Your four stratagems handle the biggest enemies. Your primary, secondary and throwable handle everything else: the swarm, the medium-armored elites, the Bug Holes and Fabricators, and the moments when every stratagem is on cooldown. A good weapon loadout is the one that covers the jobs your stratagems leave open.
Stats and Warbond sources below come from the Helldivers wiki on wiki.gg. The rankings are our judgment of the current patch. Arrowhead changes weapon balance often, so a specific placement can move after an update; the principles in the second half of this guide are the part that lasts. Support weapons such as the Quasar Cannon and Machine Gun are stratagems and are ranked in the stratagem guide, not here.
Primary weapon tier list
The ranking axis is how well a primary covers all three factions on higher difficulties. AP is the armor penetration class; a weapon listed as "Light / Heavy fire" has Light-penetrating pellets and fire damage that penetrates Heavy armor.
Why there is no "best gun". A primary is never your answer to Chargers, Hulks or Harvesters; your anti-tank stratagem is. What separates the S tier is that those weapons also handle the medium layer (Hive Guards, Devastators, Overseers) or close nests by themselves, so your stratagems are free for the heavies.
Secondary weapon tier list
Throwable tier list
How armor penetration and damage types work
Every weapon has an armor penetration (AP) level and every enemy body part has an armor value (AV). The levels run Unarmored, Very Light, Light, Medium, Heavy, then Anti-Tank I and higher.
- AP higher than AV: 100% damage.
- AP equal to AV: 65% damage.
- AP lower than AV: no damage; the shot ricochets.
Angle matters too. Each weapon has separate penetration values for direct hits, slight angles, large angles and extreme angles (81 to 90 degrees), and at extreme angles most weapons drop to Unarmored. Shooting a plate straight on penetrates better than glancing off it.
The damage types follow different rules:
| Damage type | How it behaves | Weapons that use it |
|---|---|---|
| Ballistic | Standard bullets, slugs and laser bolts. Penetration and angle decide everything. | Liberator family, Slugger, Diligence, Senator |
| Explosion | Area damage that counts 100% against durable parts. Penetration drops by one level in the outer radius. | Eruptor, Purifier, Scorcher, Crossbow, Grenade Pistol, most grenades |
| Fire | Burning damage over time. On incendiary weapons it penetrates Heavy armor. Chargers take 1.5x and Bile Titans 1.7x fire damage. Fire now also slows and confuses small and medium enemies. | Breaker Incendiary, Cookout, Coyote, Crisper, Torcher, Incendiary |
| Arc | Electricity that chains between enemies and builds stun. Fleshmobs take 1.8x arc and fire damage. | ARC-12 Blitzer |
| Gas | Damage over time plus confusion; works on organic and robotic enemies. | G-4 Gas |
Durable damage is the second number every weapon has. Large body parts and big enemies are partly "durable", and against them a weapon deals a blend of its standard and durable damage. Many fast-firing weapons have low durable damage, which is why the Sickle feels weak against large targets. Explosions always deal full durable damage.
The practical rule that has survived every patch: carry Medium penetration in at least one slot, and let the explosion or fire in another slot cover what your bullets cannot.
Best picks per faction
| Faction | Primary | Secondary | Throwable | Why |
|---|---|---|---|---|
| Terminids | SG-225IE Breaker Incendiary / SG-8S Slugger / R-36 Eruptor | P-72 Crisper or GP-31 Grenade Pistol | G-10 Incendiary or G-6 Frag | Fire and stagger hold the swarm; one slot must close Bug Holes |
| Automatons | JAR-5 Dominator / AR-23P Liberator Penetrator / R-63CS Diligence Counter Sniper | P-4 Senator | G-16 Impact or G-12 High Explosive | Medium penetration for Devastator torsos and Scout Strider waists; precision for heads |
| Illuminate | PLAS-101 Purifier / SG-451 Cookout / ARC-12 Blitzer | P-4 Senator | G-123 Thermite or G-4 Gas | Sustained fire and burning for Voteless and Fleshmobs; Senator one-shots Overseer heads |
Terminids
Most bugs die to any primary, so the job is volume, stagger and closing holes. Incendiary shotguns are the strongest answer to a Bug Breach. The Hive Guard's head is Medium armor, so a Light-penetration gun bounces off it; the Slugger or Eruptor fixes that. The G-12 High Explosive, G-6 Frag, G-10 Incendiary and TED-63 Dynamite close Bug Holes, and the Eruptor or Grenade Pistol do it from range.
Automatons
Bots punish Light-penetration weapons. A Devastator's torso and a Scout Strider's waist are Medium armor, and the Devastator's head is only Very Light, so precise Medium-penetration weapons win: the Dominator staggers them, the Counter Sniper and Liberator Penetrator kill them from cover. The Impact grenade explodes against cover instead of rolling away, and the Senator handles the Hulk's eye in three shots when your anti-tank weapon is reloading.
Illuminate
The Illuminate have little armor but high health and shields. Sustained damage, fire and explosions beat single precise shots. Fleshmobs take 1.8x fire and arc damage, and setting a Voteless on fire kills it, which is why the Cookout and Blitzer do well. The Senator is the only conventional sidearm that one-shots every Overseer variant to the head. For Harvesters and Warp Ships, rely on the stratagems in the faction guide.
Free weapons versus Warbond weapons
Weapons are not bought with Requisition; almost all of them come from Warbonds and are paid for with Medals. The starting kit is the AR-23 Liberator, P-2 Peacemaker and G-12 High Explosive. The free Helldivers Mobilize Warbond adds the rest of the free options:
| Free item | Mobilize page | Medals | Verdict |
|---|---|---|---|
| SG-8 Punisher | 1 | 4 | Good early stagger shotgun |
| G-6 Frag | 1 | 2 | Buy immediately: 6 grenades that close nests |
| R-63 Diligence | 2 | 8 | Fine early marksman rifle for bots |
| P-19 Redeemer | 2 | 5 | Fast-firing sidearm for bugs |
| SMG-37 Defender | 3 | 15 | Take it if you use the Ballistic Shield |
| SG-225 Breaker | 4 | 20 | Crowd clearing against bugs |
| G-16 Impact | 5 | 20 | Best free grenade against bots |
| AR-23P Liberator Penetrator | 6 | 40 | First free Medium-penetration rifle |
| R-63CS Diligence Counter Sniper | 7 | 40 | Long-range bot killer |
| SG-8S Slugger | 8 | 60 | Best free primary overall |
| PLAS-1 Scorcher | 10 | 75 | Explosive all-rounder; mind friendly fire |
The Premium Warbonds with the most weapon value for this guide's picks:
- Steeled Veterans — JAR-5 Dominator, SG-225IE Breaker Incendiary, P-4 Senator, G-10 Incendiary.
- Democratic Detonation — R-36 Eruptor, BR-14 Adjudicator, CB-9 Exploding Crossbow, GP-31 Grenade Pistol, G-123 Thermite.
- Polar Patriots — PLAS-101 Purifier, P-113 Verdict, G-13 Incendiary Impact.
- Cutting Edge — ARC-12 Blitzer, LAS-16 Sickle, G-23 Stun.
- Freedom's Flame — SG-451 Cookout, FLAM-66 Torcher, P-72 Crisper.
Each Premium Warbond costs 1,000 Super Credits, and Super Credits can be found in missions, so none of this requires real money. The beginner guide explains how to earn them. If you buy only one Premium Warbond for weapons, Steeled Veterans or Democratic Detonation gives you an S-tier primary, an S-tier secondary and a strong throwable in one purchase.
Weapon customization
Weapon customization arrived in patch 1.003.000. Primary weapons gain weapon levels from the normal experience you earn while the weapon is equipped, up to level 25 (47,600 XP in total). Levels unlock attachments, which are then bought with Requisition Slips. There are four categories:
-
1
Optics
Red dots and scopes. Change them to match the range you actually fight at.
-
2
Muzzle
Compensators, muzzle brakes and similar parts that change how the weapon handles while firing.
-
3
Underbarrel
Attachments under the barrel; what is available depends on the weapon.
-
4
Magazine
Extended and drum magazines on weapons that support them.
Not every weapon accepts every attachment. Some options are blocked for balance reasons (the BR-14 Adjudicator is the example the wiki gives), and some depend on the weapon itself, such as heat sinks being available only on laser weapons. Customization is worth doing on the one or two primaries you actually use.
Common mistakes
- Bringing only Light penetration to Automatons. Devastator torsos are Medium armor. If your shots spark and ricochet, they deal nothing.
- Expecting a primary to kill heavies. Chargers, Hulks and Harvesters are your anti-tank stratagem's job. Pick a primary for the medium layer.
- No way to close nests. If your throwable is a Thermite, Stun or Smoke, carry the Eruptor, Grenade Pistol or another tool for Bug Holes and Fabricators.
- Throwing an Impact grenade at a Bug Hole. It explodes on the rim instead of dropping in.
- Firing explosive primaries at close range. The Scorcher and SG-8P Punisher Plasma explode close enough to hurt you and your teammates.
- Keeping the same loadout for every faction. An incendiary shotgun that wins bug missions struggles against bots. Change at least the primary before each drop.
Related guides
Match your weapons to your four stratagems with the stratagem guide, learn each enemy's weak points in the faction guide, and if you are still learning currencies and Warbonds, start with the beginner guide. Whether the game is worth your time is in the honest review.
★Honest Take: penetration first, favourites second
Helldivers 2 has a lot of weapons that look similar on paper and feel very different in a fight, and the game tells you almost nothing about why. Once you understand armor penetration, most of the mystery disappears: the guns that "do nothing" are Light-penetration weapons pointed at Medium armor. The good news is that the free Warbond alone gets you a Medium-penetration rifle, the Slugger and a nest-closing grenade, which is enough for any difficulty. The honest caveat is churn. Arrowhead buffs and nerfs weapons regularly, and a tier list ages quickly; the 1.007.000 patch alone changed ammunition on a whole group of guns. What has not changed is the structure: one slot with Medium penetration, one slot that closes nests, one answer to crowds, and stratagems for the heavies.