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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/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/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/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 80/8 (ap 3/3/3/1) (k 10/15/12) 25
AR-61 Tenderizer A high-caliber assault rifle with a restrictive magazine size but more stopping power. PrimaryWeapon AssaultRifle Projectile 60/6 (ap 2/2/2/0) (k 10/10/10) 35
AR-23 Liberator The SEAF standard assault rifle, balancing power, fire rate, and weight for a reliable weapon against smaller targets. PrimaryWeapon AssaultRifle Projectile 60/6 (ap 2/2/2/0) (k 10/10/10) 30
AR-23C Liberator Concussive A modified Liberator firing concussive rounds which do less damage but stagger enemies. PrimaryWeapon AssaultRifle Projectile 65/15 (ap 2/2/2/2) (k 10/35/100) 30
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 Projectile 60/6 (ap 2/2/2/0) (k 10/10/10) 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 45/15 (ap 3/3/3/0) (k 10/10/10) 30
AR-22C Patriot A compact assault rifle with an extremely high rate of fire. PrimaryWeapon AssaultRifle Projectile 60/6 (ap 2/2/2/0) (k 10/10/10) 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]
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 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
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 2.9/3/4)
8
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)
15
PLAS-101 Purifier A plasma rifle firing a bolt of superheated gas which explodes on impact. Each shot needs to be charged up fully before it can be fired. PrimaryWeapon Energy Charge (time 1, 1, 1)
--Damage 30% to 300%
--Armor Pen 30% to 300%
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 2/3/4)
15
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)
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 150/150 (ap 2/2/2/0) (k 15/25/10) (r 2/4/5)
5
JAR-5 Dominator Firing jet-propelled rounds, the Dominator trades fire rate and magazine capacity for increased damage per projectile. PrimaryWeapon Explosive Projectile 275/90 (ap 3/3/3/0) (k 10/35/15) 30
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 190/190 (ap 3/0/0/0) (k 20/25/40) (r 2/6/6.5)
5
AR-20L Justice A high-caliber rifle with high damage and penetration. PrimaryWeapon MarksmanRifle Projectile 80/8 (ap 3/3/3/1) (k 10/15/12) 30
R-63 Diligence This high-caliber marksman rifle trades magazine capacity and rate of fire for powerful, accurate shots. PrimaryWeapon MarksmanRifle Projectile 125/13 (ap 2/2/2/0) (k 10/15/14) 30
R-63CS Diligence Counter Sniper A modified Diligence rifle offering increased damage, but a reduced rate of fire. Fires a single bullet at a time. PrimaryWeapon MarksmanRifle Projectile 140/14 (ap 3/3/3/0) (k 10/15/14) 15
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 10/10/10) 30
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-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-225NS Breaker Nailspitter A modified Breaker shotgun offering improved armor penetration and accuracy, with exceptionally high levels of recoil. PrimaryWeapon Shotgun x11 Projectile 20/4 (ap 3/3/3/0) (k 10/10/10) 10
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 10/20/35)
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)
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 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
25
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 12/4 (ap 2/2/2/0) (k 10/3/1) 26
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
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 50/5 (ap 2/2/2/0) (k 10/10/4) 30
SMG-37 Defender A high-caliber submachine gun which can be fired with one hand. Has a relatively low rate of fire. PrimaryWeapon SMG Projectile 70/7 (ap 2/2/2/0) (k 10/10/5) 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 Pistol Beam DPS 200/20 (ap 2/2/2/0) (k 10/0/0)
--Fire DPS 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
PLAS-3 Singe NOT YET IMPLEMENTED SidearmWeapon Pistol 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)
30
P-19 Redeemer A fully-automatic pistol with an extremely high fire rate, allowing for efficient crowd control. SidearmWeapon Pistol Projectile 60/5 (ap 2/2/2/0) (k 10/10/4) 17
P-2 Peacemaker The SEAF standard pistol - offering a high fire rate, generous capacity, and fast reloading. SidearmWeapon Pistol Projectile 75/15 (ap 2/2/2/0) (k 10/10/4) 30
GP-31 Grenade Pistol A pistol that fires grenades. Must be reloaded between shots. SidearmWeapon Pistol Rounds Projectile 250/250 (ap 3/3/3/0) (k 30/40/10)
--Explosion 350/350 (ap 3/0/0/0) (k 30/25/40) (r 2.25/6.5/8)
P-4 Senator A high-damage revolver, which can be reloaded with single rounds. A heavy-hitting and reliable sidearm. SidearmWeapon Pistol Rounds Projectile 175/35 (ap 3/3/3/0) (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 125/12 (ap 2/2/2/0) (k 10/12/10) 10
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 250/50 (ap 7/7/7/0) (k 20/35/10) [Electricity]
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 150%
--Armor Pen 100% to 150%
Projectile 600/60 (ap 5/5/5/5) (k 10/35/15)
1
GR-8 Recoilless Rifle A recoilless rifle effective against vehicle armor. Includes support backpack required for reloading. SupportWeapon Explosive Projectile 650/650 (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
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 1000/1000 (ap 8/7/6/0) (k 40/50/25)
--Explosion 200/200 (ap 5/0/0/0) (k 30/60/70) (r 1.5/3/6)
1
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 350/350 (ap 3/0/0/0) (k 30/25/40) (r 2.5/6.5/7)
10
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 250/250 (ap 3/0/0/0) (k 20/25/40) (r 4/6/8)
1
EAT-17 Expendable Anti-Tank A single-use weapon specialized for damaging vehicle armor. Discarded after every use. SupportWeapon Explosive Projectile 650/650 (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
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)
FLAM-40 Flamethrower An incendiary weapon for close range. Will ignite targets, terrain, and any flammable teammates. SupportWeapon Incendiary Spray Projectile 3/3 (ap 3/3/3/0) (k 10/5/5) [Fire]
--Fire DPS 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
100
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 100/35 (ap 4/4/4/0) (k 15/15/20) 100
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 100/35 (ap 4/4/4/0) (k 15/15/20) 75
MG-206 Heavy Machine Gun A very powerful but difficult-to-wield machine gun with intense recoil. SupportWeapon MachineGun Projectile 100/35 (ap 4/4/4/0) (k 15/15/20) 100
MG-43 Machine Gun A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy. SupportWeapon MachineGun Projectile 80/8 (ap 3/3/3/1) (k 10/15/12) 150
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 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
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 60/6 (ap 2/2/2/0) (k 10/10/10) 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 60/6 (ap 2/2/2/0) (k 10/10/10) 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 60/6 (ap 2/2/2/0) (k 10/10/10) 150
LAS-99 Quasar Cannon Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing. SupportWeapon Pistol Projectile 650/650 (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 60/6 (ap 2/2/2/0) (k 10/10/10) 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 60/6 (ap 2/2/2/0) (k 10/10/10) 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 60/6 (ap 2/2/2/0) (k 10/10/10) 150
Mini-Missile Target Designator A target designator, used in combination with the Mini Missile. SupportWeapon Pistol
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 450/135 (ap 4/4/4/0) (k 20/20/25) 7
G-3 Smoke A 'compliance weapon' to modify enemy behaviour. Creates a thick smoke screen to block targets' line of sight. ThrowableWeapon SpecialGrenade
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 50/25 (ap 4/4/4/0) (k 0/0/0) [Fire]
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 100/100 (ap 7/0/0/0) (k 30/20/40) (r 1/2/3)
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-12 High Explosive A high explosive grenade which damages lightly armored targets. Creates high damage over a small area when detonated. ThrowableWeapon StandardGrenade Explosion 400/400 (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 150/150 (ap 3/0/0/0) (k 30/20/15) (r 1/7/9) [Fire]
--Fire DPS 50/25 (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 250/250 (ap 3/0/0/0) (k 20/25/40) (r 2/8/12)
x30 Shrapnel
--Projectile 80/8 (ap 2/2/2/0) (k 10/10/20)