Warbonds Priority Guide
Helldivers 2 features numerous Warbonds—themed battle passes that unlock weapons, Stratagems, armor sets, and boosters using in-game Super Earth Credits. Since you’re earning these credits through cooperative play rather than premium purchases, strategic prioritization becomes essential. This guide ranks all accessible Warbonds by their practical impact on team effectiveness, focusing on gameplay value rather than cosmetics.
Why this guide exists: Not all Warbonds provide equal value. Some deliver multiple top-tier weapons and game-changing Stratagems, while others offer niche gear or primarily cosmetic items. Understanding which Warbonds to unlock first can dramatically accelerate your effectiveness in higher-difficulty missions and enhance your squad’s capabilities.
Info:
Cross-validated against multiple reputable community guides and patch-era analysis. This ranking prioritizes universally strong weapons, essential utility, and Stratagems that benefit team play. Balance patches may shift rankings over time, so consider checking for recent updates.
Start Here: Your Essential First Four
These four Warbonds form your foundation. They provide the most versatile and powerful arsenal for any playstyle, contain multiple best-in-class weapons, and remain effective across all difficulty levels and enemy factions. New Helldivers should prioritize these before exploring specialized options.
Democratic Detonation
TIER 1 — TOP PRIORITYExplosive all-stars: universally strong weapons.
Why unlock first: Every single weapon in this Warbond ranges from good to exceptional, giving you explosive firepower and rare medium armor penetration. The consensus number one choice for new players.
Standout gear:
- R-36 Eruptor — Explosive sniper rifle that excels against armored targets and Illuminate units
- CB-9 Exploding Crossbow — Devastating crowd control with silent, explosive bolts
- GP-31 Grenade Pistol — One of the best secondary weapons for objective destruction and swarm clearing
- G-123 Thermite — Anti-tank grenade that melts heavily armored enemies like Bile Titans and Chargers
Why this beats alternatives: Unlike specialized Warbonds that excel against specific factions, Democratic Detonation provides universal effectiveness. Its four weapons work in any mission type, and the Thermite grenade solves the critical anti-armor problem that new Helldivers face most frequently.
Cutting Edge
TIER 1 — TOP PRIORITYTop energy rifle plus excellent crowd control utility.
Why unlock second: The LAS-16 Sickle energy rifle is widely regarded as one of the best primary weapons in Helldivers 2, offering exceptional reliability and damage output without needing ammunition management.
Standout gear:
- LAS-16 Sickle — Top-tier energy rifle with infinite ammo (heat-based), excellent accuracy, and consistent damage
- CQC-06 Stun Grenades — Essential crowd control tool for managing hordes and temporarily disabling dangerous enemies in cooperative play
- LAS-7 Dagger — Auto-targeting laser pistol that handles light enemies while you focus on threats
- Blitzer/Punisher Plasma — Niche weapons that add electric and plasma damage options
Why this beats alternatives: The Sickle alone justifies this purchase—it’s a weapon you’ll use for hundreds of hours. Combined with Stun Grenades for crowd control, Cutting Edge gives you tools that remain relevant from difficulty one through ten.
Servants of Freedom
TIER 1 — HIGH PRIORITYHeavy anti-armor power for higher difficulties.
Why unlock third: This Warbond excels at destroying large armored targets—tanks, bosses, and fortified structures. Essential for tackling tougher missions where standard weapons can’t penetrate enemy defenses.
Standout gear:
- GP-20 Ultimatum — Pocket anti-tank cannon that deletes heavily armored enemies with a single shot
- Portable Hellbomb — Deployable explosive for obliterating objectives and boss enemies
- Double-Edge Sickle — Upgraded energy rifle variant trading self-damage risk for even higher damage output
- G-10 Incendiary — Area denial through sustained fire damage
Why this beats alternatives: Where Democratic Detonation handles crowds and medium armor, Servants of Freedom specializes in the biggest threats. The explosive arsenal becomes increasingly valuable as you tackle difficulty seven and above, where heavy armor appears frequently.
Control Group
TIER 1 — HIGH PRIORITYUnique mobility plus monstrous experimental weapons.
Why unlock fourth: Control Group provides the only teleportation mobility in the game, opening tactical options unavailable elsewhere. Its experimental weapons deliver tremendous damage but require skill to master.
Standout gear:
- Warp Pack — Short-range teleport backpack enabling rapid repositioning, flanking maneuvers, and emergency escapes
- PLAS-39 Variable — Experimental plasma gun with massive damage potential and unique firing modes
- PLAS-48 Epoch — Singularity launcher creating black hole effects for devastating area control
- Experimental boosters — Team-wide enhancements for coordinated squads
Why this beats alternatives: The Warp Pack fundamentally changes how you approach combat and objective completion. Quick escapes from overwhelming swarms, instant flanking on stationary targets, and creative traversal solutions make this Stratagem invaluable. The weapons, while harder to use safely, offer power that few others match.
Success:
Unlock order recommendation: Democratic Detonation → Cutting Edge → Servants of Freedom → Control Group. This sequence provides explosive power first, adds reliable weapons second, enhances anti-armor third, and introduces advanced mobility fourth. After these four, you have flexibility to choose based on playstyle preference and team composition needs.
Tier 2: Highly Recommended Upgrades
These Warbonds each provide at least one game-changing weapon or Stratagem, though their overall content leans more specialized than Tier 1. Excellent choices after securing your foundation, with selection depending on your squad’s needs and preferred enemy factions.
Freedom’s Flame
Best-in-class fire kit for swarm clearing
When to prioritize: Your team struggles with crowd control, you love flamethrower-based weapons, or you primarily fight Terminids and Illuminate.
Key items: FLAM-66 Cookout (incendiary shotgun), FLAM-40 Torcher (flamethrower), P-72 Crisper (flame pistol)
Strengths: Devastating against swarms—fire damage quickly eliminates the fleshy Terminids and Illuminate units. Excellent area denial and panic buttons for overwhelming situations.
Limitations: Less effective against Automatons (bots resist fire better). Armor and booster offerings are weak. This is a specialized toolkit rather than general-purpose arsenal.
Alternative consideration: If you already have adequate crowd control from Cutting Edge stun grenades or Democratic Detonation explosives, this becomes lower priority. However, if Terminid missions give your squad trouble, Freedom’s Flame provides unmatched swarm clear.
Urban Legends
Top defensive tools plus anti-tank cannon
When to prioritize: Your team frequently plays defense missions, siege scenarios, or needs powerful stationary anti-armor.
Key items: A/MLS-4X Anti-Tank Emplacement (deployable cannon), Siege-Ready armor passive (30% faster reload + more ammo), Flame Sentry turret
Strengths: The Anti-Tank Emplacement shreds heavily armored targets in seconds—exceptional for defense objectives or holding chokepoints. The Siege-Ready passive transforms LMGs and shotguns into relentless damage machines with drastically improved reload times.
Limitations: Specialized for defensive play. Mobile assault teams get less value. Weapons beyond the emplacement are unremarkable.
Why it’s strong: When protecting extraction points or objective sites, the combination of anti-tank emplacement and faster reloads (imagine John Wick-style reload speed on heavy weapons) creates defensive positions that can hold against overwhelming odds.
Polar Patriots
Massive primary weapon DPS from the Purifier
When to prioritize: You want one of the best primary weapons available and need general-purpose firepower against all factions.
Key items: PLAS-101 Purifier (charged explosive energy weapon), P-113 Verdict (medium-penetration pistol)
Strengths: The Purifier fires charged explosive shots that deal massive damage to both organic and mechanical enemies. Extremely ammo-efficient and melts priority targets. Essentially a portable artillery piece as your primary weapon.
Limitations: Rest of the Warbond is average—arctic armor looks nice but offers mediocre passives. You’re primarily buying this for one weapon.
Value proposition: If you want to dramatically increase your personal DPS with a single purchase, Polar Patriots delivers. The Purifier remains competitive even in endgame content and works effectively against all enemy types.
Chemical Agents
Worth it for one exceptional grenade
When to prioritize: After covering basics, when you want the best grenade in the game for crowd control and boss debuffing.
Key items: G-84 Gas Grenade (stun + corrosive damage over time)
Strengths: The gas grenade is currently regarded as the best grenade option in Helldivers 2. Creates toxic clouds that stun enemies and deal corrosive damage over time, working effectively against nearly all enemy types. Invaluable for crowd control and debuffing bosses in cooperative play.
Limitations: Everything else in this Warbond is underwhelming or situational. You’re buying this specifically for the gas grenade.
Expert perspective: Many veteran Helldivers run gas grenades in nearly every loadout. The ability to stun and damage simultaneously, combined with the area denial aspect, makes these grenades incredibly versatile. Consider this purchase once you have your fundamental arsenal covered and want to optimize your grenade slot.
Tier 3: Situational Value
These Warbonds offer decent gear that complements specific playstyles or fills particular niches in cooperative play. Each provides one to two useful items but lacks the universal impact of higher tiers. Consider these after securing Tier 1 and your preferred Tier 2 options, or if they align closely with your team’s strategy.
Steeled Veterans — Solid sidearm and survivability passive
TIER 3
Best for: Players who love high-damage revolvers or want improved limb health and throwing range.
Key items: Senator revolver (high-damage pistol excelling against bots), Breaker Incendiary Shotgun, Servo-Assisted armor (50% increased limb health + longer throws)
When this works: The Senator delivers exceptional damage and feels satisfying to use. The Servo-Assisted passive provides one of the better survivability boosts and increases grenade throw distance—helpful for aggressive players.
Why it’s Tier 3: This was the first Warbond released and shows its age. While the Senator and armor passive have value, similar benefits exist elsewhere and the overall package lacks standout power compared to newer Warbonds.
Truth Enforcers — Balanced toolkit with flinch resistance
TIER 3
Best for: Players wanting well-rounded gear covering multiple ranges with improved radar and flinch resistance.
Key items: Three solid weapons covering different ranges, Unflinching armor passive (flinch resistance + better radar scans), L-32 Loyalist secondary
When this works: Everything is at least useful—no bad picks here. The Unflinching passive helps when holding ground under heavy fire, and improved radar scans provide better situational awareness.
Why it’s Tier 3: Nothing is a standout powerhouse. Think of this as a balanced expansion that serves you adequately in most missions without excelling in any particular area. Good for completionists or players who want mild improvements across multiple categories.
Force of Law — One excellent support weapon overshadowed by weak gadgets
TIER 3
Best for: Teams needing powerful crowd-control support weapons for protecting objectives.
Key items: De-escalator support weapon (high-damage stun cannon), Guard Dog K-9 drone, Stun Pods
When this works: The De-escalator excels at shutting down groups of enemies or protecting objectives with its combination of high damage and stun effects at range. Some players describe this support weapon as overpowered for its crowd control capabilities.
Why it’s Tier 3: Most other items are underpowered—the grenade and booster aren’t effective enough. You’re primarily buying this for the De-escalator support weapon. If your team could use heavy stun and damage support, consider it; otherwise, the overall value doesn’t justify prioritizing this early.
Viper Commandos — Melee enhancement and military aesthetics
TIER 3
Best for: Players building melee-focused loadouts or wanting one of the best boosters.
Key items: Experimental Infusion Booster (enhances melee and close-range combat), Liberator carbine, Bushwhacker SMG, Peak Physique armor (melee damage boost)
When this works: The Infusion Booster ranks among the best boosters in the game if someone on your team uses melee builds or values tankier stats. The green camo looks fantastic.
Why it’s Tier 3: From a pure gameplay perspective, the weapons are serviceable but not top-tier for damage. The armor’s Peak Physique passive only shines with melee-focused tactics. This is a lower priority unless you specifically want to enhance melee capability or need that particular booster for team composition.
Borderline Justice — Strong energy sidearm plus jetpack mobility
TIER 3
Best for: Players wanting a powerful sidearm with infinite ammo or interested in jetpack mobility.
Key items: TX-4 Talon energy revolver (hard-hitting sidearm with infinite ammo), Hover Pack Stratagem (brief flight capability)
When this works: The Talon revolver offers excellent stopping power without ammunition concerns—ideal for long missions where ammo management matters. The Hover Pack provides fun mobility for gaining high ground or evading melee swarms.
Why it’s Tier 3: While the weapons, armor, and Stratagems are enjoyable, none are overwhelmingly powerful compared to higher-tier options. Many players find the standard Jump Pack more practical than the Hover Pack in most situations. Consider this a middle-of-the-pack choice—worth it if the sci-fi revolver and hover jetpack appeal to you, but not critical for effective cooperative play.
Tier 4: Low Priority
Warbonds in this tier offer mostly cosmetic value or highly niche gear with limited effect on general cooperative play. Unlock these last, if at all—your Super Earth Credits provide better value elsewhere. Consider these only for completion or specific aesthetic preferences.
Masters of Ceremony — Weakest gameplay value
TIER 4
What it offers: Sample Scanner booster (find research samples faster), Pyrotech Grenade (weaker Thermite variant), MGX-42 Amendment LMG, One True Flag Stratagem (does nothing impactful)
Why it’s Tier 4: By most accounts, this is the weakest Warbond for gameplay upgrades. The Sample Scanner helps with resource farming but doesn’t improve combat effectiveness. The primary weapon and other items are mediocre or outright useless.
When to buy: You enjoy the marching band aesthetic, want to maximize sample farming efficiency, or have unlocked everything else you need. There’s little reason to spend credits on Masters of Ceremony early in your progression.
ODST (Halo Crossover) — Cool but expensive for ordinary gear
TIER 4
What it offers: MA5C Assault Rifle (well-rounded rifle with medium armor penetration), M90A Shotgun (high-damage ranged shotgun), Feet First armor passive (stealth boost when full squad uses it)
Cost consideration: Priced at 1,500 Super Credits—50% more expensive than regular Warbonds—this represents a huge investment for new players not spending real money.
Why it’s Tier 4: While the weapons are good, they aren’t significantly better than what you get from higher-tier Warbonds. The MA5C is essentially another solid assault rifle. The Feet First passive requires coordinated squad builds to matter, which is irrelevant in most chaotic cooperative games. As one review stated, there’s “nothing game-changingly spectacular” here to justify the premium price.
When to buy: You’re a die-hard Halo fan who must have these weapons and armor, or you’ve already unlocked everything else you need and have excess credits. Skip the ODST Warbond until you’ve built your core arsenal.
Quick Reference: Warbond Comparison Matrix
This scannable matrix helps veterans quickly identify which Warbonds fill specific roles or counter particular threats. Use this when you’re looking for specific capabilities to complement your existing arsenal.
| Warbond | Anti-Armor | Crowd Control | Mobility | vs Bugs | vs Bots | vs Illuminate |
|---|---|---|---|---|---|---|
| Democratic Detonation | ⭐⭐⭐ | ⭐⭐⭐ | — | ⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ |
| Cutting Edge | ⭐⭐ | ⭐⭐⭐ | — | ⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐ |
| Servants of Freedom | ⭐⭐⭐ | ⭐⭐ | — | ⭐⭐ | ⭐⭐⭐ | ⭐⭐ |
| Control Group | ⭐⭐ | ⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐ | ⭐⭐ | ⭐⭐ |
| Freedom’s Flame | ⭐ | ⭐⭐⭐ | — | ⭐⭐⭐ | ⭐ | ⭐⭐⭐ |
| Urban Legends | ⭐⭐⭐ | ⭐ | — | ⭐⭐ | ⭐⭐⭐ | ⭐⭐ |
| Polar Patriots | ⭐⭐ | ⭐⭐ | — | ⭐⭐⭐ | ⭐⭐⭐ | ⭐⭐ |
| Chemical Agents | ⭐ | ⭐⭐⭐ | — | ⭐⭐⭐ | ⭐⭐ | ⭐⭐⭐ |
| Steeled Veterans | ⭐ | ⭐⭐ | — | ⭐⭐ | ⭐⭐⭐ | ⭐ |
| Truth Enforcers | ⭐⭐ | ⭐⭐ | — | ⭐⭐ | ⭐⭐ | ⭐⭐ |
| Force of Law | ⭐ | ⭐⭐⭐ | — | ⭐⭐ | ⭐⭐ | ⭐⭐ |
| Viper Commandos | ⭐ | ⭐ | ⭐⭐ | ⭐⭐ | ⭐⭐ | ⭐⭐ |
| Borderline Justice | ⭐ | ⭐ | ⭐⭐ | ⭐⭐ | ⭐⭐ | ⭐⭐ |
Tip:
Reading the matrix: Three stars indicate exceptional performance in that category, two stars mean solid capability, one star shows limited effectiveness, and a dash means the Warbond offers nothing significant for that aspect. Use this to identify gaps in your loadout—for example, if you lack mobility options, Control Group and Borderline Justice are your only meaningful choices.
Decision Flowchart: What Should I Unlock Next?
Use this flowchart when you’re stuck between options or unsure which Warbond addresses your current needs.
Starting from zero?
→ Unlock Democratic Detonation first. No exceptions—this provides the most universally powerful arsenal and works across all content.
Already have Democratic Detonation?
→ Unlock Cutting Edge second. The Sickle energy rifle and stun grenades become permanent fixtures in your loadout.
Have both foundation Warbonds?
Do you struggle with heavily armored enemies (Bile Titans, Chargers, tanks)?
- Yes: Unlock Servants of Freedom for anti-armor explosives
- No: Continue to next question
Does your team need better mobility or experimental weapons?
- Yes: Unlock Control Group for Warp Pack teleportation
- No: Continue to next question
Do Terminid swarms overwhelm you?
- Yes: Unlock Freedom’s Flame for fire weapons
- No: Continue to next question
Do you play lots of defense missions?
- Yes: Unlock Urban Legends for anti-tank emplacement
- No: Continue to next question
Want maximum primary weapon DPS?
- Yes: Unlock Polar Patriots for the Purifier
- No: Continue to next question
Need better crowd control tools?
- Yes: Unlock Chemical Agents for gas grenades
- No: You have most essentials covered—choose based on personal preference or complete Tier 3 options
Final Recommendations
This tiered ranking assumes you’re focused on maximizing combat effectiveness in cooperative play. Nearly every Warbond contains something useful, and personal playstyle can influence the order after the top picks. However, by starting with the Tier 1 and Tier 2 Warbonds, you’ll unlock a versatile arsenal of high-impact weapons for all enemy types plus powerful Stratagems and gear that benefit any team composition.
Watch Out:
Balance patches can shift these rankings over time. The research backing this guide reflects the state of the game as of fall 2025. If significant balance changes occur, community consensus may evolve. Consider checking recent patch notes or updated tier lists if you’re reading this guide months after publication.
Core philosophy: This prioritization ignores cosmetic rewards entirely and instead targets the Warbonds that multiple authoritative sources agree offer the most impactful gameplay value. With these Warbonds unlocked first, you’ll be well-equipped to spread managed democracy across the galaxy. Remember that Super Earth Credits come from playing the game—there’s no pressure to purchase anything with real money. Take your time, unlock strategically, and enjoy the progression.