Weapons Tier List

Helldivers 2 features a vast arsenal spanning primary weapons, secondary sidearms, and heavy Support Stratagems. After a year of balance patches culminating in Patch 01.004.000, the meta has evolved significantly. This validated tier list ranks all practical weapons for 4-player co-op across overall effectiveness and faction-specific performance against Illuminate, Automatons, and Terminids.

Validated for 4-man co-op squads. While virtually every weapon has niche uses or fun factor, this guide focuses on optimization and battlefield effectiveness. The key insight is that Helldivers 2 demands tactical flexibility: bring fire and explosives for Bugs, armor penetration and precision for Bots, and area damage with shield-piercing for Illuminate. Understanding these faction dynamics separates effective Helldivers from cannon fodder.

vs. Terminids

Fire damage, AoE, high ROF

vs. Automatons

Armor penetration, precision, range

vs. Illuminate

AoE, shield-piercing, crowd control

S-Tier: Meta-Defining Weapons

These weapons are considered the strongest and most versatile across almost any mission. Multiple sources confirm them as top-tier choices that consistently outperform alternatives. If you’re unlocking weapons strategically, prioritize these.

PLAS-101 “Purifier”

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Type: Primary Rifle (Plasma)

Explosive plasma rifle that fires devastating AoE bolts. Initially weak post-launch, it received massive buffs transforming it into a supremely powerful all-rounder effective against every faction. Charged shots wipe clusters of weak enemies and chunk heavy armor, making it a generalist powerhouse for both swarm clearing and anti-elite damage. Works vs. all three factions due to explosive splash and medium armor penetration.

PLAS-1 “Scorcher”

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Type: Primary Rifle (Plasma)

Mini plasma rifle firing explosive grenades with infinite ammo and high splash damage. Long-standing meta weapon due to its small area explosions and overheat-based ammo system. Delivers very high explosive damage in a manageable radius. Caution: point-blank shots can self-damage or kill you. The Scorcher is essentially the Purifier’s smaller, more manageable cousin with slightly less raw power but better handling.

LAS-16 “Sickle”

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Type: Primary Rifle (Energy)

Energy assault rifle with infinite ammo via overheat mechanics and extremely low recoil. Sustained fire and precision make it top-tier for continuous DPS without reloading. Always decent against Bots, now one of the best weapons against Illuminate after recent buffs. Shreds unarmored targets with careful heat management. Only weakness is massed Bugs causing overheat pressure, but co-op teammates with fire weapons cover this gap perfectly.

SG-451 “Cookout”

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Type: Primary Shotgun (Incendiary)

Stratagem flamethrower shotgun projecting controllable fire streams. Added in Freedom’s Flame update, excels at incinerating hordes. Melts Voteless (Illuminate zombies) and continues burning through shields. Very strong vs. Bugs—still solid vs. heavies after shields pop. Effective against nearly everything Illuminate throws at you. Fire damage over time compensates for its direct damage limitations against armored targets.

SG-225 “Breaker” Family

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Type: Primary Shotgun (Auto)

Fully-automatic shotgun with devastating close-range DPS. Standard Breaker remains solid after nerfs for mowing down groups. SG-225IE Incendiary Breaker adds fire damage, making it one of the best weapons since launch specifically against Bugs. Both versions boast enormous damage output for swarm-clearing or burst damage on big targets. Incendiary variant requires careful ammo management but rewards aggressive play.

R-36 “Eruptor”

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Type: Primary Rifle (Explosive)

Bolt-action explosive sniper rifle and hardest-hitting primary weapon in Helldivers 2. Shrapnel rounds obliterate objectives (bug nests, fabricators) and elite enemies. Destroys bug holes in 1-2 shots and can two-shot many bosses via medium armor penetration and huge base damage. Slow rate of fire and reload plus close-range self-damage risk. Bring backup for close-quarters. When used carefully, sheer power earns top-tier status.

CB-9 “Exploding Crossbow”

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Type: Primary Crossbow (Explosive)

Unconventional silent launcher firing arc-ing explosive bolts. Buffed with higher damage and blast radius making it significantly deadlier. Excels at sniping groups or hard targets from medium range. No muzzle flash enables stealth elimination without alerting enemies. Mastering projectile drop is tricky but rewarding. Many players rate quasi-S-tier due to unique strengths. Carry close-range defense as reloading or hitting nearby targets proves problematic.

LAS-58 “Talon”

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Type: Secondary Pistol (Laser)

Laser sidearm with infinite ammo and unique medium armor penetration. Essentially a pocket DMR for whipping out precision shots against tougher enemies. One of the best sidearms in the game with precision hits, especially against Bots. Ideal backup when primary is empty or conserving ammo—cheap ammo-free headshots carry through long missions. Manage heat to avoid downtime.

Support Stratagems (S-Tier)

These heavy weapons called via Stratagems provide critical firepower that primary weapons cannot match. They define team roles and enable specialized tactics.

RS-422 “Railgun”

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Type: Support Stratagem (Anti-Materiel)

Deployable heavy weapon firing ultra-high-velocity projectiles. Unsafe (overcharge) mode deals extremely high damage, capable of piercing thick armor and one-shotting or two-shotting toughest enemies with weak spot hits. King against armored Bots—can two-shot Automaton Hulks with precise hits. Punches through Illuminate Harvester shields when charged. Top-tier pick for bringing down bosses and tanks in any faction. Handle with care due to recoil and charge punishing misses.

Quasar Cannon

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Type: Support Stratagem (Energy Beam)

Heavy energy beam cannon with infinite ammo but lengthy cooldown between shots. Beam annihilates anything it hits, melting bulkiest armored units and vehicles. All-round beast against Automaton forces and stationary targets. Trade-off requires timing shots well and enduring cooldown. In team play, alternating Quasar shots with squadmates’ fire deletes waves. No backpack requirement makes it incredibly flexible.

M-25 “Commando”

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Type: Support Stratagem (Guided Rockets)

Laser-guided rocket launcher calling down with 4 rockets per use. Disposable multi-rocket combining benefits of other launchers with guidance capability. Great for dealing with large armored enemies like boss bugs or tanks. Each rocket packs huge punch with adjustable flight path via laser for accuracy. Excellent anti-tank weapon on Bot missions. In co-op, one Commando stratagem contributes four guided warheads to nuke priority targets.

FLAM-40 “Incinerator”

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Type: Support Stratagem (Flamethrower)

Backpack flamethrower projecting massive cone of fire. Fire-based weapons widely regarded as best friend vs. Terminids. Arguably the best anti-swarm weapon in game, creating wall of flame holding back infinite charging bugs. Incinerates groups of shambling Illuminate Voteless with ease. Enhanced Combustion ship upgrade further boosts effectiveness. Careful positioning prevents friendly fire—flame persists on ground. Team having one flamethrower to screen swarms is winning strategy.

Autocannon

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Type: Support Stratagem (Heavy Cannon)

Deployable full-auto cannon with excellent range and destructive power. Requires backpack (standing deployment) but rewards with high-velocity 30mm shells shredding everything short of bosses. Destroys structures and heavy armor with sustained fire. Huge ammo supply and long range make it extremely versatile for holding defensive positions or taking out hulking enemies from afar. Setup time and mobility loss while using—co-op coordination covers the gunner making it devastating asset.

A-Tier: Excellent Weapons

A-tier weapons are highly effective and often just shy of S-tier due to minor drawbacks or more specialized roles. These are still strongly recommended picks, especially when matched to the right situations or team compositions. Many require specific attachments, skilled handling, or tactical awareness to truly shine, but in practiced hands they rival S-tier performance.

View A-Tier Primary Weapons (11 weapons)

LAS-17 “Double-Edge Sickle” – Variant Sickle dealing more damage and gaining armor penetration as it heats up. Infinite ammo laser that hurts you when overheated, making it riskier than regular Sickle but with higher damage ceiling against armored targets.

R-63 “Diligence” / R-6 “Deadeye” – Marksman rifles with high per-shot damage. Diligence Counter-Sniper excels at picking off Automatons by hitting unarmored heads. Deadeye (lever-action) delivers highest per-shot damage of any marksman rifle after buffs. Both reward accuracy against weak spots but slow fire rate demands close-range backup.

BR-14 “Adjudicator” – Assault rifle with medium AP hitting hard but hampered by small mag and high recoil. Needs attachments to truly shine, but controlled bursts drill through medium armor effectively.

CB-9 Exploding Crossbow – Some sources place here rather than S-tier. Effective but slow with surprising explosive punch. Learning curve for projectile drop, but undeniably strong for those who master it.

SG-8P “Punisher Plasma” – Plasma shotgun lobbing explosive balls with medium armor penetration and AoE. Great against tougher enemies of any faction. Arcing shots and slow pump-action feel are acquired taste but tactical value is undeniable.

SG-225 Breaker (Standard) – Standard version remains very strong, just not as overpowered as once was. Reliable close-range devastation for swarm-clearing.

AR-32 “Pacifier” – Assault rifle with stun rounds providing superb utility by staggering enemies like charging Bugs or Illuminate Councilors. Nice all-rounder with manageable recoil and large mag, making tough fights safer via crowd control.

AR-61 “Tenderizer” – Battle rifle dealing highest damage per shot of any AR at ~105 damage per round with stagger on hit. Essentially harder-hitting Liberator—fantastic for skilled marksmen but smaller mag and slower ROF keep it from S-tier without careful ammo management.

ARC-12 “Blitzer” – Lightning gun firing chaining arcs with infinite ammo capable of stunning groups. Useful for crowd control vs. Bots or clustered mobs but inconsistent damage and close-range risk make it situational tool rather than primary carry.

VG-70 “Variable” – Unique multi-barrel weapon with three firing modes: semi-auto, burst, or all-barrels volley. Offers tremendous burst damage and versatility players love for adaptability to different situations. Limitation is ammo economy—dump too many volleys and you’ll run dry quickly without careful management.

SG-225IE Incendiary Breaker – Some lists place in A-tier rather than S due to specialization. Absolutely devastating against Bugs but not ideal for armored foes, requiring limited shell management. When matched to Terminids, rivals any S-tier weapon.

View A-Tier Secondary Weapons (6 weapons)

P-4 “Senator” – Heavy revolver with high armor penetration capable of denting most robust enemies with good aim. Excellent for finishing shielded Illuminate or cracking tough armored targets when primary is busy. Despite being secondary, great against shielded enemies especially Harvesters.

PLAS-15 “Loyalist” – Secondary that’s basically pocket Purifier shooting explosive plasma bolts. Great as backup to add burst damage or AoE in pinch situations.

P-72 “Crisper” – Short-range one-handed flamethrower pistol giving bit of fire DPS for crowd-clearing without using primary slot.

LAS-58 Talon – Some lists place in A-tier rather than S-tier since it requires precision and cooldown management to truly shine. Infinite ammo and versatility remain exceptional.

GP-31 “Ultimatum” – Mini two-shot rocket launcher sidearm with incredibly powerful blast that can vaporize spawn point instantly. Only two shots total and very short range—basically risky pocket nuke requiring careful deployment.

P-92 “Warrant” – Guided smart-pistol from Warbond with gimmick of locking onto targets similar to Titanfall’s Smart Pistol. Punchy with medium AP, useful for tagging multiple weak enemies quickly. Real value is ease-of-use rather than raw damage output.

View A-Tier Support Stratagems (7 weapons)

EAT-17 “Expendable” AT Launcher – Disposable single-shot rocket with extremely short cooldown enabling plenty of call-ins. Quick way to delete armored enemies with great bang-for-buck as anti-tank stratagem.

Anti-Materiel Rifle – Deployable high-caliber sniper essentially functioning as mini-railgun without high-level unlock requirement. Lethal at breaking armor from distance without much struggle. Recommended low-level substitute for Railgun against Automatons but ineffective on swarms due to slow ROF.

MG-94 “Grenade Launcher” – Fires grenades in arc very good against medium-tier enemies and destroying nests/fabricators. High capacity but careful of unpredictable bounces at close range.

MC-109 “De-Escalator” – Electrical grenade cannon from Warbond mixing explosive damage with arcing electricity. Excellent for large groups of any enemy type. Six-round drum reloads one shell at time which can be advantage (topping off between shots) or drawback (full reload is slow).

AT-47 “Recoilless Rifle” – Two-piece reusable rocket launcher dealing huge damage to any target, great for structures. Excels when coordinating with ally to feed rockets but solo reloads are cumbersome. Still A-tier stratagem for raw power output.

AT-48 “Spear” Launcher – Lock-on anti-armor missile that cannot fire without target lock. Very specialized but very deadly against heavily-armored enemies like tanks, dropships, or giant bugs. Top choice for absolutely killing boss from safe range with guidance system.

MG-105 “Stalwart” (mentioned in various forms) – Mobile machine gun options providing sustained fire. Different from static emplacements, these allow movement while maintaining high rate of fire for sustained pressure on enemy forces.

B/C/D-Tier Weapons

B-tier weapons are viable and can excel in specific roles or with right loadouts, but are generally outshined in most scenarios. C-tier weapons are average or below-average—usable in pinch but far from optimal. D-tier weapons are underperformers or novelty picks generally not worth loadout slots in serious play. These tiers include many starter weapons, quirky variants, and specialized tools that serve niche purposes or challenge runs.

View B-Tier Weapons (Good but Niche)

B-tier weapons can certainly pull their weight and some are situationally excellent, but they have notable limitations. Many default or early weapons fall here, as well as high-profile Warbond additions that didn’t live up to hype.

Primary Weapons: MA5C Assault Rifle (Halo crossover—accurate with medium AP, solid at short range but just decent all-rounder), M90A Shotgun (Halo shotgun with very high damage and range but only 6 shells and light AP limiting against armor), SG-8 Punisher (pump-action with per-shell reload—punchy and ammo efficient but slow cycling makes it harder under pressure), SG-8S Slugger (fires heavy slugs with medium AP great for mid-tier targets but slow reload and short range), SG-20 Halt (shotgun with two independent ammo types—fun and capable of stunning mediums but ineffective vs. heavy armor), AR-23 Liberator and variants (default AR and Warbond versions like Penetrator, Carbine, Concussive—serviceable but “meh” once you have better guns), StA-52 and StA-11 (Killzone crossover AR and SMG with high fire rates and large mags but unwieldy recoil and moderate damage), Various SMGs like SMG-32 Reprimand, SMG-37 Defender, SMG-72 Pummeller, MP-98 Knight (generally high close-range DPS, some with stun rounds or one-hand capability, but limited range and ammo economy make them sidegrades).

Secondary Weapons: P-113 Verdict (Desert Eagle–style hand cannon with medium AP and high damage per shot—quite solid but doesn’t offer something exceptionally unique over Senator), LAS-7 Dagger (laser pistol with infinite ammo that can ignite—reliable fallback for weak enemies but too low damage for threats), Triple Barrel Bushwhacker (shotgun pistol with up to three-round burst great up close but only light AP struggling on tougher enemies), P-19 Redeemer (full-auto machine pistol perfect as panic weapon for burst damage but chews through ammo and inaccurate beyond point-blank).

B-tier weapons work until you unlock better ones or for specific mission types where their niche shines.

View C-Tier Weapons (Mediocre Choices)

C-tier weapons are average or below-average—usable in pinch but far from optimal. They tend to be starter weapons or quirky variants outclassed by others.

Primary Weapons: AR-23A Liberator Carbine (higher fire rate than base rifle but harder to control making it slight DPS gain with more recoil), AR-23P Liberator Penetrator (adds medium AP to Liberator but worse stats resulting in “meh” weapon), AR-32 Pacifier (stun rifle with interesting utility but initially rated low—note: later balance pass might have improved stun effect value), LAS-39 Accelerator Rifle (powerful sniper-oriented laser good on paper but requires leaning into pure sniper playstyle limiting general usefulness), LAS-5 Scythe (beam laser primary very accurate and can ignite but only average damage—serviceable but nothing special), Most generalist starter weapons like base Liberator or M2016 Scythe (perform okay in all situations but no standout strength so higher-tier weapons overshadow as you progress).

Secondary Weapons: P-2 Peacemaker (starting 9mm pistol—fine in pinch but replace ASAP), Melee weapons like CQC-19 Stun Lance, CQC-30 Stun Baton, CQC-5 Hatchet (can be fun and provide stuns or quick melee kills but inherently risky—putting yourself in harm’s way usually inferior to having gun in hand even better melee options).

Support Stratagems: MG-94 Heavy Machine Gun static emplacement (immense firepower but extreme recoil requiring crouching plus long reloads making it hard to use effectively compared to mobile Stalwart), Airburst Rocket Launcher (cluster bomb rockets blanketing area with explosives great vs. flying enemies but massively likely to cause friendly-fire incidents risky in co-op), “Sterilizer” gas weapon and W.A.S.P. Launcher (sound cool but underperform compared to similar roles).

C-tier weapons can be used for variety or if you have nothing else, but you’ll notice difficulty spike in high-level missions.

View D-Tier Weapons (Underperformers/Novelty)

D-tier weapons are least useful and generally not worth loadout slot in serious play. They might be underpowered, extremely niche, or purely for fun.

Primary Weapons: AR-23E Liberator Concussive (explosive variant with huge drum mag sounds good but doesn’t live up to promise offering lackluster performance for weight), R-2124 Constitution (antique marksman rifle with bayonet hits hard but awkward and slow—other rifles do job better).

Secondary Weapons: Stim Pistol (support tool that can heal/revive teammates—neat for medic fantasy but sacrificing sidearm damage which most agree isn’t worth it since there are other ways to support team without losing combat weapon).

Stratagems: “One True Flag” melee stratagem (giant Super Earth flag you can plant and smack enemies with—basically joke item that’s literally flagpole melee weapon occupying valuable stratagem slot with no practical combat value aside from patriotic flair), Other gimmicks like Seeker drone, Pyrotech firework grenade, Throwing Knife, Smoke grenade (all fun to toy with but inferior to standard grenades in effect).

D-tier items are those you might try for laugh or specific challenge, but well-rounded team will almost never include them when things get tough.

Best Weapons vs. Terminids (Bugs)

The Terminid faction fights in massive close-range swarms with huge numbers of melee grunts plus big brutes like Chargers and Bile Titans. Constantly spawning nests and hives require quick destruction. Bugs are mostly lightly armored aside from large ones but notably vulnerable to fire and area damage. Ideal anti-bug weapons therefore maximize crowd-clearing, area-of-effect, and fire damage to keep hordes at bay while maintaining mobility since you’ll often be kiting dozens of insects.

FLAM-40 Incinerator / Flamethrower Primary

”Fire is your new best friend versus the Terminids.” Nothing thins out waves of bugs like a flamethrower. Support Incinerator is best due to wider cone and more fuel, but even one-handed FLAM-66 Torcher primary is effective for crowd control. Bugs have no shields or ranged attacks to interrupt flame, so continuous roasting as they funnel in. Good luck—fire and speed are your weapons against Terminids.

TOP PICKContinuous area denial

SG-451 Cookout / SG-225IE Incendiary Breaker

Cookout spews so much fire that bugs will be dying before you can tell what’s happening. Drenching area in flame annihilates clusters of small Terminids instantly. Incendiary Breaker is close second—basically made for killing Bugs with fire damage. Both chew through swarms. Limitation is ammo burning through quickly in long defense, but with resupply damage is well worth it. Flame-based shotguns turn tight choke points into bug crematoriums.

TOP PICKBurst area damage

LAS-16 Sickle

Infinite sustained fire incredibly useful for continuous bug waves. Spray and manage cooling to blast weaker bugs apart. Sickle can mow down endless small fry without ever reloading, invaluable when facing non-stop rush. Doesn’t have bonus fire damage of flamethrower but constant beam of laser death keeps slashing through incoming bugs. Never letting bugs surround you—Sickle’s never-ending magazine ensures always killing and moving.

SUSTAINED DPS

MG-94 Stalwart (Exosuit)

Deployable exosuit with minigun highlighted as great bug killer due to huge magazine, high fire rate, and ability to move while reloading. Mobility plus sustained fire enables kiting bug horde indefinitely while pouring bullets. When holding back hordes of insects, rapid-fire machine gun rarely needing reload is good bet. Stalwart’s ability to reload on move superior for staying ahead of swarm. Walk backwards unloading hundreds of rounds mowing bugs by dozens.

MOBILE FIREPOWER

Additional Strong Picks: Incendiary Grenades or High-Explosive Grenades for blocking choke points with fire and burning out bug nests quickly. G-4 Gas Grenade creates wide cloud that slows and confuses bugs making them easy pickings. Any high ROF weapon can substitute for Sickle when flame isn’t available. SMG-72 Pummeller (which stuns bugs) provides alternative sustained fire. Key is never letting bugs surround—coordinate positioning when using flamethrowers to avoid friendly fire while screening group.

Best Weapons vs. Automatons (Bots)

Automatons are heavily-armored mechanical enemies with small glowing weak spots like exposed red eyes or fuel tanks favoring long-range firepower with big guns and tanks. To defeat them requires weapons that punch through armor and hit precision weak-points plus tools to handle their deployables and structures. Common strategy is engage at range with high-penetration rifles and bring dedicated anti-tank weapon for toughest units.

RS-422 Railgun

Arguably best weapon against Automatons. Railgun’s charged shot can two-shot even toughest Automaton units like Hulks if you nail weak point (like Hulk’s red eye). In unsafe mode even more devastating. Lets you negate Automaton’s heavy armor with pure damage. Having one Railgun stratagem on call means no Automaton boss is safe—coordinate to stun or distract while Railgun user lines up kill shot.

TOP PICKArmor deletion

LAS-16/17 Sickle

Energy weapons particularly effective against robots—robots more vulnerable to energy/plasma damage. Standard LAS-16 Sickle or Double-Edge variant both excel. Sickle’s precision and infinite ammo let you focus fire on tiny weak spots without worrying about reloads. Frequently noted that Sickle shreds through Bots thanks to accuracy and sustained fire. Sickle-wielder can continually pepper Automaton’s head or glowing part bringing it down steadily.

TOP PICKPrecision sustained fire

PLAS-1 Scorcher / PLAS-101 Purifier

Plasma guns top of their class vs. Automaton because of how energy/plasma interacts with armor. Explosive plasma bolts effectively bypass or quickly strip armor plating off mechanical enemies. Two or three charged Purifier shots can annihilate heavy bot and splash damages clustered drones or turrets around it. Scorcher delivers continuous explosive damage robots aren’t great at resisting. Don’t rely on ammo drops helping in longer engagements.

ENERGY ADVANTAGE

R-63CS Diligence / R-6 Deadeye

Marksman primaries with high damage per shot. Automatons often have single weak spot (head/eye)—weapon like Counter-Sniper can remove target with one hit on lesser bots and few hits on big ones. Sniper aimed at weak spots highly effective with Counter-Sniper ideal to pick off Automatons hitting unarmored heads. Deadeye highest per-shot damage after buffs great if landing shots. Shine in co-op when others cover you for safely lining up headshots.

WEAK SPOT SPECIALIST

Additional Strong Picks: AT-48 Spear Launcher (guided anti-tank rocket with lock-on very deadly against heavily-armored enemies—can lock onto moving APC or distant sniper bot eliminating from cover), M-25 Commando (excellent anti-tank weapon for manual laser-guided rocketry), Quasar Cannon (super-laser obliterating any Automaton unit in one or two hits working on aerial units and objectives), ARC-12 Blitzer (useful to stun groups of bots though direct damage lower—support for stopping rushdown dog bots while someone else snipes), BR-14 Adjudicator or AR-61 Tenderizer (strong against bots with burst drilling through medium armor or high per-shot damage staggering targets reliably). Any weapon with medium or heavy armor penetration and good accuracy at range serves well. Meet them at range with punchy precise weapons hitting glowing weak spots.

Best Weapons vs. Illuminate (Squids)

Illuminate faction fields hordes of melee Voteless thralls (space zombies) alongside shielded ranged units (Overseers, Councilors) and dangerous bosses like Harvesters with regenerating shields. Successful loadout against Illuminate needs crowd control for swarms of fodder and shield-breaking firepower for tougher enemies. Weapons that can hit multiple targets or bypass shields are especially valuable.

SG-451 Cookout

Cookout’s fire damage and steady stream of flames excel against everything Illuminate can throw at you. Incinerates Voteless hordes on contact often staggering or killing before getting close. Direct damage high enough to chunk health off shielded units (Overseers) once shields pop—fire DoT continues burning during shield downtime. Arguably single best anti-Illuminate primary due to crowd-clearing power and versatility.

TOP PICKFire + shield pressure

PLAS-101 Purifier

Purifier’s explosive plasma bolts amazing at clearing clusters of Voteless and can chunk health of Overseers or even Harvesters behind shields. Because of splash damage even if elite’s shield still up Purifier blast kills unshielded enemies around it and softens shielded target. Shoot ground near Harvester wiping minions while hurting Harvester itself. Generalist powerhouse against Illuminate forces.

TOP PICKAoE specialist

RS-422 Railgun

Calling in Railgun can trivialize Illuminate elites. Charged Railgun shot aimed at Harvester’s head or Overseer’s weak point will pierce shield and one-shot or severely weaken them. Charged rail shot pierces those pesky Harvester shields (aim for head/eye) effectively ignoring faction’s main defense. Even without Unsafe mode two shots drop almost any Illuminate heavy. High-penetration precision rifle like R-63 Counter-Sniper or R-6 Deadeye next best—well-placed headshots quickly kill shielded enemies once shield drops.

SHIELD PIERCING

FLAM-40 Incinerator

Nothing thins out waves of Voteless like flamethrower. Illuminate Voteless come in zombie-like swarms—flamethrower devastating against hordes but also decimates other stronger Illuminate units. Support Incinerator ideal (wider cone and more fuel) but primary FLAM-66 Torcher works in pinch. Fire not only kills weak mobs rapidly, keeps damaging bigger Illuminate units during moments shields are down. One Helldiver roasting Voteless with flame while others focus on elites is very effective division of labor.

HORDE DELETION

Additional Strong Picks: LAS-16 Sickle (precision and infinite ammo—one of best weapons against Illuminate after recent buffs shredding unarmored targets), Arc Thrower stratagem (lightning gun disrupting groups of Illuminate units by stunning and chaining damage though less outright lethal than fire or explosives), Anti-Materiel Rifle stratagem (if no Railgun—well-placed headshot makes quick work of any shielded enemies so long as pair with something for crowds), GP-31 Grenade Pistol or M-25 Rumbler (ensure still have explosive punch to throw at Illuminate groups or spawn beacons in pinch). Key is fire and explosives for fodder and precision AP for heavies. Coordinate with team so someone always ready to exploit dropped shield or torch incoming horde.

Co-op Synergy & Team Composition

Helldivers 2’s 4-player co-op design means optimal weapon selection depends heavily on what your squadmates are bringing. A well-rounded team covers multiple bases: crowd control, anti-tank, sustained fire, and area denial. Here’s how to think about team composition strategically rather than just individual loadouts.

Role Distribution Framework

In a coordinated 4-player squad, consider distributing these roles to ensure comprehensive coverage across all threat types and mission phases.

Crowd Control Specialist focuses on managing swarms and fodder enemies. Primary weapons like Cookout, Incinerator Flamethrower, or Breaker variants excel here. This role particularly critical against Terminids and Illuminate Voteless hordes. Recommended equipment includes flame weapons, AoE grenades (Incendiary, Gas), and potentially Stalwart MG for sustained suppression. The crowd control specialist creates space for teammates to engage priority targets without being overrun.

Anti-Tank Specialist brings heavy firepower to eliminate armored threats and bosses. Support Stratagems like Railgun, Quasar Cannon, Commando, or Recoilless Rifle define this role. This position becomes absolutely critical against Automatons and large Terminid creatures. Secondary weapons with AP (Senator, Talon) complement primary anti-tank focus. The anti-tank specialist handles what primary weapons cannot, serving as team’s answer to heaviest enemy units.

Sustained DPS maintains constant pressure on enemy forces with high-accuracy, high-uptime weapons. Sickle variants, Tenderizer, or plasma rifles like Scorcher work excellently. This role provides backbone of team’s offensive output against medium threats. Infinite ammo weapons particularly valuable allowing sustained engagements without resupply dependency. The sustained DPS player enables team to maintain forward momentum during prolonged firefights.

Flexible Support fills gaps based on mission requirements and enemy faction. This player can swap between utility weapons, alternative crowd control, or specialized counters as needed. Consider weapons like Arc Thrower for stunning, precision rifles for weak spot targeting, or additional specialized anti-faction picks. Support player adapts loadout to complement other three roles ensuring no critical gaps exist.

Faction-Specific Team Loadouts

Against Terminids: Team should prioritize fire damage and crowd control with at least two players carrying flame-based weapons (Cookout, Incinerator, Incendiary Breaker). One player brings Stalwart MG or Sickle for sustained suppressive fire. Final player carries anti-heavy support like Railgun or Commando for Chargers and Bile Titans. Incendiary or Gas grenades across team ensure choke point control. Strategy focuses on creating kill zones with overlapping fire where bugs funnel into withering flames and sustained fire. Keep moving as unit and never let swarm surround anyone.

Against Automatons: Team needs precision and armor penetration with at least one Railgun or Anti-Materiel Rifle for hard targets. Two to three players carry accurate primaries (Sickle, Diligence, Purifier) for weak spot targeting. One player may specialize in anti-structure (Eruptor, Autocannon) for fabricators and deployables. EMP or Stun grenades across team help disable shielded units and vehicles. Strategy emphasizes range control—engage at distance using precision fire on weak spots before Bots can close. Coordinate focus fire on biggest threats (Hulks, tanks) using Railgun or heavy weapons.

Against Illuminate: Team requires balance of AoE for Voteless and shield-breaking for elites. Two players carry strong AoE (Cookout, Purifier, Flamethrower) to handle zombie hordes. One player brings Railgun or AMR specifically for shield-piercing against Harvesters and Overseers. Final player provides sustained fire or additional AoE support. High-AP secondaries like Senator across team capitalize on shield-down windows. Strategy involves maintaining separation between elite-killers and crowd-clearers. Fire and explosives delete fodder while precision weapons wait for shield vulnerabilities on bosses. Stun or Gas grenades create breathing room during overwhelming pushes.

Stratagem Synergy

Beyond primary weapons, coordinating Support Stratagems dramatically amplifies team effectiveness. Consider these combinations for multiplicative power rather than merely additive firepower.

Railgun + Recoilless Rifle Combo: Railgun excels at surgical elimination of single high-value targets while Recoilless (when coordinated with loader teammate) provides high-volume anti-armor. Together they handle both precision and sustained anti-tank needs. Effective against Automatons and mixed enemy compositions with multiple armor types.

Flamethrower + Stalwart MG Duo: Flamethrower creates area denial blocking enemy advances while Stalwart MG mows down anything trying to flank or push through flames. Flamethrower user screens team from frontal assault as MG user provides mobile suppressive fire. Devastatingly effective against Terminids where mobility and fire control determine survival.

Autocannon + Quasar Cannon Pairing: Autocannon provides consistent heavy firepower with high ammo capacity while Quasar delivers periodic massive damage spikes. Autocannon user handles sustained engagement as Quasar times shots on toughest targets. Cooldown-based Quasar complements ammo-based Autocannon creating continuous heavy fire capability. Works across all factions providing team with sustained heavy weapons platform.

Arc Thrower + Precision Rifles: Arc Thrower stuns and chains damage through grouped enemies setting up precision rifle users for easy headshots on stunned targets. Crowd control plus precision creates efficient elimination of medium to heavy threats. Particularly effective against Illuminate where Arc Thrower disrupts shielded units for brief windows teammates can exploit with high-damage precision shots.

Patch Notes & Meta Evolution

This tier list reflects the state of Helldivers 2 as of Patch 01.004.000 following a year of balance updates since launch. The meta has evolved significantly through developer buffs, nerfs, and reworks. Understanding patch history provides context for current weapon standings and hints at potential future changes.

Major Balance Shifts

Purifier Rise to Dominance: Initially launched as underwhelming weapon post-game release, Purifier received substantial buffs transforming it into supremely powerful all-rounder. Explosive damage, splash radius, and charge time improvements elevated it from forgettable to S-tier. This exemplifies developer willingness to significantly boost underperforming weapons creating meta shifts.

Breaker Family Adjustments: Original SG-225 Breaker dominated early meta as overpowered choice. Subsequent nerfs brought it in line while Incendiary variant SG-225IE received targeted buffs establishing it as premier anti-Terminid option. Balance philosophy aimed for specialization over universal dominance.

Energy Weapon Buffs: Sickle and other laser weapons received multiple accuracy and damage buffs over patch cycles. Recent changes particularly boosted Sickle’s effectiveness against Illuminate making it top-tier choice for that faction. Energy weapon improvements reflect developer push toward ammo-less weapons as viable alternatives to traditional firearms.

Explosive Weapon Category Revisions: Weapons like Eruptor, Exploding Crossbow, and various grenade launchers saw damage and blast radius adjustments. Developer intent appears focused on making explosive weapons high-risk high-reward options requiring skill but delivering significant power. Self-damage mechanics keep explosive weapons from being thoughtlessly deployed.

Support Stratagem Meta: Railgun historically strong received minor nerfs but remains top-tier due to fundamental armor-piercing capability. Flamethrower weapons received consistent buffs recognizing their importance against swarm factions. Commando added as new option providing guided rockets filling niche between fire-and-forget and lock-on launchers.

Community Response & Adaptation

Community response to balance changes has generally been positive with players appreciating developer responsiveness to feedback. Previously neglected weapons receiving buffs creates renewed interest and experimentation with previously ignored arsenal options. The philosophy of “making everything viable” rather than aggressive nerfs has maintained player goodwill and encouraged loadout diversity.

High-level player community continues pushing boundaries discovering optimal strategies and highlighting underutilized weapons. Community tier lists and guides like this one synthesize collective knowledge helping broader player base access cutting-edge tactical insights. Developer attention to community feedback creates positive cycle where player experience directly informs balance decisions.

Challenge runs and self-imposed restrictions showcase that even lower-tier weapons can succeed with skill and coordination. While this guide focuses on optimization, the reality is that player skill and team coordination often matter more than raw weapon tier in determining mission success. Tier lists provide starting point for strategic thinking rather than absolute requirements for victory.

Quick Reference: Weapon Selection by Mission

When loading into mission, quickly select optimal weapons using these faction-specific priorities and mission modifier considerations. This condensed reference enables rapid loadout decisions without re-reading entire tier list.

Terminids Quick Pick

Primary: Cookout, Incinerator Primary, Incendiary Breaker

Secondary: Any (not critical vs. Bugs)

Support: Flamethrower, Stalwart MG

Grenades: Incendiary, Gas

Principle: Fire + mobility

Automatons Quick Pick

Primary: Sickle, Diligence CS, Purifier

Secondary: Talon, Senator

Support: Railgun, AMR, Spear

Grenades: EMP, Stun

Principle: Precision + AP

Illuminate Quick Pick

Primary: Cookout, Purifier, Sickle

Secondary: Senator (shield break)

Support: Railgun, Flamethrower

Grenades: Stun, Gas

Principle: AoE + shield pierce

Mission Modifier Adjustments

High Enemy Density: Prioritize crowd control weapons even more heavily. Double up on flame weapons or area denial tools. Stalwart MG becomes more valuable for sustained suppression.

Armored Patrols: Ensure every team member has some answer to armor whether through Support Stratagem or high-AP primary/secondary. Railgun and Commando become essential rather than optional.

Limited Resupply: Favor infinite ammo weapons like Sickle, Scorcher, or energy secondaries. Minimize dependence on ammo-hungry weapons like Incendiary Breaker unless confident in ammo management.

Atmospheric Conditions (Low Visibility): Close-range weapons gain value when long sightlines don’t matter. Shotguns and flamethrowers excel in fog or sandstorms where precision rifles lose effectiveness.

Defensive Objectives: Static defense missions favor deployable heavy weapons like Autocannon or emplaced MGs. Combine with area denial tools to create fortified positions enemies must push through.

Extraction Missions: Mobility becomes paramount requiring weapons allowing movement while firing. Avoid slow reload weapons or those requiring stationary deployment. Sickle and mobile MGs shine here.

Conclusion: Tactical Flexibility Wins Wars

Helldivers 2’s weapon meta rewards understanding over memorization. While S-tier weapons like Purifier, Scorcher, Sickle, and Cookout provide excellent starting points for loadout optimization, true mastery comes from recognizing faction weaknesses and adapting team composition accordingly. The most dangerous squads aren’t those with four S-tier primaries but those with complementary roles covering crowd control, anti-tank, sustained fire, and support.

Remember the core principles: fire and explosives for Bugs, armor penetration and precision for Bots, AoE and shield-piercing for Illuminate. Apply these principles flexibly based on mission modifiers, team composition, and your own playstyle preferences. A skilled Helldiver with A-tier weapon matched perfectly to situation outperforms unskilled player with S-tier generalist weapon.

Coordinate with your squad, communicate priorities, and most importantly—spread managed Democracy through superior firepower and tactical excellence. The weapon tier list provides the tools but you provide the strategy. Dive hard, Helldivers.