EN MAR 24, 2026
4 min read

Guide

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Quick Summary

To effectively combat Automatons in Helldivers 2, prioritize explosive and armor-penetrating weapons like the Punisher Plasma or Scorcher for primaries, complemented by the P-4 Senator or Grenade Pistol as secondaries. Thermite or Stun Grenades are highly recommended. For armor, seek heavy or medium options with explosive resistance. Key stratagems include the Recoilless Rifle, Quasar Cannon, Rocket Sentry, and Orbital Laser for heavy targets and area denial. Always consider Hellpod Space Optimization or Stamina Enhancement as boosters for optimal mission performance.

Navigation Index
  • 01 Introduction to Fighting Automatons
  • 02 Primary Weapons for Automaton Missions
  • 03 Secondary Weapons for Automaton Missions
  • 04 Grenades for Automaton Missions
  • 05 Armor Choices for Automaton Missions
  • 06 Support Weapons (Stratagems) for Automaton Missions
  • 07 Offensive & Defensive Stratagems for Automaton Missions
  • 08 Recommended Boosters for Automaton Missions
  • 09 General Tips for Automaton Engagements

Main Content

Introduction to Fighting Automatons

Facing the Automatons in Helldivers 2 requires a distinct approach compared to other enemy factions due to their heavy armor, ranged attacks, and fortified positions [8, 15]. A well-chosen loadout focusing on explosive damage, armor penetration, and effective area denial can significantly increase your chances of success, whether playing solo or with a squad [1, 8]. This guide provides a comprehensive breakdown of recommended gear and strategies to dominate the bot front.

Primary Weapons for Automaton Missions

When engaging Automatons, weapons with medium armor penetration or explosive capabilities are highly effective [1].
  • Punisher Plasma: This shotgun functions like a grenade launcher, dealing significant direct and explosive damage, making it excellent for clearing outposts and dealing with various bot types. It offers medium armor penetration and 250 total damage, with 100 direct and 150 explosive. [1]
  • PLAS-101 Purifier: A semi-automatic plasma rifle that can be charged for a more powerful shot, dealing 100 direct and 75 explosive damage uncharged, or 200 direct and 300 explosive when charged. It's effective for clearing outposts and bot factories [1].
  • R-36 Eruptor: Its explosive rounds are effective against light to medium armored enemies, capable of piercing and decimating them. It's best used from longer distances to avoid self-damage [2]. It's also good for destroying bot fabricators and drop ships [8].
  • PLAS-1 Scorcher: Considered a strong choice against all factions, it excels at taking out small bots with head or leg shots, reliably handles walkers with two leg shots, and can damage Devastators and Hulks/Tanks by hitting their vents [6, 12].
  • LAS-16 Sickle/LAS-17 Double-Edge Sickle: An energy weapon with essentially unlimited ammo (if managed correctly to avoid overheating) and no recoil, making it ideal for shredding light-armored units and hitting weak spots [2, 12]. Some consider the Sickle S-tier for its infinite ammo and ability to two-shot Devastators [28].
  • CB-9 Explosive Crossbow: A good pick against mediums [10].
  • R-63 Diligence Counter Sniper: This marksman rifle is effective for one-shotting smaller bots and Devastators (with headshots), and can reliably destroy larger turrets [17].
  • SMG-32 Reprimand: A medium armor penetration weapon that performs well in close-range engagements [7].
  • AR-23 Liberator Penetrator/Adjudicator/Halo Rifle: These marksman rifles offer medium armor penetration and are effective against bots, with a focus on instant-kill abilities [7, 10].
  • Secondary Weapons for Automaton Missions

    Secondary weapons primarily serve as a quick backup or for specific utility.
  • P-4 Senator: Excellent for quickly taking out Hulks and War Striders with well-placed shots (e.g., aiming for a Hulk's eye or War Strider's groin) [17, 6]. It's a reliable option for snap removal of heavy threats [4].
  • GP-31 Grenade Pistol: Useful for destroying bot fabricators and grouped enemies [8, 31]. It allows you to use your grenade slot for other types like stun or smoke [24].
  • Ultimatum: Serves as a great panic tool or for taking out poorly positioned Factory Striders, tanks, and War Striders [1, 4, 6].
  • Talon: A medium penetration sidearm with good damage and technically infinite ammo, making it great for finishing off Devastators [22].
  • Grenades for Automaton Missions

    Grenades play a crucial role in crowd control, destroying structures, and dealing with heavily armored units.
  • Thermite Grenades: Highly effective against heavy enemies like Hulks and Tanks, often taking them out with one grenade. They can also destroy bot factories if stuck to them, and seriously damage War Striders or Factory Striders with multiple grenades [1, 18]. They are considered a good anti-tank grenade [18, 27].
  • G-23 Stun Grenade: A tactical game-changer with a 10m radius and 5-second stun duration. It's excellent for stopping flamethrower Hulks and heavy Devastators, providing a window to reload, reposition, or call in airstrikes [18, 24, 26, 31]. Stuns are not effective against tanks [24].
  • G-4 Gas Grenade: Top-tier for crowd control, clearing out incoming enemy hordes, and generally anything large-scale. It lasts for about 6 seconds and can confuse and slow down units, causing them to shoot randomly and even hit their own kind [18, 26, 27].
  • G-16 Impact Grenade: Explodes on impact, making it incredible for
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