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Helldivers 2: Weapons

How does damage work in Helldivers 2?

There are 2 different types of damage, normal damage and durable damage. Depending on the target, the real damage dealt will be somewhere between the 2 damage values.
The weapon can also either have a projectile, an explosion, an arc lightning, shrapnel, etc. Each of these can do damage.

The weapon also has an armor penetration value, which determines if damage on that target's Armor is reflected off. If Armor > Armor Penetration, then no damage is dealt and projectiles bounce off. If Armor == Armor Penetation, then only 50% of damage is dealth. If Armor < Armor Penetration, then 100% of damage is dealt.
There are 4 armor penetration values. If you shoot a target directly (or less than 25 degrees), it uses the first value in the table. 25-60 degrees uses the 2nd value. 60-80 degrees uses the 3rd value. 80-90 uses the 4th value.
Damage Format: Normal Damage / Durable Damage (ap=Armor Pen AP1/AP2/AP3/AP4) (r=Range inner/outer/stagger) (k=Demo demo/knock/stagger)

Name Model Description Type Subtype Damage Mag
AX/LAS-5 "Guard Dog" Rover An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down. Backpack BackpackDrone
AX/TX-13 "Guard Dog" Dog Breath A drone that defends its user by firing caustic gas at nearby enemies, blinding and slowing them temporarily. Returns to backpack to refill. Backpack BackpackDrone
AX/AR-23 "Guard Dog" An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. Backpack BackpackDrone
AX/AR-23 "Guard Dog" An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. Backpack BackpackDrone
AX/AR-23 "Guard Dog" An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. Backpack BackpackDrone
LIFT-850 Jump Pack Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use. Backpack BackpackJumppack
SH-20 MEDIC BACKPACK A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. Backpack BackpackMedic
SH-20 Ballistic Shield Backpack A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. Backpack BackpackShield
SH-20 Ballistic Shield Backpack A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. Backpack BackpackShield
B-1 Supply Pack Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers. Backpack BackpackSupply
Resupply A Hellpod containing four supply packs, to replenish personal ammunition and stims in the field. Backpack BackpackSupport
BR-14 Adjudicator An accurate, armor-penetrating rifle, the BR-14 Adjudicator delivers righteous judgement to medium-sized enemies, though its restrictive magazine limits its effectiveness against large groups. PrimaryWeapon AssaultRifle Projectile 90/23 (ap 3/3/3/1) (k 10/15/12) 30
AR-23A Liberator Carbine A compact version of the Liberator designed for increased viability in close quarters. Has an increased fire rate at the cost of higher spread. PrimaryWeapon AssaultRifle Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 30
AR-23P Liberator Penetrator A modified Liberator fitted with a scope and firing armor-piercing rounds, to help users take down armored targets. PrimaryWeapon AssaultRifle Projectile 60/15 (ap 3/3/3/0) (k 10/10/10) 45
AR-23 Liberator The SEAF standard assault rifle, balancing power, fire rate, and weight for a reliable weapon against smaller targets. PrimaryWeapon AssaultRifle Projectile 60/15 (ap 3/3/3/0) (k 10/10/10) 30
AR-61 Tenderizer A high-caliber assault rifle with a restrictive magazine size but more stopping power. PrimaryWeapon AssaultRifle Projectile 95/22 (ap 2/2/2/0) (k 10/15/10) 35
AR-48 Truth Whisperer A silenced assault rifle with a built-in suppressor, which won't alert distant targets to the user's position. PrimaryWeapon AssaultRifle 30
AR-23C Liberator Concussive A modified Liberator firing concussive rounds which do less damage but stagger enemies. PrimaryWeapon AssaultRifle Projectile 65/30 (ap 2/2/2/2) (k 10/35/60) 30
ARC-12 Blitzer This shotgun blasts a wide burst of high-voltage electricity that arcs between all units—enemy or otherwise—within range. PrimaryWeapon Energy Arc Projectile 50/35 (ap 3/3/3/0) (k 10/30/25) [Electricity]
--StunSmall
LAS-5 Scythe A laser rifle firing a continuous beam. Does not need reloading, but if it overheats a new heat sink must be fitted. PrimaryWeapon Energy Beam DPS 350/70 (ap 2/2/2/0) (k 10/0/0)
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
PLAS-1 Scorcher A plasma rifle, firing a bolt of superheated gas which explodes on impact. Avoid standing in proximity to the blast. PrimaryWeapon Energy Projectile 100/50 (ap 2/2/2/0) (k 10/20/10)
--Explosion 100/100 (ap 3/0/0/0) (k 10/10/7) (r 1/2/2)
20
LAS-16 Sickle A laser rifle, firing in short bursts. Does not need reloading, but if it overheats a new heat sink must be fitted. PrimaryWeapon Energy Projectile 55/5 (ap 2/2/2/0) (k 10/10/10)
PLAS-101 Purifier A plasma rifle that fires bolts of superheated gas, which can be charged by holding down the trigger. Charging up a shot fully makes the bolt explode on impact. PrimaryWeapon Energy Charge (time 0.01, 1, 1)
--Damage 50% to 100%
Projectile 200/100 (ap 3/3/3/0) (k 10/20/10)
--Explosion 300/300 (ap 3/3/3/0) (k 10/35/30) (r 2.9/3/4)
15
SG-8P Punisher Plasma A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates. PrimaryWeapon Energy Projectile 100/50 (ap 2/2/2/0) (k 10/20/10)
--Explosion 150/150 (ap 3/3/3/0) (k 10/35/30) (r 2.3/3/4)
10
R-36 Eruptor This bolt-action rifle fires jet-assisted shells that explode shrapnel in all directions upon impact. Not recommended for close-quarters use. PrimaryWeapon Explosive Projectile 230/115 (ap 3/3/3/0) (k 30/35/20)
--Explosion 225/225 (ap 3/0/0/0) (k 20/35/40) (r 4/7/8)
----x30 Shrapnel
------Projectile 110/35 (ap 3/3/3/0) (k 10/10/20)
5
CB-9 Exploding Crossbow Fires powerful exploding bolts which do maximum damage upon direct impact. Gravity must be accounted for when aiming. PrimaryWeapon Explosive Projectile 270/50 (ap 3/3/3/0) (k 0/30/10)
--Explosion 350/350 (ap 3/3/3/0) (k 20/25/30) (r 3/6/7)
5
R-63 Diligence This high-caliber marksman rifle trades magazine capacity and rate of fire for powerful, accurate shots. PrimaryWeapon MarksmanRifle Projectile 165/45 (ap 2/2/2/0) (k 10/15/14) 30
R-2124 Constitution This ceremonial rifle is modeled after antique relics from pre-Democratic times. It is traditionally gifted to every citizen upon turning 16 to encourage service. PrimaryWeapon MarksmanRifle Rounds Projectile 180/50 (ap 3/3/3/0) (k 10/20/14)
R-63CS Diligence Counter Sniper A modified Diligence rifle offering increased damage at the cost of some maneuverability. Fires a single bullet at a time. PrimaryWeapon MarksmanRifle Projectile 200/50 (ap 3/3/3/0) (k 10/20/14) 15
SG-8S Slugger A modified Punisher shotgun firing heavy, high-damage slug rounds. Perfect for punching big holes in big targets. PrimaryWeapon Shotgun Rounds Projectile 250/75 (ap 3/3/3/0) (k 10/30/35)
SG-225SP Breaker Spray&Pray A modified Breaker shotgun firing birdshot, small pellets which saturate an area to clear up smaller targets. PrimaryWeapon Shotgun x16 Projectile 15/4 (ap 2/2/2/0) (k 10/3/1) 26
SG-225IE Breaker Incendiary A modified Breaker shotgun firing incendiary projectiles. Generates heat during use, so limited to burst fire. PrimaryWeapon Shotgun x12 Projectile 20/10 (ap 2/2/2/0) (k 10/10/10) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
25
SG-225BB Breaker Bugbiter A heavier version of the Breaker shotgun, with higher damage at the cost of recoil and maneuverability. PrimaryWeapon Shotgun x7 Projectile 45/9 (ap 2/2/2/0) (k 10/15/15) 15
SG-451 Cookout A pump shotgun that fires a burst of incendiary phosphorus pellets, setting targets ablaze. PrimaryWeapon Shotgun Rounds x20 Projectile 16/3 (ap 2/2/2/0) (k 10/35/20) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
SG-225 Breaker A fully-automatic shotgun with a high rate of fire, excellent for controlling crowds. Requires frequent reloading. PrimaryWeapon Shotgun x11 Projectile 30/6 (ap 2/2/2/0) (k 10/15/10) 30
SG-20 Halt A humane compliance weapon with two separate magazines: one for armor-penetrating flechette rounds and one for stun rounds. PrimaryWeapon Shotgun Rounds
SG-225NS Breaker Nailspitter A modified Breaker shotgun offering improved armor penetration and accuracy, with exceptionally high levels of recoil. PrimaryWeapon Shotgun x11 Projectile 35/20 (ap 3/3/3/0) (k 10/10/10) 10
SG-8F Punisher fire of liberty Punisher shotgun variant modifier with burst fire of incendiary round and a large drum magazine. PrimaryWeapon Shotgun Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30)
SG-8 Punisher A powerful dual magazine pump-action shotgun, with limited armor penetration. Ideal for small and fast targets. PrimaryWeapon Shotgun Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30)
SMG-32 Reprimand A heavy-duty submachine gun that fires large-caliber rounds, with a slower rate of fire to manage the high recoil. Ideal for use at close to medium range. PrimaryWeapon SMG Projectile 125/32 (ap 3/3/3/0) (k 10/15/10) 25
SMG-72 Pummeler Fires concussive rounds that stagger enemies. Slower rate of fire than other SMGs. PrimaryWeapon SMG Projectile 65/7 (ap 2/2/2/0) (k 10/15/5)
--StunSmall
45
SMG-37 Defender A high-caliber submachine gun which can be fired with one hand. Has a relatively low rate of fire. PrimaryWeapon SMG 30
MP-98 Knight A submachine gun with an extremely high rate of fire, which can be operated with one hand. Ideal for multitasking. PrimaryWeapon SMG Projectile 65/7 (ap 2/2/2/0) (k 10/10/5) 30
FLAM-66 Torcher A lightweight flamethrower. Shoots pressurized fuel through a dispersion nozzle into an open flame. Safe. PrimaryWeapon Special Spray Projectile 3/3 (ap 4/4/4/0) (k 10/5/5) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
80
JAR-5 Dominator Firing jet-propelled rounds, the Dominator trades fire rate and magazine capacity for increased damage per projectile. PrimaryWeapon Special 30
P-4 Senator A high-damage revolver, which can be reloaded with single rounds. A heavy-hitting and reliable sidearm. SidearmWeapon Pistol Rounds Projectile 200/70 (ap 4/4/4/0) (k 10/20/10)
P-113 Verdict The gas-operated, semiautomatic P-113 chambers the 14mm "Rapid Deliberation," the largest centerfire cartridge of any magazine-fed pistol. SidearmWeapon Pistol Projectile 125/32 (ap 3/3/3/0) (k 10/15/10) 10
P-19 Redeemer A fully-automatic pistol with an extremely high fire rate, allowing for efficient crowd control. SidearmWeapon Pistol 17
P-2 Peacemaker The SEAF standard pistol - offering a high fire rate, generous capacity, and fast reloading. SidearmWeapon Pistol 30
LAS-7 Dagger A laser pistol that fires a continuous beam. Does not require ammo but can overheat and need to change batteries. SidearmWeapon Special Beam DPS 250/50 (ap 2/2/2/0) (k 10/0/0)
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
SG-22 Bushwhacker A triple-barreled, break-action, sawed-off shotgun. Switch firing modes to fire all three barrels at once. SidearmWeapon Special Rounds x9 Projectile 45/12 (ap 2/2/2/0) (k 10/35/30)
GP-31 Grenade Pistol A pistol that fires grenades. Must be reloaded between shots. SidearmWeapon Special Rounds Projectile 250/250 (ap 3/3/3/0) (k 30/40/10)
--Explosion 400/400 (ap 3/0/0/0) (k 30/25/30) (r 2.25/6.5/8)
P-72 Crisper A compact handgun-style flamethrower, able to project a jet of fire over short distances. SidearmWeapon Special Spray Projectile 3/3 (ap 4/4/4/0) (k 10/5/5) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
30
PLAS-15 Loyalist A plasma pistol that charges each shot until the trigger is released. Plasma projectiles explode on impact. SidearmWeapon Special Charge (time 0.01, 1, 3)
--Damage 50% to 100%
--Armor Pen 55% to 100%
Projectile 100/50 (ap 2/2/2/0) (k 10/20/10)
--Explosion 25/25 (ap 3/0/0/0) (k 10/10/5) (r 0.75/1.5/2)
7
P-11 Stim Pistol Fires a ballistic dart at near-supersonic speeds, allowing the user to stim allies from a distance. Might sting. SidearmWeapon Special Rounds
ARC-3 Arc Thrower Projects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets. SupportWeapon Energy Charge (time 1, 1.1, 1.2)
Arc Projectile 250/100 (ap 7/7/7/0) (k 20/35/10) [Electricity]
--StunSmall
RS-422 Railgun An experimental weapon which prioritizes armor penetration. Must be charged between shots - so choose targets carefully. SupportWeapon Energy Charge (time 0.45, 0.5, 3)
--Damage 100% to 250%
Projectile 600/225 (ap 5/5/5/5) (k 10/35/15)
1
MLS-4X Commando An expendable missile launcher equipped with four laser-guided missiles. SupportWeapon Explosive Projectile 1100/1100 (ap 6/6/6/3) (k 30/40/25)
--Explosion 150/150 (ap 3/0/0/0) (k 30/40/40) (r 1/2/4)
4
GL-21 Grenade Launcher A grenade launcher effective against armored infantry. Not intended for use against vehicle armor or fortified buildings. SupportWeapon Explosive Projectile 20/2 (ap 0/0/0/0) (k 10/40/10)
--Explosion 400/400 (ap 3/0/0/0) (k 30/25/30) (r 3.5/7.5/8)
10
EAT-17 Expendable Anti-Tank A single-use weapon specialized for damaging vehicle armor. Discarded after every use. SupportWeapon Explosive Projectile 2000/2000 (ap 6/6/6/3) (k 30/50/25)
--Explosion 150/150 (ap 3/0/0/0) (k 30/60/40) (r 1.5/3/6)
1
FAF-14 Spear An anti-tank homing missile which must lock onto its target before launch. Effective against large and armored enemies. SupportWeapon Explosive Projectile 4000/4000 (ap 7/7/7/7) (k 40/50/25)
--Explosion 200/200 (ap 3/0/0/0) (k 30/60/70) (r 1.5/3/6)
1
AC-8 Autocannon A fully-automatic cannon effective against light vehicle armor. Includes support backpack required for reloading. SupportWeapon Explosive Rounds Projectile 260/260 (ap 4/4/4/0) (k 30/30/20)
--Explosion 150/150 (ap 3/0/0/0) (k 30/40/40) (r 2/4/5.5)
RL-77 Airburst Rocket Launcher Fires a rocket that detonates within proximity of a target, and deploys a cluster of explosive bomblets. SupportWeapon Explosive Explosion 350/350 (ap 3/3/3/0) (k 30/50/40)
--Explosion 150/150 (ap 3/3/3/0) (k 25/25/40) (r 3/5/7)
----x25 Shrapnel
------Explosion 150/150 (ap 3/3/3/0) (k 25/25/40)
----------Explosion 500/500 (ap 3/0/0/0) (k 20/25/40) (r 4/6/8)
1
GR-8 Recoilless Rifle A recoilless rifle effective against vehicle armor. Includes support backpack required for reloading. SupportWeapon Explosive Projectile 3200/3200 (ap 6/6/6/3) (k 30/50/25)
--Explosion 150/150 (ap 3/0/0/0) (k 30/50/40) (r 1.5/3/6)
1
FLAM-40 Flamethrower An incendiary weapon for close range. Will ignite targets, terrain, and any flammable teammates. SupportWeapon Incendiary Spray Projectile 4/4 (ap 4/4/4/4) (k 10/5/5) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
100
TX-41 Sterilizer Atomizes caustic chemicals into a fine mist that liquifies sensitive electronics and tissues. Blinds and slows most enemies. SupportWeapon Incendiary Spray Spray 1/1 (ap 5/5/5/0) (k 5/10/5) [Gas]
--Gas DPS 25/25 (ap 6/6/6/0) (k 0/0/0) [Gas]
--Status Gas_Confusion
100
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) 100
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) 100
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 150/35 (ap 4/4/3/0) (k 15/25/20) 100
MG-43 Machine Gun A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy. SupportWeapon MachineGun Projectile 90/23 (ap 3/3/3/1) (k 10/20/12) 175
LAS-98 Laser Cannon A laser weapon firing a continuous beam. Doesn't require ammunition, but will need heat sink replaced if it overheats. SupportWeapon Pistol Beam DPS 350/200 (ap 4/4/4/4) (k 20/0/0)
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
Mini-Missile Target Designator A target designator, used in combination with the Mini Missile. SupportWeapon Pistol
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 150
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 250
LAS-99 Quasar Cannon Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing. SupportWeapon Pistol Projectile 2000/2000 (ap 6/6/6/3) (k 30/50/40)
--Explosion 150/150 (ap 3/0/0/0) (k 30/50/40) (r 1.5/3/6)
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 150
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 150
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 250
M-105 Stalwart A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. SupportWeapon Pistol Projectile 70/15 (ap 2/2/2/0) (k 10/15/10) 150
SG-88 Break-Action Shotgun A shotgun used in colonies to hunt and protect from threats. SupportWeapon Shotgun Rounds x9 Projectile 65/13 (ap 2/2/2/0) (k 10/20/20)
APW-1 Anti-Materiel Rifle A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope. SupportWeapon SniperRifle Projectile 450/180 (ap 4/4/4/0) (k 20/25/25) 7
G-16 Impact A high explosive grenade which detonates on first impact. ThrowableWeapon SpecialGrenade Explosion 400/400 (ap 4/0/0/0) (k 30/30/40) (r 2.5/7/8)
G-123 Thermite A thermite grenade designed to adhere to surfaces before burning at 2000°C. Capable of burning through some armor. ThrowableWeapon SpecialGrenade Explosion 2000/2000 (ap 7/0/0/0) (k 30/20/40) (r 1.5/2.5/4)
G-3 Smoke A 'compliance weapon' to modify enemy behaviour. Creates a thick smoke screen to block targets' line of sight. ThrowableWeapon SpecialGrenade
G-23 Stun Temporarily stuns all targets within the effective radius. ThrowableWeapon SpecialGrenade Explosion 0/0 (ap 6/0/0/0) (k 0/0/0) (r 1/10/15)
--StunMedium
G-4 Gas A grenade that releases a cloud of toxic gas, effective at temporarily blinding and slowing both organic and inorganic enemies. ThrowableWeapon SpecialGrenade Explosion 3/3 (ap 6/0/0/0) (k 10/10/10) (r 2/7/7) [Gas]
--Gas DPS 25/25 (ap 6/6/6/0) (k 0/0/0) [Gas]
--Status Gas_Confusion
G-13 Incendiary Impact Detonates on impact, covering the immediate vicinity in self-igniting white phosphorus. ThrowableWeapon SpecialGrenade Explosion 150/150 (ap 3/0/0/0) (k 30/20/15) (r 1/7/9) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
K-2 Throwing Knife Delivers silent justice to Freedom's enemies. ThrowableWeapon SpecialGrenade
G-12 High Explosive A high explosive grenade which damages lightly armored targets. Creates high damage over a small area when detonated. ThrowableWeapon StandardGrenade Explosion 800/800 (ap 4/0/0/0) (k 30/30/40) (r 2.5/7/9)
G-10 Incendiary An incendiary grenade which ignites any targets and terrain within the blast radius. Use with caution. ThrowableWeapon StandardGrenade Explosion 300/300 (ap 3/0/0/0) (k 30/20/15) (r 1/7/9) [Fire]
--Fire DPS 50/50 (ap 4/4/4/0) (k 0/0/0) [Fire]
G-6 Frag An antipersonnel fragmentation grenade. Creates damage over a large area when detonated. ThrowableWeapon StandardGrenade Explosion 500/500 (ap 3/0/0/0) (k 20/25/40) (r 4/10/14)
x30 Shrapnel
--Projectile 110/35 (ap 3/3/3/0) (k 10/10/20)