRECT APPROACH
Kiting strategy: Team stays mobile, kites Voteless while focus-firing ONE Overseer
• Use incendiary weapons (Cookout, Flamethrower) that kill crowds passively while DPSing elite
• Kill Overseer #1, then #2, then #3
• Voteless die to residual fire/AoE throughout
Squad Role Assignments
Players 1-2: Sustained DPS

MG-43, Stalwart, or LAS-99 Quasar — Never stop shooting the designated Overseer chest

Player 3: Crowd/Elite Hybrid

SG-451 Cookout — Fires into both Overseer and Voteless, AoE fire damage handles crowds while contributing to shield break

Player 4: Utility/Crowd

Flamethrower or Arc Thrower — Clears Voteless around the team, occasional bursts into Overseer to help shield break

🔴

Difficulty 7-9: Crescent Overseers + Chaos

Upgraded variants with AoE attacks + maximum spawns

Crescent Overseer Differences

AoE Spin Attack: If you’re within 10m, Crescent does a spin that one-shots anyone nearby. Never group up near a Crescent.

Increased HP: Shield HP: ~1500, Body HP: ~1200 (50% more tanky than regular Overseer)

Faster Movement: Crescents close distance faster, making kiting harder

Counter-Strategy

1. Spread Formation: Team maintains 15m+ separation to avoid AoE spin wipes

2. Stagger Rotations: Players alternate shooting and repositioning so DPS never fully stops

3. Thermite Mandatory: Every player brings Thermite grenades. Stick Crescent immediately on engagement to guarantee DoT through shield regen

4. Stratagem Usage: Unlike lower difficulties, using Orbital Laser or Eagle 110mm on Crescents is ACCEPTABLE (their HP justifies the resource cost)

IF SURROUNDED

If a Crescent closes to melee range while you’re handling Voteless: DROP EVERYTHING, SPRINT AWAY IMMEDIATELY. Do not try to finish your reload. Do not throw a grenade. RUN. The spin attack one-shots through full armor. Regroup 30m away and re-engage.

Helldive: 4+ Crescents Simultaneously

Maximum difficulty Overseer scenarios

THE PROBLEM
• 4-6 Crescent Overseers spawn during objective defenses
• Each has 1500 shield + 1200 HP = 2700 effective HP
• Total: 10,800-16,200 HP that must be dealt through sustained fire
• Meanwhile: 50+ Voteless swarm, Watchers call reinforcements, time limit on objective
• This is the hardest Illuminate scenario in the game
Advanced Team Tactics
Tactic A: Sequential Focus
• All 4 players focus ONE Crescent
• Kill in ~10 seconds with team focus-fire
• Immediately switch to Crescent #2
• Repeat until all dead
Pros: Reduces threat count quickly
Cons: Requires perfect coordination
Tactic B: Area Denial
• Team doesn’t try to kill all Crescents
• Instead: Thermite all of them, creating 4-6 fire zones
• Crescents take constant DoT from Thermite
• Team kites through safe zones while DoT kills
Pros: Less aim-dependent
Cons: Requires excellent positioning
META STRATEGY: The “Cookout Wall”
Current Helldive meta has all 4 players bring SG-451 Cookout
• Team forms a line, all players fire forward into Crescent group
• Incendiary AoE creates a 20m “wall of fire” that melts shields and bodies
• Fire DoT continues damaging even when players reload (prevents shield regen)
• Voteless die passively to residual fire
• 4 Cookouts firing together kills a Crescent in ~6 seconds vs. 10+ for other weapons

Why this works: Cookout’s incendiary effect is the ONLY weapon type that prevents shield regeneration during reload windows. It’s broken against Illuminate.

Overseer Weak Point Chart

Body PartDamage MultiplierNote
Head/Helmet (glowing)
1.0x
Normal damage

NOT A WEAK POINT - Do not aim here

Chest/Torso
1.0x
Normal damage

BEST TARGET - Largest hitbox, consistent damage

Legs
1.0x + Stagger
Slows movement

SITUATIONAL - Use if Crescent closing too fast

Arms/Shoulders
0.5x
Reduced damage

AVOID - Wastes ammo

Scenario 3: Harvester Encounters

Situation: A Harvester (tripod heavy unit) appears on the battlefield. These enemies are the Illuminate equivalent of Bile Titans or Hulks—massive HP pools, devastating attacks, and the ability to solo-wipe teams. Unlike Overseers, Harvesters have different weak point mechanics and attack patterns.

Why This Matters: Harvesters are the ultimate Illuminate heavy. They have the highest HP in the faction, output massive AoE damage, and their weak points are counter-intuitive. Misunderstanding Harvester mechanics leads to wasted stratagems and guaranteed deaths.

Harvester Critical Information

Stats & Mechanics

Shield HP:~2000
Body HP:~3000
Total Effective HP:5000
Shield regen:5 seconds
Movement speed:Slow but unstoppable
ATTACK PATTERN
Beam Attack: Sweeping laser that one-shots
Stomp: AoE around legs, instant kill within 8m
Summon: Can spawn Voteless during combat

Common Fatal Mistakes

❌ Aiming for the Eye

The giant glowing eye is NOT a weak point. It’s another trap. Players waste Railgun shots and Eagle strikes on the eye thinking it’s critical. It’s not.

❌ Standing Under the Harvester

Trying to shoot up at hip joints while beneath = instant stomp death. Always maintain distance.

❌ Using Single-Shot Anti-Tank

Recoilless Rifle, EAT-17 = breaks shield, Harvester survives with 3000 HP, shield regens. Completely wasted.

❌ Ignoring It to Complete Objectives

Harvesters patrol toward objectives. Ignoring one means it arrives during your defense and wipes you. Kill it early.

Where to Shoot a Harvester

Harvester Weak Point Guide

👁️
EYE
NOT a weak point
Normal damage only
DO NOT WASTE SHOTS HERE
🦵
HIP JOINTS
PRIMARY weak points
2x damage multiplier
AIM HERE FIRST
🎯
LEG TIPS
~
Secondary weak points
1.5x damage
USE IF HIP SHOTS MISS
OPTIMAL ENGAGEMENT ANGLE
Position 20-30m away from Harvester
Aim at the three hip joints where legs connect to body
Fire sustained bursts into hip joints — this is the ONLY way to kill efficiently
• Harvester will try to rotate to face you — keep circling to maintain hip joint line-of-sight

Tactical Response by Difficulty

🟢

Difficulty 1-3: Single Harvester, Open Terrain

At lower difficulties, Harvesters spawn alone and move slowly. This is your chance to learn the hip joint targeting without pressure.

Step-by-Step Kill

1. Spot Harvester from distance (listen for mechanical walking sounds)

2. Team spreads out to avoid beam sweep hitting multiple players

3. All players aim at hip joints (NOT the eye)

4. Focus-fire until shield breaks (~8-10 seconds)

5. Continue sustained fire into hip joints for 15-20 more seconds

6. Harvester collapses (one leg destroyed) or dies outright

Recommended Weapons
Autocannon (Support)
High-penetration sustained fire, perfect for hip joints. 60-round mag allows continuous DPS.
LAS-99 Quasar Cannon
Charged shots deal massive damage to hip joints. 2-3 shots breaks shield, 4-5 more kills.
Arc Thrower
Chains between hip joints, disrupts shield regen, good backup option.
LEARNING FOCUS

Use this difficulty to practice identifying hip joints quickly. The faster you can spot and shoot them, the easier higher difficulties become. Ignore the eye completely—train yourself to look past it.

🟡

Difficulty 4-6: Harvester + Escort Forces

Mid-difficulty Harvesters spawn with Overseer bodyguards and Voteless swarms. You can’t ignore the escorts to focus the Harvester, nor can you ignore the Harvester to fight escorts.

The Priority Dilemma
❌ Wrong: Focus Harvester First

• Overseers have clear shots at your team
• Voteless swarm and melee kill players
• Harvester beam sweeps finish off anyone standing still to aim
• Result: Team wipe before Harvester dies

❌ Wrong: Clear Escorts First

• Harvester closes distance while you fight escorts
• Beam attack one-shots players mid-reload
• By time escorts dead, Harvester in melee range
• Result: Stomp deaths, team wipe

✓ Correct: Split-Focus Kiting

Players 1-2: Maintain sustained fire on Harvester hip joints while backing away. Do NOT stop shooting to handle escorts.

Player 3: Runs interference—uses Cookout/Flamethrower to clear Voteless approaching players 1-2. Does NOT shoot Harvester.

Player 4: Focuses Overseers with Thermite grenades + sustained fire. Keeps elite enemies off the Harvester DPS team.

Result: Harvester dies in 30-40 seconds. Escorts die shortly after to residual team fire. No one dies.

🔴

Difficulty 7-9: Multiple Harvesters

THE NIGHTMARE SCENARIO
• 2-3 Harvesters spawn during major engagements
• Each with full escort (2-3 Overseers + 20+ Voteless)
• Watchers calling reinforcements throughout
• Beam attacks from multiple angles = nowhere safe to stand
• Combined effective HP: 10,000-15,000 requiring sustained fire
Only Viable Tactic: Stratagem Investment

Unlike lower difficulties where primary weapons can handle Harvesters, difficulty 7-9 requires stratagem usage. The HP pools are too high for sustained small-arms fire alone.

Orbital Laser (Recommended)
• Lasts 6-8 seconds = long enough to burn through shield and kill Harvester
• Harvester moves slowly, easy to keep laser on target
• Can kill 2 Harvesters if positioned close together
• Save for Harvester encounters specifically
Orbital Railcannon Strike (Acceptable)
• Instantly destroys one leg hip joint = cripples Harvester
• Harvester immobilized but still alive and dangerous
• Team must finish with sustained fire to exposed joints
• Better than nothing, worse than Orbital Laser
Spear (Lock-On Launcher)
• Locks onto Harvesters, guaranteed hip joint hit
• One shot destroys shield + deals major hip damage
• 2 Spear shots + team sustained fire = kill
• Requires one player dedicate support weapon slot
Eagle 500kg Bomb (AVOID)
• Only breaks shield, does not kill
• Harvester survives with 3000 HP, shield regens in 5 seconds
• Completely wasted stratagem
• Never use single-burst explosives on Harvesters
CRITICAL: KILL ORDER
If facing 2-3 Harvesters:
1. Kill Watchers immediately (prevent exponential spawns)
2. Orbital Laser the closest Harvester (biggest immediate threat)
3. Team focus-fires Harvester #2 hip joints (sustained fire)
4. Use backup stratagems on Harvester #3 if team can’t sustain DPS
5. Handle Overseers and Voteless AFTER all Harvesters dead

Helldive: Harvester Objective Defense

THE ULTIMATE CHALLENGE
Helldive objective defenses spawn 3-4 Harvesters simultaneously while you’re defending a fixed position. You cannot kite. You cannot run. You must hold ground and kill them before the objective completes.
This is the hardest Illuminate scenario in the entire game.
Pre-Positioned Defense Setup

The ONLY way to survive is pre-positioning stratagems before the defense starts:

Before defense: Place 3-4 Autocannon Sentries in a semi-circle 30m from objective, facing outward

Before defense: Drop 2-3 Tesla Towers to create electric barriers between sentries

Before defense: Every player holds Orbital Laser or Orbital Railcannon for Harvesters

During defense: Sentries shred Voteless and deal sustained hip joint damage to Harvesters

During defense: Players call down Orbital Lasers on Harvesters the instant they appear

During defense: Team provides backup sustained fire with Autocannons/Quasars

✓ What Works
• Pre-positioned Autocannon Sentries (sustained hip joint DPS)
• Orbital Lasers used immediately on Harvester spawns
• Team brings ONLY sustained-fire weapons (no burst damage)
• Focus-fire one Harvester at a time using callouts
• Accept some player deaths as acceptable losses
❌ What Fails
• Trying to kill Harvesters with primary weapons alone
• Using Eagle strikes (too slow, Harvesters survive)
• Splitting fire across multiple Harvesters
• Not pre-positioning sentries (you don’t have time during defense)
• Bringing anti-infantry loadouts instead of anti-heavy

Scenario 4: Voteless Swarm Management

Situation: Massive waves of Voteless (mind-controlled humanoid zombies) rush your position. Unlike Terminid bugs that are organic threats, Voteless move unpredictably, can use cover, and spawn in groups of 20-50 during major engagements.

Why This Matters: While individually weak, Voteless are the Illuminate’s answer to Terminid swarms. They overwhelm through numbers while shielded elites attack from range. Mishandling Voteless leads to getting surrounded and melee’d to death while trying to fight Overseers.

Voteless Behavior & Counters

🧟

Swarm Behavior

Voteless sprint directly at nearest Helldiver. No tactical behavior—pure aggression. Groups of 5-15 arrive every 10-15 seconds during combat.

HP: ~150 (very fragile)
Speed: Fast sprint
Attack: Melee only

🔥

Best Counters

Fire damage is king. Voteless burn easily and fire spreads through groups. Incendiary weapons handle 20+ Voteless passively while you fight elites.

Top Tier: Cookout, Incinerator
Good: Breaker, Dominator
Avoid: Single-target precision weapons

Alternative: Arc Weapons

Arc Thrower chains between Voteless, stunning and damaging entire groups. Less raw DPS than fire but better crowd control.

Arc Thrower: Chains to 5-8 enemies
Tesla Tower: Area denial stratagem
Benefit: Also damages Overseers

Weapon Effectiveness Against Voteless Swarms

WeaponSwarm Clear SpeedAmmo EfficiencyMultitask (Elite + Swarm)Rating
SG-451 Cookout
Excellent
20+ kills per mag
Best
Fire DoT = ammo-free kills
Yes
Strips Overseer shields too
S-TIER
FLAM-40 Incinerator
Excellent
Kills 30+ in one stream
Best
High fuel capacity
Limited
Poor vs shields at range
S-TIER
Arc Thrower
Very Good
Chain kills 5-8
Excellent
Infinite ammo (heat)
Yes
Stuns elites + kills swarms
A-TIER
SG-225 Breaker
Good
3-5 kills per mag
Moderate
Frequent reloads
Limited
Weak vs shields
B-TIER
AR-23 Liberator
Moderate
5-8 bursts per kill
Moderate
2-3 kills per mag
Yes
Good vs all targets
B-TIER
R-63 Diligence
Poor
1 kill per shot
Poor
10 kills per mag max
Yes
Excellent vs elites
C-TIER (needs support)

Tactical Response: Swarm + Elite Combinations

The Core Problem: Dual Threat Management

Illuminate are designed so Voteless and elites arrive simultaneously. You can’t ignore Voteless to focus elites (they’ll melee kill you). You can’t ignore elites to focus Voteless (Overseers will snipe you). Standard prioritization fails.

❌ Common Mistakes

Tunnel Vision: Focusing Overseer while Voteless surround and melee kill you from behind

Panic Kiting: Running from Voteless but into Overseer line-of-fire

Ammo Waste: Trying to precision-kill every Voteless individually (wastes 300+ rounds)

Team Splitting: “You handle Voteless, I’ll fight the Overseer” — both players die

✓ Correct Approach

Passive AoE: Use incendiary/arc weapons that kill Voteless passively while you aim at elites

Circular Kiting: Team moves in a circle, Voteless chase, elites stay at range, team shoots elites while backing away

Fire Funneling: Drop incendiary grenades to create fire walls, Voteless run through and die, you focus elites

Stratagem Usage: Tesla Tower or Gatling Sentry handles Voteless automatically while team DPS’s elites

Squad Loadout for Mixed Engagements

Optimal 4-player composition for handling Voteless swarms + shielded elites simultaneously:

1️⃣
Primary DPS (Elite Killer)
Primary: AR-23 Liberator (versatile)
Support: Autocannon (sustained Overseer DPS)
Grenade: Thermite (sticks to elites)
Stratagem: Orbital Laser (Harvester killer)

Role: Focuses exclusively on shields. Never shoots Voteless unless forced.

2️⃣
Hybrid (Crowd + Elite)
Primary: SG-451 Cookout (fire AoE)
Support: Quasar Cannon (charged shots)
Grenade: Incendiary (area denial)
Stratagem: Eagle Cluster (clears groups)

Role: Shoots into both Voteless and elites. Fire damage handles crowds passively while contributing to shield breaks.

3️⃣
Crowd Control Specialist
Primary: SG-225 Breaker (close-range clear)
Support: Arc Thrower (chain stun)
Grenade: Stun (crowd disable)
Stratagem: Tesla Tower (area denial)

Role: Dedicated Voteless management. Keeps swarms off the elite DPS players.

4️⃣
Support / Watcher Hunter
Primary: LAS-16 Sickle (infinite ammo precision)
Support: Machine Gun (sustained fire)
Grenade: Gas (area denial)
Stratagem: Resupply Pack (team ammo)

Role: Kills every Watcher immediately. Provides sustained fire on elites. Resupplies team mid-fight.

TEAM SYNERGY

This composition ensures someone is ALWAYS killing Voteless (players 2-3) while someone is ALWAYS pressuring elites (players 1-2). Player 4 prevents reinforcement cascades by instantly killing Watchers. No role overlap = maximum efficiency.

Comprehensive Loadout Recommendations

Based on all scenarios covered, here are the proven loadout archetypes for Illuminate missions. Mix and match based on your squad composition, but ensure team coverage of all threat types.

Meta Loadouts by Role

The “Cookout Carnage” Build

Highest Illuminate win rate on Helldive

S
tier rating
Primary Weapon
SG-451 Cookout

Incendiary shotgun that melts shields and burns swarms. Fire DoT continues through reload windows, preventing shield regen.

Secondary Weapon
P-4 Senator

High-damage revolver for finishing weakened elites or emergency Watcher kills at range.

Support Weapon
MG-43 Machine Gun

200-round mag for sustained shield-breaking. Backup when Cookout runs dry or for range engagements.

Grenade
G-16 Thermite

Sticks to elites, burns through shields, guaranteed damage even when kiting.

Stratagem 1
Orbital Laser
Harvester killer
Stratagem 2
Tesla Tower
Voteless area denial
Stratagem 3
Resupply Pack
Sustain for team
✓ STRENGTHS
Handles all threat typesFire prevents shield regenPassive Voteless clearClose-mid range king
— TRADE-OFFS
Weak beyond 30mAmmo-hungryNo anti-Watcher specialty
WHEN TO USE

This is the current Helldive meta for Illuminate missions. The Cookout’s fire damage is broken against shields—it’s the only weapon that continues damaging during reload windows, making shield regeneration nearly impossible. Use this build when your team needs a generalist who can handle everything. Pair with precision Watcher hunters for best results.

The “Watcher Hunter” Build

Reinforcement denial specialist

A
tier rating
Primary Weapon
LAS-16 Sickle

Infinite ammo laser rifle. Never run out of Watcher-killing capacity. Perfect accuracy for instant scout elimination.

Secondary Weapon
P-113 Verdict

Auto-pistol for emergency close-range Voteless clear when surrounded.

Support Weapon
Autocannon

For elite DPS when Watchers are clear. High-pen rounds strip Overseer shields and hit Harvester hip joints.

Grenade
G-10 Incendiary

Area denial for when Voteless swarm while hunting Watchers.

Stratagem 1
Orbital Laser
Harvester removal
Stratagem 2
Eagle Airstrike
Emergency Watcher clear
Stratagem 3
Resupply Pack
Team sustain
✓ STRENGTHS
Infinite Watcher killsNever runs out of ammoLong-range precisionTeam utility (Resupply)
— TRADE-OFFS
Weak vs swarmsRelies on team for crowd controlSickle overheats
WHEN TO USE

Every Helldive team needs ONE dedicated Watcher hunter. This build ensures that role never runs out of ammo or capabilities. The Sickle’s infinite ammo means you can kill 50+ Watchers per mission without resupply concerns. Pair with Cookout users who handle crowds while you focus exclusively on reinforcement denial.

The “Arc Conductor” Build

Crowd control + shield strip hybrid

A
tier rating
Primary Weapon
AR-23 Liberator

Versatile assault rifle for Watchers and general combat. Reliable backup when Arc Thrower on cooldown.

Secondary Weapon
P-4 Senator

High-damage finisher for weakened elites after arc stun.

Support Weapon
ARC-3 Arc Thrower

Chains between 5-8 enemies. Stuns Overseers, kills Voteless, disrupts shields through chain lightning.

Grenade
G-4 Gas

Blinds groups, creates area denial, forces enemies into arc chain zones.

Stratagem 1
Tesla Tower
Static arc field
Stratagem 2
Arc Thrower Sentry
Auto crowd control
Stratagem 3
Orbital EMS Strike
Emergency disable
✓ STRENGTHS
Best crowd controlStuns elitesChain damageInfinite ammo (heat)
— TRADE-OFFS
Lower raw DPS vs fireCharge timeFriendly-fire risk
WHEN TO USE

Arc weapons excel in defensive scenarios where Voteless funnel through chokepoints. The chain lightning can hit 8+ enemies per shot, making it more efficient than fire weapons when enemies cluster. The stun effect also buys time for teammates to strip shields. Use this build when your team needs superior crowd control and you have other players handling raw elite DPS.

Final Tactical Principles

After mastering all scenarios, the Illuminate come down to three core principles that override everything else:

The Three Laws of Illuminate Combat

👁️

LAW #1

Watchers Are Always Priority #1

No matter what you’re fighting—Harvester, Crescent Overseer, 50 Voteless—if a Watcher appears, STOP and kill it first.

One missed Watcher cascades into 12+ reinforcements including more Watchers. This creates exponential spawns that make missions unwinnable.

If you violate this law, you will fail.

🔵

LAW #2

Sustained Fire Beats Burst Damage

Shields regenerate after 5 seconds. Single-shot explosives (500kg, Railcannon, EAT) only break shields—enemies survive and shields return.

Sustained-fire weapons (Cookout, Machine Gun, Sickle) + DoT effects (fire, arc) prevent regeneration and secure kills.

If you bring burst-damage loadouts, you will waste stratagems.

🎯

LAW #3

Weak Points Are Counter-Intuitive

Overseer heads = NOT weak points (aim chest). Harvester eyes = NOT weak points (aim hip joints).

The Illuminate are designed to trap players who rely on “headshot always best” muscle memory from other games.

If you don’t learn correct weak points, you will waste ammo and die.

Common Fatal Errors (Helldive Level)

Fatal ErrorWhy It Kills YouCorrect Response
Ignoring a Watcher to finish an elite

Watcher summons Warp Ship → 12+ enemies spawn → Now fighting elite + 12 reinforcements → team wipes

Stop DPS on elite, kill Watcher, resume elite fight (yes, even if elite at 10% HP)

Using 500kg bomb on shielded Harvester

Breaks shield only → Harvester survives with 3000 HP → Shield regens → Stratagem completely wasted

Use Orbital Laser (sustained damage) or sustained primary fire on hip joints

All 4 players reloading simultaneously

5-second fire gap → All elite shields fully regenerate → All previous damage wasted → team has no ammo

Stagger reloads: 2 players reload while 2 maintain fire, then swap

Splitting fire across multiple Overseers

Damage 3 Overseers to 50% HP → All shields regen → 0 kills achieved → wasted 1000+ rounds

Team focus-fires ONE Overseer until dead, then move to next (sequential targeting)

Bringing only precision weapons (Diligence, Railgun)

Cannot handle Voteless swarms → Get surrounded and melee’d to death → Precision means nothing when dead

Mix loadouts: 2 players crowd control (Cookout/Arc), 2 players precision (Sickle/Autocannon)

Standing still to aim at weak points

Overseer beam sweep one-shots you → Harvester stomp one-shots you → Voteless surround and melee

Constant movement while shooting (kiting). Never stand still for more than 2-3 seconds