EN MAR 24, 2026
15 min read

Comprehensive Guide to Best Helldivers 2 Loadouts

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Quick Summary

Optimizing your Helldivers 2 loadout is crucial for success, with the best choices often depending on the enemy faction and mission difficulty. This guide provides recommended primary weapons, secondary weapons, grenades, support weapons, stratagems, armor, and boosters tailored for combating Terminids, Automatons, and Illuminate forces effectively. Prioritizing armor penetration against Automatons and crowd control against Terminids are key strategies.

Navigation Index
  • 01 Introduction to Loadout Optimization
  • 02 General Loadout Principles
  • 03 Terminid Loadouts (Bugs)
  • 04 Automaton Loadouts (Bots)
  • 05 Illuminate Loadouts (Squids)
  • 06 Key Weapons and Stratagems Overview
  • 07 Armor and Boosters
  • 08 Frequently Asked Questions

Introduction to Loadout Optimization

In Helldivers 2, your loadout can significantly impact mission success across various difficulty levels and against different enemy factions. With a wide array of weapons, stratagems, armor, and boosters, understanding how to combine them effectively is vital for both solo play and team coordination. This guide provides comprehensive recommendations for the best Helldivers 2 loadouts, drawing from recent community insights and expert analyses.

General Loadout Principles

A well-rounded Helldivers 2 loadout typically consists of a primary weapon, secondary weapon, grenade, four stratagems, and a chosen armor set with a passive perk, along with a booster shared by the squad. The 'best' loadout is highly contextual, depending on the mission type, enemy faction, and your team's composition.

Key considerations include:

  • Enemy Type: Different factions require different approaches. Automatons often demand armor penetration and precision, while Terminids benefit from crowd control and area-of-effect (AoE) damage. Illuminate may require weapons that deal with shields and offer good stagger.
  • Mission Difficulty: Higher difficulties introduce more heavily armored and numerous enemies, necessitating more specialized gear.
  • Team Synergy: Coordinate with your squad to cover different roles, such as anti-tank, crowd control, or objective clearing.
  • Terminid Loadouts (Bugs)

    Terminids are characterized by overwhelming numbers and heavily armored elite units like Chargers and Bile Titans. Loadouts for Terminids often prioritize crowd control, sustained damage, and effective anti-armor options.

    Early to Mid-Game Terminid Loadout

  • Primary Weapon: The AR-23 Liberator is a solid starting choice. The Stalwart is recommended for taking down large numbers of fodder enemies. The SG-225 Breaker or SG-225IE Breaker Incendiary are strong for close-quarters engagements and crowd control.
  • Secondary Weapon: The P-19 Redeemer is a reliable option.
  • Grenade: The G-12 High Explosive is a good all-rounder for early-game explosive needs. Gas Grenades are highly effective for area denial and clearing bug breaches.
  • Support Weapon: The Stalwart is excellent for clearing hordes. The Grenade Launcher is effective against all enemies, including destroying nest holes and some larger bugs. The Expendable Anti-Tank (EAT) can provide quick anti-armor solutions.
  • Backpack: A Supply Pack ensures you have enough ammo and stims. The Jump Pack can be useful for repositioning.
  • Stratagems: Eagle Airstrike is versatile for clearing clusters of enemies and closing bug holes. Orbital Precision Strike can target small clusters or bug holes. Eagle Strafing Run or Eagle Cluster Bomb are good for clearing large groups of enemies. Orbital Gas Strike and Orbital Napalm Barrage are excellent for area denial and controlling bug breaches.
  • Armor: Med-Kit perk for extra Stims is beneficial for new players or solo missions. Light armor is often preferred for mobility and dodging.
  • Late-Game Terminid Loadout (High Difficulty)

    For higher difficulties, a balance of heavy-hitting anti-armor and robust crowd control is essential.
  • Primary Weapon: The PLAS-1 Scorcher is considered one of the best bug weapons for raw damage output, capable of quickly eliminating various enemy types, including Bile Titans and Chargers. The CB-9 Exploding Crossbow can easily remove bug holes and offers explosive damage with medium penetration. The AR-2 Coyote, with its medium armor-penetrating incendiary rounds, is also effective.
  • Secondary Weapon: The P-4 Senator is good for snap removal of Hulks. The P-113 Breaching Hammer is powerful for demolishing fabricators and warp ships, but requires a shield or jump pack for effective use against Terminids. The Ultimatum is excellent for dealing with Impalers, Bile Titans, and Dragon Roaches.
  • Grenade: Gas Grenades for area denial and closing bug holes. Thermite grenades are strong for heavy enemies like Chargers and Impalers.
  • Support Weapon: The Stalwart for mulching chaff. The Grenade Launcher is highly effective against all enemies and structures. The Recoilless Rifle is a strong anti-tank option, capable of one-shotting Chargers and dealing with Bile Titans. The Quasar Cannon is also a top pick, able to one-shot Bile Titans with good aim and offering infinite ammo with a cooldown. The Flamethrower is excellent for organic enemies and crowd control.
  • Backpack: Personal Shield Generator is a strong defensive option. The Guard Dog (Laser) can help clear smaller enemies.
  • Stratagems: Eagle 500kg Bomb for deleting objectives and large threats. Eagle Napalm Airstrike for controlling chokepoints and clearing hordes. Orbital Laser for clearing large portions of bases or tough enemies. Orbital Gas Strike for area denial. EMS Mortar Sentry can help defend areas from mobs.
  • Armor: Light armor for mobility. Armor with the 'Siege Ready' passive can increase reload speed. Vitality Enhancement booster is good for bonus health. Muscle Enhancement is useful against Hive Lords to counter their slow effect.
  • Automaton Loadouts (Bots)

    Automatons are heavily armored and often engage at range, demanding precision, armor penetration, and defensive capabilities.

    Early to Mid-Game Automaton Loadout

  • Primary Weapon: The AR-23 Liberator Penetrator is effective against armored enemies. The Breaker Shotgun (set to semi-auto) works well with the Autocannon for armored foes. The LAS-16 Sickle is a good energy weapon option. The SG-8 Punisher Plasma is a strong choice with medium armor penetration and explosive damage.
  • Secondary Weapon: The P-19 Redeemer is a solid choice.
  • Grenade: High-Explosive Grenades for clusters. Thermite grenades are excellent for taking out heavy enemies like Hulks and Tanks, and can destroy bot factories.
  • Support Weapon: The Autocannon is effective against armored enemies and structures. The Anti-Materiel Rifle is good for sniping enemies and dealing with armored targets. The Machine Gun is a good all-rounder.
  • Backpack: A Shield Generator Backpack is highly recommended for defense against continuous enemy fire.
  • Stratagems: Orbital Precision Strike for small clusters or closing fabricators. Eagle Strafing Run for frequent use against groups. Machine Gun Sentry for automated help. The Orbital Walking Barrage encourages enemies out of cover. Mortar Sentry can take out groups.
  • Armor: Med-Kit for extra stims. Armor with 'Democracy Protects' trait for survivability. Explosive resistance armor (like B24 Enforcer) is highly beneficial against automaton explosives.
  • Late-Game Automaton Loadout (High Difficulty)

    Against the toughest Automatons, specialized anti-tank and defensive options are crucial.
  • Primary Weapon: The PLAS-101 Purifier and PLAS-1 Scorcher are top-tier energy weapons with explosive damage and medium armor penetration, effective against most bots, including Hulks and Fabricators. The R-36 Eruptor and CB-9 Explosive Crossbow are also excellent for their explosive damage and ability to clear structures. The AR-2 Coyote with incendiary rounds is effective against Devastators.
  • Secondary Weapon: The P-4 Senator is a strong choice for dealing with Hulks. The P-69 Veto and Ultimatum are also good for panic situations and quickly removing heavy threats like Factory Striders.
  • Grenade: Thermite Grenades are highly effective for destroying Hulks, Tanks, War Striders, and bot factories. Pyro Grenades are also strong for area denial and patrols. Stun Grenades can be useful for crowd control.
  • Support Weapon: The Recoilless Rifle is considered one of the best launchers, offering strong damage and good spare ammo, capable of quickly dealing with Tanks, Hulks, and even Factory Striders. The Quasar Cannon is excellent for one-shotting Fabricators and Hulks, and sniping Dropships. The Spear is great for locking onto Dropships, Tanks, and Hulks from a distance. The Autocannon is versatile for armored enemies and structures. The Arc Thrower is powerful against all factions.
  • Backpack: The Shield Generator Pack is almost essential for survivability against intense Automaton firepower.
  • Stratagems: Orbital Laser is highly effective for clearing large portions of bases, objectives, and Factory Striders. Eagle 500kg Bomb for versatile objective and threat elimination. Rocket Sentry is powerful for automated assistance against various threats, including Factory Striders. Anti-Tank Emplacement provides heavy anti-tank fire. Orbital Railcannon Strike can take out most large threats. Orbital 120mm HE Barrage can clear entire bot drops and soften up bases.
  • Armor: Heavy explosive resistance armor (B24 Enforcer or similar) is highly recommended for eating significant damage. Armor with 'Rock Solid' passive can prevent ragdolling.
  • Boosters: Stamina Enhancement and Vitality Enhancement are generally good choices. Experimental Infusion can also be beneficial.
  • Illuminate Loadouts (Squids)

    The Illuminate faction, while not as extensively covered in current searches, requires strategies that deal with shields, flying units, and precise weak points.

  • Primary Weapon: The PLAS-101 Purifier and PLAS-1 Scorcher are excellent for their stagger, splash, and shield penetration. The AR-2 Coyote offers reliable mid-range performance. The ARC-12 Blitzer provides massive AoE. The SG-8P Punisher Plasma offers shield penetration and cleave. The Anti-Materiel Rifle and Senator are key for assassinating elite Illuminate forces with headshots to their blue eye.
  • Secondary Weapon: The Grenade Pistol, Loyalist, or Crisper. The Crisper is noted for its area denial against Illuminate.
  • Grenade: Gas Grenades are effective.
  • Support Weapon: The Anti-Materiel Rifle and Autocannon are strong choices. The Laser Cannon is effective for popping Overseer heads and backpacks. The WASP Launcher can also be used.
  • Backpack: Jump Pack or Warp Pack if a backpack slot is available. The Laser Guard Dog can help clear smaller enemies.
  • Stratagems: Orbital Laser, Orbital Precision Strike, Orbital 120mm HE Barrage, or Orbital 380mm HE Barrage for heavy damage. Eagle 500kg Bomb or Eagle Strafing Run.
  • Armor: Any light or medium armor, with the passive perk being a personal choice. Explosive Resistance can help against Leviathans.
  • Key Weapons and Stratagems Overview

    Primary Weapons

  • PLAS-101 Purifier: Top-tier stagger and splash, excellent ammo economy, medium armor penetration. Works well against all factions.
  • PLAS-1 Scorcher: Highly effective explosive shots with medium armor penetration, good for armored and crowd control. Dangerous at close range due to self-damage.
  • CB-9 Exploding Crossbow / R-36 Eruptor: High burst damage, strong AoE, capable of destroying bug holes, bot fabricators, and grounded warp ships.
  • AR-2 Coyote: Balanced, flexible, reliable mid-range performance with medium armor-penetrating incendiary rounds.
  • SG-8 Punisher Plasma: Good fallback option for Automatons, strong but range-limited with explosive damage and medium armor penetration.
  • DBS-2 Double Freedom / SG-225IE Breaker Incendiary: Strong fire damage and crowd control, especially against Terminids.
  • LAS-16 Sickle: Energy weapon, good for sustained fire without reloading.
  • Secondary Weapons

  • P-19 Redeemer: Reliable and effective secondary.
  • P-4 Senator: Great for quickly dealing with armored targets like Hulks.
  • Grenade Pistol: Useful for closing holes and as a backup explosive.
  • Ultimatum: Excellent for quickly eliminating large, heavily armored enemies such as Impalers, Bile Titans, and Factory Striders.
  • Grenades

  • G-12 High Explosive: A standard, versatile explosive grenade.
  • Thermite Grenade: Great for taking out heavy enemies, destroying bot factories, and effective against Chargers and Impalers.
  • G-10 Incendiary: Good for cutting off chokepoints and continuous damage.
  • G-16 Gas Grenade: Excellent for area denial, crowd control, and closing bug holes.
  • Stun Grenade: Useful for crowd control and shutting down choke points.
  • Support Weapons

  • Expendable Anti-Tank (EAT-17): Very good, quickly deployed, high damage to single targets, smashes through armor. Often considered the best overall due to its disposability and short cooldown.
  • GR-8 Recoilless Rifle: Hands down one of the best support weapons, capable of one-shotting many heavy units and structures, very versatile against both bugs and bots. Requires a backpack for reloading, often used with a teammate for faster reloads.
  • LAS-99 Quasar Cannon: Great for one-shotting Bile Titans with good aim, leaves backpack slot open, reloads itself with infinite ammo. Excellent against long-range and air targets.
  • FAF-14 Spear: Does the most damage of any support weapon (4,000 damage) with high armor penetration. Excellent for one-tapping Titans and destroying gun towers at range, but difficult to use up close and has limited ammo.
  • AC-8 Autocannon: Effective against armored enemies and can destroy structures like bot fabricators and bug holes. Requires a backpack.
  • GL-21 Grenade Launcher: Very good against practically all enemies, recently gained heavy armor penetration, effective for destroying nest holes, fabricators, and warp ships.
  • M-105 Stalwart: Excellent for clearing large numbers of smaller enemies (chaff).
  • FLAM-40 Flamethrower: Great for dealing with organic enemies and swarms. The B/FLAM-80 Cremator is a heavy flamethrower from a Warbond that sacrifices the backpack slot for continuous fire and heavy armor penetration.
  • ARC-3 Arc Thrower: Powerful against all factions, can stun Hulks and quickly kill them with two shots to the visor.
  • Backpack Stratagems

  • Personal Shield Generator: A lifesaver for tanking damage, especially against Automatons.
  • Supply Pack: Provides additional ammo and stims, useful for sustained engagements.
  • Jump Pack: Enhances mobility and repositioning, useful for escaping danger or reaching elevated positions.
  • LAS-99 Guard Dog (Laser): An automated drone that helps clear smaller enemies.
  • Offensive Stratagems (Eagle)

    Eagle stratagems have multiple charges and faster cooldowns after rearming.
  • Eagle 500kg Bomb: Extremely versatile, great for taking out groups of enemies, structures, and objectives. Offers two shots.
  • Eagle Airstrike: Good for dispatching clusters of enemies, stronger enemies with a direct hit, and closing bug holes.
  • Eagle Strafing Run: Can be used frequently for clearing groups of enemies and bot drops.
  • Eagle Napalm Airstrike: Excellent for area denial and controlling chokepoints against Terminids.
  • Eagle Cluster Bomb: Good for clearing swarms.
  • Offensive Stratagems (Orbital)

    Orbital stratagems typically have longer cooldowns but can offer powerful, large-scale effects.
  • Orbital Laser: A 'get out of jail free card' for clearing large portions of bases, objectives, and heavy enemy concentrations. Limited charges.
  • Orbital Precision Strike: Good early-game explosive for small clusters or closing bug holes/fabricators.
  • Orbital Gas Strike: Excellent for area denial against Terminids, especially bug breaches and narrow paths.
  • Orbital 120mm HE Barrage / Orbital 380mm HE Barrage: Powerful for wiping out bases and large groups of enemies, especially against bot factories. Can be less precise for smaller targets.
  • Orbital Railcannon Strike: Good for finishing off Bile Titans (after shooting sacs) and taking out most other large threats.
  • Defensive Stratagems (Sentries & Emplacements)

  • Mortar Sentry: Can take out groups of enemies, especially effective against Automatons for encouraging them out of cover. Not recommended for bugs due to friendly fire risk.
  • Rocket Sentry: Great for automated help, can clear a lot of enemies if placed well, and capable of destroying even Factory Striders.
  • Gatling Sentry: Great for cleaning up swarms and saving ammo.
  • Anti-Tank Emplacement: Provides heavy anti-tank firepower.
  • Tesla Tower: Can take aggro and kill a decent number of enemies, but can be dangerous for teammates. Not recommended for bugs.
  • Armor and Boosters

    Armor

    Armor offers various passive perks that can significantly impact your survivability and utility.
  • Med-Kit: Provides additional Stims, good for new players or solo play.
  • Democracy Protects: Protects from bleeding out and offers a 50% chance of not dying from lethal damage.
  • Explosive Resistance (e.g., B24 Enforcer): Highly recommended against Automatons, allowing you to withstand more punishment from their explosive attacks.
  • Rock Solid: Helps prevent ragdolling, allowing you to stay in cover and take less damage.
  • Scout: Reduces detection range, useful for stealthier approaches.
  • Siege Ready: Increases reload speed, beneficial for weapons with high damage output.
  • Light Armor: Preferred for increased mobility and dodging.
  • Medium Armor: Offers a good balance of survivability and movement speed.
  • Boosters

    Boosters are squad-wide buffs that can provide crucial advantages.
  • Stamina Enhancement: Increases stamina, allowing for more running and dodging.
  • Vitality Enhancement: Provides bonus health, increasing overall survivability.
  • Experimental Infusion: Can be beneficial for certain builds.
  • Muscle Enhancement: Stops slow effects, particularly useful when fighting Hive Lords.
  • Hellpod Space Optimization: Provides extra ammo/stims upon deployment.
  • Frequently Asked Questions

    Q: What is the best all-around primary weapon in Helldivers 2? A: The PLAS-101 Purifier is arguably the best primary weapon overall, working well against all three enemy factions due to its charging mechanic, great damage, and medium armor penetration. The PLAS-1 Scorcher is also a top contender for its explosive damage and versatility. Q: Which support weapon is best for anti-tank roles? A: The Expendable Anti-Tank (EAT), Recoilless Rifle, and Quasar Cannon are consistently ranked among the best anti-tank support weapons. The EAT is excellent for quick, disposable anti-armor, the Recoilless Rifle offers high damage and versatility, and the Quasar Cannon provides infinite ammo with a charge-up time, capable of one-shotting Bile Titans. The FAF-14 Spear deals the highest raw damage but has limitations in close quarters and ammo capacity. Q: What are the best stratagems for clearing bug nests and bot fabricators? A: For clearing bug nests and bot fabricators, the Grenade Launcher, CB-9 Exploding Crossbow, and R-36 Eruptor are highly effective primary/support weapons. For orbital strikes, the Eagle Airstrike, Orbital Precision Strike, and Orbital Laser are excellent for destroying structures and large groups of enemies. The Orbital 120mm HE Barrage and 380mm HE Barrage can also clear entire bases. Q: Is heavy armor good in Helldivers 2? A: Heavy armor, especially with explosive resistance perks, can significantly increase survivability against Automatons by allowing you to withstand more damage. However, it often comes with reduced mobility, which some players may find less desirable compared to lighter armor for dodging attacks. Medium armor with perks like 'Rock Solid' can offer a good balance. Q: How important is team composition for loadouts? A: Team composition is very important. Coordinating loadouts with your squad to ensure coverage for various threats (e.g., dedicated anti-tank, crowd control, and objective clearing roles) is more effective than everyone bringing the same gear. For instance, ensuring multiple anti-tank options are available can be crucial for higher difficulties.

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