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Helldivers 2 Weapons Tier List | Best Primaries and Faction Loadouts

Helldivers 2 Weapons Tier List | Best Primaries and Faction Loadouts

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Primaries like the Purifier, Slugger, and Sweeper lead on versatility. The Grenade Pistol and Senator are the standout secondaries, while Thermite and Stun grenades are the all-rounders. Since the best gear shifts by faction, treat these tiers as a current-patch guideline.

Summary

Helldivers 2 weapons are re-tuned frequently, so tiers stay fluid. Even so, if you judge guns by "can it punch through armor" and "can it clear swarms fast," the right pick per enemy faction is clear. This article covers tiers for primaries, secondaries, and grenades, plus recommended loadouts for Terminids, Automatons, and the Illuminate.

Who This Is For: Players who want to know which weapons and grenades are strong, and what to run per faction Intermediate

Key Points

Key Points

1

Purifier, Slugger, and Sweeper lead primaries on versatility

2

Grenade Pistol and Senator are the two go-to secondaries

3

Thermite (anti-armor) and Stun (crowd control) grenades are universal

4

Tiers shift with frequent patches and vary by enemy faction

Bottom line: pick for versatility

In Helldivers 2 a weapon's value is decided almost entirely by two axes: can it punch through armor, and can it clear swarms quickly. If you let support weapons and stratagems handle heavy armor, a primary that tidies up light-to-medium enemies stays useful the longest. Because the game is re-tuned often, the tiers here are a current-patch guideline.

Tiers are fluid. Helldivers 2 gets frequent balance passes, and it is common for strong weapons to be nerfed or weaker ones buffed. Read this article as the "current trend" of community-leaning opinion, and make the final call based on your difficulty and target faction.

Primary weapon tiers

S
PLAS-101 Purifier (charge plasma) Punches through medium armor and covers all three factions. Charging balances damage and penetration SG-8S Slugger (slug shotgun) High stagger and medium-armor penetration. Strong at single-target work SG-8S Sweeper (full-auto shotgun) Medium-armor flechette rounds for close-range control. Bites into bug swarms
A
FLAM-34 / incendiary primaries Melts Terminid swarms. Close-range only, but high area control Light-mid rifles / SMGs Handling-focused. Fast on trash, but leans on other slots for heavy armor
B
Low-pen, low-stagger starter weapons A stopgap early on. Tends to stall out against armored enemies

"S-tier" does not mean "recommended for everyone." The Slugger suits a play style of staggering enemies to a stop, while incendiary guns suit diving into swarms. How you handle heavy armor with support weapons, and how the primary meshes with your whole loadout, is what ultimately makes the pick stable.

Secondary and grenade tiers

Category Pick Why
Secondary (all-round) GP-31 Grenade Pistol Even closes holes/Fabricators, saving a stratagem slot
Secondary (anti-armor) P-4 Senator Cracks Devastator faces and Hulk/Charger/Harvester weak points
Grenade (anti-armor) G-123 Thermite Stick it on, big post-burn damage. Doubles as structure destruction
Grenade (control) G-23 Stun Disables a 10m radius for ~5s. Stops a Charger's charge
Grenade (anti-bot) G-16 Impact Detonates on contact to crack Devastator weak points

Loadouts by faction

  1. 1

    Terminids

    Swarms and melee are the threat. Melt groups with incendiary or area primaries and close bug holes with Frags. Use Thermite and a support weapon for large targets.

  2. 2

    Automatons

    Lots of medium-to-heavy armor. Aim for weak points with penetrating slug/plasma primaries, the Senator, and Impact grenades. Trading shots from cover is the baseline.

  3. 3

    Illuminate

    Varied special units. Pin infantry with Gas grenades alongside a penetrating primary, and deal with large units like Harvesters using the Senator or Thermite.

Pros

  • +One versatile primary carries across all three factions
  • +Secondaries and grenades cover the roles your primary is bad at
  • +Gear that saves stratagem slots widens your tactical options

Cons

  • Patches reshuffle the tiers, so there is no lasting fixed answer
  • Heavy armor still leans on stratagems/support weapons; a primary alone cannot finish it
  • Incendiary and close-range types have short reach and pick their moments

Pair it with stratagems and faction counters

Primaries, secondaries, and grenades only come together once they mesh with your four stratagem slots. For role-based picks among called-in gear, see the Stratagem Guide; for the three factions' weak points and tactics, see the Faction Guide.

★ Subjective take: one "never-dead-weight" gun is the fastest path

Honestly, the fastest stable route to weapon choice in Helldivers 2 is building one primary that never becomes dead weight across all factions. The higher the difficulty, the more versatility pays off, and carrying one trusted core beats rebuilding the loadout every drop. Tiers are just a starting point; in the end, finding the one gun that fits your hands is the trick to enjoying the game long-term.

FAQ

FAQ

There is no single best, but the most highly rated for versatility are the PLAS-101 Purifier (charge-up plasma), the SG-8S Slugger (stagger-focused slugs), and the Sweeper shotgun. They punch through medium armor and clear light-to-medium enemies fast, staying useful against all three factions. If you let support weapons and stratagems handle heavy armor, this family is the most stable starting point.
The GP-31 Grenade Pistol is the all-rounder, even closing bug holes and Fabricators so you can save a stratagem slot. If you face heavily armored enemies, the P-4 Senator (revolver) cracks Devastator faces and the weak points of Hulks, Chargers, and Harvesters. When in doubt, pick one of these two.
The G-123 Thermite handles both anti-armor and structure destruction. Stick it on a Charger or Hulk and the post-burn damage finishes them, and it also destroys Fabricators and bug holes. For crowd control, the G-23 Stun disables a 10m radius for about 5 seconds and stops a Charger's charge.
Yes. Terminids threaten with swarms and melee, so incendiary and area weapons shine and Frags close bug holes. Automatons field heavy armor, so penetrating slugs/plasma and the Impact grenade work well. The Illuminate field varied special units, so a penetrating gun paired with Gas is stable.
Treat them as a community-leaning guideline for the current patch only. Helldivers 2 gets frequent balance passes, so strong weapons get nerfed and weaker ones get buffed. Use this as the "current trend" and decide based on whether it fits your difficulty and target faction.

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