Helldivers 2 features an arsenal of weapons ranging from assault rifles and shotguns to plasma cannons and one-handed SMGs. With over a year of updates – including new Warbond guns and balance patches – the meta has evolved, but some weapons still rise above the rest. In this comprehensive Helldivers 2 weapons tier list, we’ll rank every primary and secondary weapon in the game as of August 2025, from S-Tier (must-have guns) to D-Tier (underperformers). We’ll also highlight each weapon’s factual stats (damage, DPS, ammo, etc.) and ideal use cases, emphasizing which weapons shine against the different enemy factions (Bugs, Cyborg Automatons, or the Illuminate).
Table of Contents
Helldivers 2 is a co-op PvE shooter – Terminids (Bugs) swarm in close and hate fire, while Automatons (Cyborg bots) are heavily armoured and attack from range, and the Illuminate (“Squids”) field shielded psykers and throngs of mindless Voteless. We’ll note which weapons are “better where,” so you know if a gun is amazing for mowing down Bugs but struggles against Bots, or vice versa. Recent game updates (like the weapon attachment system) have improved the balance such that almost every weapon is viable in the right situation. Still, some guns stand out as meta-defining powerhouse choices, while others are niche or require skill to use effectively.
How We Ranked Helldivers 2 Weapons Tier List: This tier list is informed by community consensus, top players’ analyses, and the latest patch balance. We cross-referenced popular Helldivers 2 tier lists by YouTubers and community experts with factual in-game performance. (For instance, early tier lists praised the Breaker shotgun as overpowered at launch, but later patches toned it down.) We also incorporate weapon stats (like Damage Per Second, armor penetration, magazine size) from the Helldivers 2 Wiki and U.GG database to back up our rankings. Each weapon’s tier reflects its overall versatility, damage output, ammo efficiency, and effectiveness across different mission types. Of course, player skill and loadout synergies matter – a “C-tier” weapon can still perform if used cleverly in the right scenario – but our rankings assume you want the most bang for your buck with minimal drawbacks.
Let’s dive in and deploy the democracy! Below are the Helldivers 2 weapon tiers, first for primary weapons (your main guns) and then secondaries (sidearms, including pistols and melee). Finally, we’ll give quick recommendations on the best weapons against each enemy faction. For Super Earth!
Helldivers 2 Primary Weapons Tier List:
Primary weapons are your main firearms equipped in missions. This category includes assault rifles, shotguns, sniper/marksman rifles, submachine guns, plasma weapons, etc. We’ve ranked all primary guns from S-Tier (the strongest, useful in almost any mission) down to D-Tier (the weakest or most impractical choices). Each entry notes the weapon’s key stats and why it sits at that tier, plus tips on where it excels.
S-Tier Primary Weapons
These top-tier primary guns dominate across most missions. They combine high damage or utility with versatility against multiple factions. If you have these, you’ll rarely go wrong bringing them into the field.
- PLAS-101 Purifier (Plasma Rifle) – Warbond: Polar Patriots. The Purifier fires charged plasma bolts that explode on impact, dealing massive AoE damage. It was initially underwhelming when first introduced, but after buffs it’s now “supremely powerful” and versatile against all enemy types. Stats: ~550 DPS (base), 200 damage per uncharged shot (350 when fully charged) with 15 shots per mag. Those plasma explosions stagger enemies and decimate groups. Great for area damage – it can clear swarms of Illuminate Voteless or Terminid bugs easily, and a charged shot can strip Automaton shields. Its only drawback is the charge time (you’re slow while charging) and limited ammo pool, but skilful Helldivers make every shot count. In fact, some community experts now consider the Purifier one of the best weapons in the game post-buff.
- PLAS-1 Scorcher (Plasma Launcher) – A fan-favorite “mini-Purifier,” the Scorcher has been a mainstay since launch. It fires smaller explosive plasma bolts rapidly, delivering very high burst damage in a small radius. Essentially, it’s like a handheld grenade launcher: a direct hit or near miss can one-shot groups of weaker enemies. Stats: ~1166 DPS, 100 damage per shot with 20 shots (plus another 20 in reserve). The blasts can kill you or allies if fired too close, so keep distance. Against Bugs and unarmoured Illuminate, it’s devastating – you can carpet-bomb swarms. It even hurts armoured targets (medium Armor penetration). The Scorcher’s only limitation is tight ammo (it burns through its magazine quickly, and reserve ammo isn’t huge) and self-damage risk. Even so, its explosive DPS makes it a top-tier choice for virtually any mission, especially if you want something more ranged than a shotgun for crowd-clear.
- LAS-16 Sickle (Laser Assault Rifle) – Warbond: Cutting Edge. An energy-based assault rifle with extremely low recoil and a good fire rate, the LAS-16 “Sickle” is prized for its reliability and infinite ammo potential. It doesn’t use magazines but builds heat; you can fire continuously until it overheats. If you manage cooling bursts, the Sickle effectively has theoretically infinite ammo. Stats: ~687 DPS, ~55 damage per laser pulse (energy damage), with light armor penetration. Its raw damage per shot isn’t the highest, but the constant beam of fire means excellent sustained DPS. Crucially, robots are more vulnerable to energy weapons, making the Sickle shred Automaton bots and easily hit weak spots with its precision. It’s also great for mowing down hordes of weaker bugs or Illuminate infantry as long as you don’t overheat. Overall, the Sickle’s accuracy, no-reload design, and versatility earn it a top spot. Pro tip: Use trigger discipline; fire in bursts to avoid overheating, and you’ll never run out of shots.
- SG-451 Cookout (Incendiary Automatic Shotgun) – Warbond: Freedom’s Flame. The Cookout is a flame-spreading shotgun that turns your primary into a fire hose of death. It’s not the pellet “spray-and-pray” chaos that the older Incendiary Breaker was – instead, each shot of the Cookout spews a punchy gout of fire that deals continuous burn damage. Stats: ~426 DPS, 320 damage per round, 16 round magazine, and it ignites targets (burning DoT). The Cookout’s rate of fire is steady and controllable, letting you sustain a curtain of flames. It’s incredibly effective against Terminids (bugs) – flame damage wrecks their biology, and you can hose down entire swarms, often not even seeing what’s left through all the fire. It’s also solid against Illuminate crowds. Heavy armored enemies might survive a few shots, but continuous fire will still roast them eventually. If you can watch your ammo consumption (it’s easy to get trigger-happy), the SG-451 Cookout is effective against nearly everything the enemy throws at you. It’s widely considered the new king of shotguns for PvE.
- JAR-5 Dominator (Auto-Propelled Shotgun) – A jet-propelled slug shotgun that many Helldivers adore for its raw stopping power. Each shell is a rocket-propelled projectile that hits like a truck, staggering or outright obliterating targets. The Dominator trades rate of fire and handling for sheer damage and medium armor penetration. Stats: ~1144 DPS, whopping 275 damage per shot, 15 rounds mag, medium AP and inherent stagger effect. This means even tougher enemies get knocked back or stunned when hit. It feels very satisfying to use – scope in for precision headshots and watch Bugs or even mid-tier Bots explode. The community considers JAR-5 a “fan-favorite against bugs” thanks to how easily it chunks big Terminids. In solo or small squads, the Dominator can carry you through tough fights as long as you land shots. Its only downsides: a bit slow to fire successive shots (semi-automatic) and some recoil, plus projectile travel time. But given its high per-shot damage (and decent AoE splash due to explosive rounds), it’s absolutely S-tier for players who can aim. It’s slightly edged out by the likes of the Scorcher for handling crowds of bots, but not by much. Bring the Dominator to bug-infested missions or mixed engagements – you won’t regret it.
(Honorable S-Tier mention:) CB-9 Explosive Crossbow – Warbond: Democratic Detonation. The crossbow is technically a primary, but it’s a one-handed weapon (so you can pair it with a shield). We’ll officially list it in A-Tier below because it’s more niche, but many top players argue it’s actually one of the strongest weapons in Helldivers 2.
The CB-9 fires explosive bolt rounds that detonate on impact – it’s silent, highly damaging, and versatile. A single bolt can close a bug nest or destroy a bot fabricator from range. It deals ~620 damage per shot (with moderate 517 DPS due to a slow fire rate) and carries 5 bolts per mag. In practice, that means two bolts can kill a heavy Automaton Devastator (especially if they’re clustered), and one bolt vaporizes groups of smaller enemies. It’s even great for stealthy play since it’s quiet, and you can use it one-handed with a Riot Shield for protection. The crossbow’s ability to blow up armored targets, clear bugs, and even shoot down flying enemies makes it “overall an amazing gun to have” by community accounts. If you master the slower reload and arc trajectory, the CB-9 can be S-tier material in the right hands.
A-Tier Primary Weapons
Great weapons with minor drawbacks or more specialized roles. These guns are strong in many situations but might require specific usage or have a weakness keeping them out of S-Tier. They can still be your go-to choices, especially if they fit your playstyle or the mission’s needs.
- LAS-17 Double-Edge Sickle (Overcharging Laser Rifle) – Warbond: Servants of Freedom. Think of this as the “bigger” Sickle with a twist: it has a larger heat capacity (you can fire more before overheating) and can even be fired while overheated for extra punch. However, shooting in overheated state damages you and nearby allies as backlash! It’s powerful and mows down hordes well, but that self-burn risk is serious. Essentially, the Double-Edge Sickle trades safety for sustained fire. Use it for crowd control (it excels against big clusters of enemies) and pair it with a safe secondary or stratagem for times you can’t risk burning yourself. If used carefully (avoiding the red-zone overheating or having a healing plan), it performs like an S-tier weapon; otherwise, that “double-edged” drawback knocks it to A.
- StA-11 SMG (Vector SMG, Killzone DLC) – A high-rate-of-fire, high-capacity submachine gun originally from the Killzone crossover. It’s very controllable and shreds at close range, feeling like a bullet hose. The StA-11 boasts a faster RPM and larger magazine than the default Liberator rifle, albeit with more recoil to manage. It’s a “manageable, high-capacity, high ROF SMG straight from Killzone” – great for mowing down unarmored foes (like Bug swarms or Illuminate mobs). It doesn’t hit as hard per shot and only has light armor penetration, so it struggles a bit vs. heavy armor. But if you get close, you can dump a ton of bullets into weak spots quickly. It’s a solid generalist primary for run-and-gun players, landing in A-Tier due to its sheer DPS up close and big mag.
- SG-225 Breaker (Auto Shotgun) – The classic full-auto shotgun. The Breaker earned a reputation as overpowered at launch – it could annihilate anything up close. It’s since been nerfed (“not as powerful as it was at launch”), but remains a very effective shotgun. It spits 16 pellets per mag (330 damage per shell, 16 shells = massive 5280 damage per magazine if every pellet hits). Its spread is fairly tight, so you can concentrate damage. The Breaker’s strength is bursting down big targets (stand next to a Bile Titan or Cyborg Hulk and mag-dump into their weak spot – they’ll go down quick) and clearing clustered enemies. However, you can no longer spray & pray mindlessly – the recoil and slight spread mean you should aim carefully. It also doesn’t have any elemental effect (unlike the Incendiary or other variants). Still, as a straightforward high-damage shotgun, the Breaker is a top pick especially if you’re fighting Bugs or any close-range engagements. It’s just outshined by its spicier variants in some cases (Incendiary for fire, or Cookout for sustained burn). Use the Breaker if you like raw damage and have good trigger discipline.
- SG-225IE “Incendiary” Breaker – Warbond: Steeled Veterans. A flaming version of the Breaker that trades some per-shot power for built-in fire damage. Each shot applies a burn DoT on organic targets. This makes it “more specialized against organic enemies” – in particular, it’s excellent against Terminids (Bugs), which are vulnerable to fire. It basically turns the Breaker into a crowd-clearer: blast a cluster of bugs, and even if some survive the initial hit, they catch fire and burn out. The Incendiary Breaker was once infamous for being chaotic (a “spray and pray chaos” weapon before its rework), but now it’s more controlled. Stats: ~1200 DPS, 240 damage per shell, 25 shells, and each hit applies burning DoT. It’s not perfect in every situation – against heavily armoured bots it’s less ideal due to only light AP – but if you’re expecting masses of Bugs or unshielded Illuminate, it’s very good. Many players consider it a must-have in a bug hunt arsenal. Just mind the limited ammo (carry resupply if needed, since sustained fire can chew through 25 rounds fast).
- ARC-12 Blitzer (Arc Lightning Shotgun) – Warbond: Cutting Edge. The Blitzer is a very unusual “shotgun.” Instead of pellets, it fires a short-range arc of electricity that chains between enemies. You pump it between shots (giving a pump-action rhythm). Its big perks: infinite ammo (no reloads, just a cooldown between shots) and it applies a weak stun to targets as the lightning jumps. The arcs can hit several enemies at once, making it decent for groups. And since it’s energy, you don’t worry about ammo crates at all. On paper this sounds amazing, and some Helldivers call the Blitzer “the best shotgun in the game” for certain situations. It absolutely wrecks Illuminate units (who tend to clump and have pesky shields that the stun can interrupt). However, the Blitzer can be inconsistent – the way its arcs “choose” targets can be unpredictable, sometimes leaping to an ally or missing an obvious enemy if spacing isn’t right. And vs single big targets, the lack of raw damage per shot shows (it has only medium AP and moderate damage). Friendly-fire is another risk: the lightning can arc to a teammate if they’re close to a target. Overall, it’s a fun crowd-control weapon: great against multiple weak or shielded foes, meh against lone heavies. Use it especially against the Illuminate or groups of any weaker enemies. Its unique mechanics keep it in A-Tier – powerful when leveraged well, but take care with positioning.
- R-63 “Diligence” Marksman Rifle (and R-63CS Counter-Sniper variant) – These are your prototypical designated marksman rifles (DMR). The Diligence is a semi-automatic rifle that excels at precision: great for “pinpoint shooting at enemy weak points”. A well-placed shot can pop the glowing weak spot on a Cyborg Hulk or Automaton tank. Stats (R-63): ~963 DPS, 165 damage per shot, 25 round mag, light armor penetration. It’s reliable at range but struggles a bit if swarmed (slowish fire rate). The Counter-Sniper (R-63CS) is an upgraded variant with higher damage and medium AP, ideal for taking out armored foes at range. It hits harder (200 dmg per shot, 15 mag) and has excellent stopping power. Both are better against Automatons and Illuminate (who present small weak spots to exploit) than against dozens of charging Bugs. If you like hanging back and landing headshots, Diligence rifles are very satisfying and effective. We place them A-Tier because in skilled hands they perform brilliantly, especially the Counter-Sniper which can two-shot many elites. Just note, against an overwhelming bug swarm, you might be overrun while peering through the scope – keep a backup plan for crowds.
- R-36 Eruptor (Explosive Bolt-Action Rifle) – Warbond: Democratic Detonation. The Eruptor is a bolt-action rifle that fires explosive shrapnel shells. Imagine a sniper rifle whose shots blow up on impact – that’s the Eruptor. Each round can wipe out clusters of weak enemies or dent heavy armor with sheer explosive force. Stats: Only ~242 DPS due to a slow ROF, but a huge 455 damage per shot with Heavy armor penetration. It’s essentially a high-risk, high-reward weapon. A single shot into a pack of Bugs can yield multiple kills. Even big targets like Tanks or Bile Titans will feel it, though you might need a few shots to take them down. The downsides: it’s cumbersome (you must cycle the bolt between shots, slowing your rate of fire), and it can hurt you or allies if you’re careless – shooting a target too close will catch you in the blast. The community often compares it to the crossbow but “worse in every way except still fun” – meaning it’s a bit overshadowed by the more flexible crossbow. Nonetheless, the Eruptor is extremely satisfying to use and certainly effective when used carefully. It shines when you can maintain distance and have clear shots at clumped enemies or stationary structures. A-tier because it can dominate, but you need to mind spacing and reload timing.
- CB-9 Explosive Crossbow – (Primary one-handed weapon, covered in the S-tier note above.) We place it here in A-Tier formally. Recap: massive per-shot damage (~620), AoE explosions, 5 bolts, one-handed use. It’s a quiet killer for stealthy approaches and doubles as a utility tool (closing Bug holes, hitting weak vents on structures). It’s only “minor” drawbacks are the low magazine and slower firing, which means it’s not as good for continuous horde clearing. But given all its strengths, many Helldivers treat it like S-tier anyway. If you can live with reloading often, the crossbow will never disappoint in output.
- **SG-8P Punisher “Plasma” (Plasma Shotgun) – Warbond: Cutting Edge. Don’t be fooled by the shotgun label – this behaves more like a plasma grenade launcher in practice. The SG-8P fires plasma balls that arc and explode, dealing medium armor-penetrating splash damage. It’s a bit awkward to aim (projectile arc) and has only 10 shots per magazine, but each shot packs a punch. Stats: ~332 DPS, 250 damage per plasma round, 10 rounds, light AP with explosive splash that can stun. The upside: it’s great against tougher enemies in any faction – you can lob shots to hit weak points or behind cover. For example, two or three well-placed plasma blasts will cripple an Automaton Hulk or kill an Illuminate Council member behind its shield. It also does okay crowd damage due to the AoE, but slower than a normal shotgun because of re-fire rate. Essentially, the Punisher Plasma gives you a secondary grenade launcher as a primary weapon. It takes getting used to, and you must be cautious of self-damage, which is why it’s not universally loved. But if you master the arc and timing, it’s a powerful tool – “medium-armor-penetrating explosive power” in a portable form. Consider it against mixed waves where you want some splash damage and armor breaking in one gun.
- SG-225SP “Spray & Pray” Breaker – Warbond: (Variant, possibly Urban Legends). This is a special variant of the Breaker automatic shotgun that emphasizes sustained fire. It has a larger magazine (26 rounds) and a unique duckbill choke that spreads pellets in a horizontal line. Essentially, you get more shells to burn through hordes, but with a wider spread pattern. Stats: ~1320 DPS, 240 dmg per shell, 26 shells (huge 6240 damage if all connect). The horizontal spread can actually be useful for sweeping across a line of charging bugs, hitting many at once. However, its single-target damage is weaker (the pellets are more dispersed unless you’re very close). It’s a “swarm-clearer with weak single-target damage” – great for thinning out a horde of smaller enemies, but not optimal for big tough targets. With full attachments (like a choke), some players report it becomes an “ultimate bug smasher”, simply due to volume of fire. We place it A-Tier because in scenarios like defense missions against lots of weaker foes, having 26 flame-fanning shots is amazing. Just don’t try to burst down a boss with it – you’re better off with the normal Breaker or other options for that.
- AR-32 Pacifier (Stun Assault Rifle) – Warbond: Force of Law. The Pacifier is an assault rifle with stun rounds that can momentarily stagger enemies. It has a nice all-rounder feel: decent damage, manageable recoil, and a 40-round mag which is larger than the standard Liberator. The selling point is that stun effect – each hit has a chance to interrupt enemies, which is quite handy against things like charging Bugs or Illuminate units winding up an attack. Stats: ~583 DPS, 50 damage per shot, 40 mag, medium armor penetration (unique among ARs). With medium AP, it can hurt armored foes more effectively than the default rifle. This gun keeps bigger enemies at bay by stunning them, and the large mag means you can keep firing for longer bursts. It’s described as “a nice all-rounder” and those stunning rounds are “quite handy” for crowd control. You might compare it to the AR-23 Liberator: Pacifier has lower raw DPS but adds utility. We give it A-Tier because it brings valuable utility to a team – it makes tough fights safer by locking down enemies briefly. For example, stunning a charging Illuminated Harvester or a Terminid Charger can save your life. If you prioritize team support and control, Pacifier is an excellent pick.
- AR-61 Tenderizer (Battle Rifle) – The Tenderizer is an assault rifle that lives up to its name, trading magazine size for bigger bullets that hit harder. It actually deals the highest damage per shot of any assault rifle in the game. Each round hits with ~105 damage (versus ~80 for Liberator) and it has moderate recoil. Stats: ~1488 DPS, 105 dmg, 35-round mag (smaller than Liberator’s 45). It also causes a stagger on hit due to high caliber rounds. So you get a weapon that punches above its weight for an AR – you can feel the impact on medium targets, often causing them to flinch. The downsides are the smaller mag and slightly slower rate of fire, meaning you can’t sustain fire as long. Essentially, if the default Liberator feels too peashooter to you, the Tenderizer “tenders” up the damage nicely. It’s very well-rounded for mixed missions: good against mid-tier armored foes (with enough hits) and still fine for mowing basic enemies, just reload a bit more often. We place it A-Tier because it does what an AR should do, better. It’s not as flashy as plasma or explosives, but a reliable workhorse. Especially in the hands of a good shot, it outperforms many other ARs that have fancy effects but less DPS.
- VG-70 “Variable” Volley Gun – Warbond: Control Group (new in mid-2025). The Variable is a unique primary that features three firing modes, giving it a ton of versatility. It’s a volley gun with seven barrels, capable of firing in semi-auto, burst, or dumping all barrels at once. When firing all barrels (“volley fire”), it unleashes a devastating burst of bullets – great for a big enemy or tight group – but it will empty the magazine quickly. Stats: ~1062 DPS on full auto mode, 85 damage per shot, 49 rounds total (7 barrels x7 bursts), with light armor penetration. In practice, this means you can choose between precision (single shots), controlled bursts, or a shotgun-like blast of all rounds. Players love the Variable’s stopping power and adaptability: you can handle different situations by switching mode. For example, use single-shot to conserve ammo against distant targets, or volley burst to instantly delete a group of Automatons at closer range. Its only weakness is ammo economy – if you spam those volleys, you’ll run dry fast (49 rounds isn’t a lot if you shoot 7 at once repeatedly). Some folks also find it a bit unwieldy until you master mode-switching. Nonetheless, being able to tailor your fire mode on the fly is a huge advantage. We comfortably place the VG-70 Variable in A-Tier – very powerful and flexible, just keep an eye on your remaining rounds.
B-Tier Primary Weapons
Good weapons that can serve you well with the right loadout or playstyle. These are viable choices – and sometimes situationally excellent – but generally outclassed by the higher tiers in most scenarios. They may be niche (great vs one faction, mediocre vs others) or have notable downsides that require workarounds.
- StA-52 Assault Rifle – This is the Killzone crossover assault rifle (essentially the LS-52 from Vekta). It deals damage similar to the standard Liberator but with a higher fire rate and a larger magazine. Specifically, it has a 56-round mag and a faster RPM, which sounds great, but it’s balanced by unwieldy recoil. You’ll find it harder to control on full-auto, which can waste shots. In practice, if you burst-fire it or mod it for stability, it outperforms the Liberator in damage throughput. It’s a fun weapon for those who want a sci-fi AR that spits lead (or lasers, lore-wise). We rank it B-Tier because it’s solid but not standout – if you handle the recoil, it’s basically an upgraded Liberator; if not, you might be less effective than using a calmer gun.
- SG-8 Punisher (Pump Shotgun) – The basic pump-action shotgun. It’s the starter shotgun and is a straightforward tool: high per-shot damage (405 per shell), 16 shells in reserve, and it staggers enemies reliably. In fact, one pump blast can knock down a medium enemy. It’s “punchy but slow”; you have to reload shell-by-shell, which can be a disadvantage in prolonged fights. The Punisher has no special tricks – no elemental damage, no massive magazine – and thus is eventually outclassed by more exotic shotguns (Slugger for precision, Breaker for full-auto, etc.). Still, early on and even later if you prefer a simple shotgun, it gets the job done. We place it in B-Tier as a middle-of-the-pack weapon: useful in close quarters, great for a quick burst of damage then cover to reload. Just be aware that compared to the Slugger or Cookout, it lacks either range or DoT to really excel.
- SG-8S Slugger (Slug Shotgun) – The Slugger is a variant of the Punisher that fires single heavy slugs instead of buckshot. This dramatically increases its per-shot damage and range at the cost of losing spread. It deals a high 280 damage per slug with medium armor penetration, making it excellent for precision shots (like taking the head off a Terminid Hulk or puncturing an Automaton sensor). FandomWire ranked it as outclassing the regular shotgun, calling it “great for bots and effective at headshotting bugs”. Its main drawback is poor crowd control – since it’s a single projectile, you won’t hit multiple enemies per shot. So, you need good aim and maybe a backup plan for hordes (grenades or secondary). We have it in B-Tier (though some put it in higher tiers) because while it’s very powerful in skilled hands, an inaccurate shooter or someone facing large swarms might struggle. If you have steady aim, the Slugger can feel like an A-tier weapon, especially in a team where others handle crowd clearing. It’s a precision powerhouse but a bit niche; that balances it in the middle tier here.
- SG-20 Halt (Hybrid Shotgun) – Warbond: Truth Enforcers. The Halt is a quirky shotgun that uses two ammo types loaded independently. Essentially, it has two magazines – one with standard shells and one with special stun rounds – and you can switch or deplete them alternately. You can even empty both barrels for a big one-two punch before reloading each type. The concept is great: you can, for example, use the stun rounds to stagger a medium enemy, then quickly finish with lethal rounds. In practice, it’s a bit clunky to manage. The Halt “deals great stun damage on medium armoured enemies” (the flechette rounds hit hard) but it’s less effective against heavy armor. Also, juggling two ammo types means you have to pay attention to two counts and two reloads. We rank it B-Tier because it can be powerful in the right hands, offering flexibility, but it doesn’t excel above other shotguns in raw output or ease of use. If you like shotguns and want something novel, the Halt is fun. Just don’t expect it to clearly outperform a straightforward Cookout or Breaker in most situations. It’s a “cool concept, middling execution” kind of weapon.
- FLAM-66 Torcher (Primary Flamethrower) – Ever wanted a flamethrower as a primary? The Torcher is for you. It’s essentially a shorter-range flamethrower you carry in your primary slot. It projects a stream of flame that ignites targets and the ground. It’s undeniably effective against organic enemies – Terminid Bugs absolutely hate it, and you can keep a whole swarm at bay by laying down flame patches. However, as a primary weapon it’s very specialized. It’s obviously useless beyond very short range. Against heavy armor (like tanks or bot mechs), fire is less effective and you risk getting in close to use it. The Torcher also has limited fuel ammo. Many players opt to just take the Support flamethrower Stratagem instead when they want flames, rather than use their primary slot on the Torcher. As such, we have it B-Tier: it’s pretty good at what it does (burninating), but it’s a niche pick and “not worth your primary slot” compared to just bringing a Crisper secondary or Flamethrower Strat. If you’re doing a bug mission, it can be viable as a main but otherwise consider other options.
- R-6 Deadeye (Lever-Action Rifle) – The Deadeye is a lever-action marksman rifle with Old Earth flair. It actually boasts the highest per-shot damage of its class – ~300 damage per hit – which surpasses even some sniper rifles. It rewards accuracy, as two quick shots can eliminate many targets. However, it has a slow reload (you insert 8 rounds individually, lever-action style) and moderate rate of fire. GamesRadar notes it “rewards accuracy but slow reload and ROF prevent it from being truly great”. That sums it up: if you hit your shots, Deadeye feels awesome; if you miss or get rushed, you’ll be caught reloading that tubular magazine. It’s B-Tier because it’s a competent rifle – especially stylish for those who like the cowboy feel – but in a practical sense other rifles like the Diligence CS or Adjudicator give similar or better results with less downtime. Use Deadeye if you want that satisfying click-clack and big damage, just be sure to have cover while reloading.
- SMG-32 Reprimand (Assault SMG) – This SMG packs a punch and was even considered one of the best SMGs by some (FandomWire called it “arguably the best SMG in the game” for a time). It has high damage, solid accuracy (especially if fired in burst or semi-auto), and medium armor penetration, which is rare for an SMG. The only knock against it: unlike some other SMGs, the Reprimand cannot be used one-handed – it’s two-handed like an AR. This means you can’t pair it with a shield. It also has a smaller mag (25 rounds) compared to the one-hand SMGs, but each shot hits harder (125 damage per, according to stats). The Reprimand excels vs. Automatons thanks to its AP and good base stats. Many players mod it for burst fire headshots on bots. We put it in B-Tier because while it’s very effective, the inability to one-hand it means other SMGs (Knight, Defender, Pummeler) offer more versatility with a shield. In pure gunfights, though, Reprimand will outperform those in damage. It’s a strong choice for close-to-mid combat, especially against bots and mixed waves – just remember to aim for weak spots rather than spray, due to the smaller mag.
- SMG-72 Pummeler (Concussive SMG) – The Pummeler is another SMG with a twist: it fires concussive, stunning rounds that can knock enemies around. It’s one-handed, so you can dual-wield a shield. Its DPS is lower (~554 DPS), but the utility is high – many rounds will stun or stagger targets, making them easy prey. Some Helldivers swear by the Pummeler for Bug hunts: you can run-and-gun with it, stunning hordes as you retreat, buying time for your team. “It’s a monster in close ranges” but being close is risky in Helldivers 2, one fan noted. With attachments (low recoil, etc.), Pummeler can actually output surprising damage, and the stun effect is partially bugged to be extra effective in groups currently. We give it B-Tier because while it won’t kill as fast as pure DPS guns, its stun utility and one-handed use make it shine in certain scenarios. It’s also “heavily slept on” by some players who then discover massive kill counts with it in bug missions. Bring the Pummeler if you plan to be mobile and want to control crowds, especially effective vs. Bugs (which don’t have ranged attacks to hit you while stunned) and decent vs. Bots too (stunning a bot stops it from firing back briefly).
- BR-14 Adjudicator (Battle Rifle) – The Adjudicator is a high-caliber battle rifle originally classed as a marksman rifle but later reclassified as an assault rifle in-game. It hits hard (95 damage per shot, with medium armor penetration) and has select fire for semi or auto. Think of it as a hybrid between an AR and a sniper: great medium-range punch. Its weakness is a small magazine (only 30 rounds) and notable recoil on full-auto. It’s “decent…with medium armor penetration, limited by a small mag and difficult recoil”. Basically, if you fire in semi-auto mode and pace shots, Adjudicator yields excellent results – you can drop medium enemies in a few hits and even heavy ones with some focused fire. But if you try to spray, you’ll be reloading often and shots will stray. We place it B-Tier because it’s a solid all-around weapon for those who prefer accuracy over volume. It doesn’t quite break into A-Tier since other rifles can often do its job with less fuss (Tenderizer for higher DPS, Diligence for better range or Liberator for bigger mag). Still, you can absolutely main the Adjudicator effectively; just treat it like a semi-auto DMR for best results.
- SMG-37 Defender (SMG) – The Defender is a one-handed SMG that feels almost like a mini-assault rifle. It has a slower fire rate but solid damage and range for an SMG. Many compare it to the Liberator in SMG form – it’s reliable and easy to control. As a one-hand weapon, you can pair it with a shield, which is great for defensive play. It’s described as “decent against close hordes or as a quick response” weapon. The fact that it’s one-handed gives it an edge in versatility, but its raw DPS (~693, 80 damage per shot) is modest. We rank it B-Tier because it doesn’t excel in damage like Reprimand or Knight, but it doesn’t have big weaknesses either. If you want a safe, balanced SMG to use with a shield (or to dual-wield with another one-hand item), the Defender is a good pick. It will reliably mow down smaller enemies and even contribute on larger ones if you pump enough rounds. Just be aware it’s not as “spiky” in damage output as other guns – sometimes consistency is fine.
- MP-98 Knight (Machine Pistol/SMG) – The Knight is a very fast-firing, small SMG (almost a machine pistol) which can also be one-handed. It spits bullets at a crazy rate – one of the highest ROF in the game – meaning it can eat through ammo incredibly quickly. Up close, however, it melts unarmored enemies. The Knight is something of a high-risk, high-reward choice: it’s “a monster in close ranges but being so close is usually a death wish” in Helldivers 2. You also run dry fast and will reload often. If you take Extended Mag and recoil attachments, the Knight becomes more manageable and can output serious DPS in a pinch. We have it in B-Tier (bordering C) because by default its risk and ammo inefficiency are problems, but skilled players can make it work nicely (especially paired with a shield for protection). For example, against Bug hordes, a Knight + Riot Shield combo lets you wade in and shred bugs point-blank, which can actually be very effective if done carefully. Against bots, aiming for their weak points with a stream of bullets works but you might want something with AP. Overall, Knight is fun and lethal, just not as generally useful as other primaries unless you build around its quirks.
- R-63CS “Counter-Sniper” Diligence – (Discussed above under Diligence.) To clarify, the Counter-Sniper variant might be considered slightly above the regular Diligence due to better armor penetration and damage, but we included it in A-tier alongside Diligence. If separating, one could argue: Regular Diligence = B, Counter-Sniper = A. But since we grouped them, both covered in A-tier. In B-tier context, any marksman rifle not in A would sit here.
- PLAS-39 Accelerator Rifle – A railgun-like sniper that accelerates plasma projectiles. We almost forgot to list it (because it’s somewhat rare), but it boasts the highest DPS on paper of all primaries (a whopping ~2292 DPS). It fires 3-round burst “accelerated” shots that explode. Sounds godly, right? The catch: it has only 3 rounds per magazine and is built purely for long-range single-target work. It’s “somewhat hamstrung by its long-range focus” – meaning if you treat it like a sniper, it’s good, but it’s not flexible. After each burst, you reload, which slows your real-world DPS. It’s powerful, yes – for example, it can annihilate a single Illuminate Overseer or Automaton turret from across the map. But against hordes of bugs or multiple targets, it’s suboptimal. We place it B-Tier: very lethal in a sniper role, but niche. If you love sniping and keeping distance, you might rank it higher. Just know that carrying the Accelerator means you’ve dedicated your primary to a specialized tool – make sure your team covers the gaps (like crowd control) and you pick your shots for maximum impact.
C-Tier Primary Weapons
Average or underperforming weapons that are usable, especially with personal preference or specific combos, but far from must-picks. These tend to be outclassed by other options or only useful in rare situations. Use them for fun or challenge, but if efficiency matters, you’ll likely leave these on the ship.
- AR-23 Liberator (Default Assault Rifle) – The trusty starter rifle of Helldivers 2. It’s incredibly average – which is by design. The Liberator has no glaring weaknesses but no standout strengths either. Damage per shot ~80, 45-round mag, light AP. Early on, it’s solid for learning the game, but as you unlock other weapons, the Liberator gets “outshone by plenty of others in specific circumstances”. Against unarmored foes it’s fine, against armor it struggles due to only light AP. It’s accurate and reliable, sure. We place it in C-Tier because once you have alternatives, there’s usually a better pick for a given mission – be it a harder-hitting AR (Tenderizer), an AR with utility (Pacifier), or an entirely different class of weapon. Still, if you’re a purist or need a jack-of-all-trades gun, the Liberator can carry you adequately. Just know it won’t excel in any particular role beyond being “okay” at everything.
- AR-23A Liberator Carbine – This variant of the Liberator turns it into more of an SMG-like weapon: it has a higher fire rate and lighter weight in exchange for tougher recoil. The Carbine “ups the fire rate for more DPS but is harder to control”. It feels snappier and can output damage faster than the base Liberator (3150 damage per mag vs 3600 for base, but in shorter time). However, that increased kick means at range you might miss more. We rank it C-Tier because, similar to the base rifle, it’s serviceable but not especially good after early game. If you expect to fight primarily Bugs or Illuminate at close range, the Carbine can actually do decent work (run and gun style). But for precision or general use, it’s a bit wild. Fun to use, not the top choice for efficiency.
- AR-23P Liberator Penetrator – Another Liberator variant that adds medium armor penetration at the cost of some base stats. The Penetrator’s concept is giving the default rifle some bite vs armor – and it does help if you’re fighting Automatons or heavily armored Illuminate. However, it ends up with slightly worse overall stats (damage, recoil) than the base Liberator to balance the AP. The result is “a bit meh, frankly”. It’s a neither-here-nor-there gun: you’re usually better off bringing a dedicated marksman rifle or explosive for armor, rather than trying to make the Liberator into one. Hence, we list it in C-tier. It’s still a functional gun – you can certainly beat missions with it – but if medium AP is needed, other weapons do it better. Use it if you absolutely love the Liberator platform and just want a touch more penetration for a bot-heavy mission, otherwise skip.
- LAS-5 Scythe (Laser Beam) – The Scythe is a continuous-beam laser weapon. It fires a sustained beam that is highly accurate and can ignite enemies with fire DoT over time. It used to be considered trash, but it received buffs: now it’s effective vs bots due to long range and damage-over-time, though it still underperforms when swarmed by many targets. Essentially, the Scythe is great for picking off single targets at range (like sniping a sniper) and setting them on fire – the beam keeps burning even after you stop, which can finish off some foes. But its DPS (350 on paper) is quite low compared to other primaries. It’s also a continuous beam, so against a horde you’d have to sweep across them, which isn’t as immediate as bullets or pellets. We put it in C-Tier because while it’s “serviceable,” it lacks burst damage and struggles with crowd scenarios. It’s a cool concept and fun to use (pew pew laser), but aside from maybe kiting Automatons where you can safely beam them from afar, it’s not a top performer. If you want to roleplay a sci-fi trooper, go for it; otherwise, more conventional guns will be more effective.
- SMG-72 Pummeler – (Discussed above; arguably could be B-tier, but if someone places it C it’s due to its lower DPS. We placed it B in our list, but some might rank it here. Already covered under B.)
- MP-98 Knight – (Discussed above; could also fall to C due to difficulty of use. We covered in B.)
- SG-225SP “Spray and Pray” – (Discussed above; we put in A-tier due to some strengths, but others might consider it C because it’s situational. We already detailed it in A.)
- R-2124 Constitution (Antique Rifle) – The Constitution is a bayonet-equipped antique rifle (looks like a musket or old battle rifle) that packs a punch but is extremely clunky. It’s a breech-loading, bolt-action style rifle dealing 180 damage per shot with only 5 rounds and a very slow reload. On paper it’s powerful, and the attached bayonet allows you to stab in melee which is fun. However, it’s been described as “gorgeous design, horrible reload speed” – basically a novelty weapon for those who want a challenge or some style. It’s more of a roleplay or fun weapon than a practical one. You can absolutely kill enemies with it (it will one-shot basic foes and do decent damage to larger ones), but you’ll spend ages reloading those 5 rounds. We rank it C-Tier (bordering D) because it’s not completely useless – a skilled player could make it work – but there’s almost always a better modern weapon to use. If you do use it, enjoy the satisfying bayonet charge and consider equipping perks to speed reloads or carry other damage sources.
- FLAM-66 Torcher – (Already covered in B, but some might rank in C due to specialization. We have it B as it’s “pretty good when dealing with close-up” but specialized. If listed in C, reasons would be limited range and overshadowed by support Flamethrower. We’ll keep our ranking at B.)
(Note: Many C-tier weapons are simply those “in the middle” – not terrible, but definitely not optimal. They can be fun for variety or if you need a very specific trait they offer.)
D-Tier Primary Weapons
These are the least effective primary weapons in Helldivers 2 as of the current balance. They either have significant flaws that make them impractical or are totally outclassed. You can still get some use out of them, but you’re generally handicapping yourself by bringing these to high-level missions.
- AR-23C Liberator Concussive – This Liberator variant fires concussive (stun) rounds and comes with a massive drum magazine of 60 rounds. On paper, a 60-round AR mag sounds great, and the stun effect is nice for crowd control. However, to balance it, the Concussive’s damage per shot is quite low (only 65 per round, giving ~433 DPS). In practice, it “doesn’t really live up to its promise” – it’s functional at best. You end up dumping lots of rounds to kill things, and while they might get stunned, you could have just killed them outright with a better gun in that time. It’s fun to see a giant drum mag on your rifle, but unless you specifically want an assault rifle that stuns (and the Pacifier does that job with more damage), it’s not worth using. We rank it D-Tier because it’s an unremarkable gimmick: large mag and stuns sound cool but the overall performance is sub-par.
- R-2124 Constitution – (Covered in C, but some might firmly place it D due to impracticality. Already described – powerful but awkward. We’ll stick with our C classification above, but note it here as well for completeness as often it’s listed low-tier.)
- Anything else truly D-tier? Honestly, most primary weapons have some niche use nowadays, but if we had to pick the bottom of the barrel, the Concussive and maybe the Constitution are there. The reason being others either got buffed or at least do something useful. The Concussive Liberator is specifically called out in sources as “functional at best”.
If we consider some of the more outlandish support weapons (like primary-slot flame weapons, etc.), they might be down here too, but those are stratagems typically. Thus, for primaries, we’ll say the Liberator Concussive and Constitution are D-tier, and perhaps also any other ultra-niche weapon not mentioned (if any exist, like maybe some Killzone weapons that have no mods – but from player feedback, those are still okay). In summary, these D-tier primaries just aren’t worth packing when you have so many better choices available.
(If you still need to unlock some of the better guns or want to roleplay, by all means try these out – just expect a tougher fight.)
Helldivers 2 Secondary Weapons Tier List (August 2025)
Secondary weapons include pistols, sidearms, and melee weapons that you carry as your backup. While primaries do the heavy lifting, a good secondary can save your life when you’re reloading or out of ammo, and some provide utility (like healing or shield-busting). We rank all the sidearms from S to D as well. Keep in mind secondaries serve different roles – a powerful pistol can complement a crowd-control primary, or a stun melee can cover a weakness in your loadout. There’s no stratagem support included here, just the equipment’s in your secondary slot.
S-Tier Secondary Weapons
Only a couple of sidearms reach S-Tier – these are so useful that they’re worth considering in almost any loadout due to their damage or utility.
- GP-31 Grenade Pistol – This unique sidearm is exactly what it sounds like: a pistol that launches single grenades. It’s often nicknamed the “Thumper”. It deals solid explosive damage in a small blast radius, essentially giving you a pocket launcher. The Grenade Pistol’s direct hits can one-shot groups of weaker enemies and significantly hurt larger ones. It’s superb for quick area damage – for example, closing a Bug nest or taking out a cluster of Illuminate spawn points without calling a stratagem. The downsides: low ammo reserve (you only carry a handful of grenades) and you must arc shots (no direct line like a bullet). Still, GamesRadar calls it “worth taking if you’re using stun or gas grenades [as throwables] so you don’t miss out on explosive power”. In other words, if your throwable isn’t a frag, this sidearm covers that gap. We rank it S-Tier because the utility of having on-demand AoE damage is huge, and it doesn’t require a heavy weapon stratagem slot. It combos well with primaries that lack crowd clearing. Many players take this by default unless they need a very specific pistol for their build.
(No other secondary quite reaches S-tier status currently – others are very good (A-tier) but not as universally desirable as the grenade pistol.)
A-Tier Secondary Weapons
Strong sidearms that have high damage or very useful effects, but maybe not every loadout needs them. They excel in particular roles or for skilled players.
- P-4 “Senator” Revolver – A heavy six-shooter revolver that preserves ammo and hits hard. The Senator boasts heavy armor penetration for a sidearm and can “dent the most robust enemies” if you land your shots. It’s slow-firing and demands good aim (limited shots, long reload), but each round packs a punch. This makes it an excellent backup when your primary is something like a fast-firing SMG that can’t pierce armor – pull out the Senator to put a few big rounds into a Hulk’s weak spot. It’s “very solid if you have good aim”. We place it A-tier since in capable hands, a Senator can almost substitute for a marksman rifle at close-mid range. For example, two headshots from the Senator can eliminate many medium targets thanks to its high damage and AP. It’s less useful if you’re not confident in hitting weak points, but overall a top-tier pistol for sharpshooters.
- “Loyalist” (Plasma Pistol) – The Loyalist (name comes from lore) is essentially a pocket Purifier. It fires small explosive plasma shots that can stagger enemies. If your primary lacks explosive or plasma damage, this secondary gives you that capability. It’s especially nice to have if you might face shielded Illuminate or groups – a couple of plasma shots from the hip can blow up a cluster of scouts or knock down a shielded foe. Think of it as carrying a mini energy grenade launcher as your sidearm. The Loyalist’s limitation is likely low ammo or heat build-up (if it functions like a plasma weapon). It’s listed as good to bring “if you want some explosive plasma power to make up for your primary”. That situational use lands it in A-tier – not everyone will need it every mission, but when you do, it’s invaluable. For example, pairing Loyalist with a sniper primary ensures you have something for crowds or close encounters.
- “Crisper” (Flamethrower Pistol) – The Crisper is a short-range flamethrower sidearm. It basically allows you to spray fire in a pinch without dedicating your primary to a flamethrower. If you sometimes want to roast a pack of Bugs or set something on fire at close range, but also have a more general primary, the Crisper is perfect. It’s described as “great if you want fire damage sometimes and don’t want to sacrifice your primary”. The range is limited and it won’t carry a lot of fuel, but it’s very handy for emergency crowd-clearing or exploiting that Terminid fire weakness on the fly. We rank it A-tier because fire is extremely potent in Helldivers 2 (especially versus Bugs and unshielded organics), and having a compact flamethrower in your pocket can save you from being overrun. Use it like a panic button when swarms get too close – a quick burst can turn the tide, then swap back to your primary.
- “Talon” (Mini-Sniper Pistol) – The Talon is like having a pocket sniper rifle. It’s presumably a high-caliber pistol (maybe an energy/plasma pistol) with good accuracy and range. It’s noted to have a heatsink that prevents spamming – meaning you can’t shoot it too fast without overheating or similar, but if you pace shots, you can fire indefinitely (likely an energy weapon mechanic). The Talon is “good at picking off targets, and if you leave time between shots you can effectively keep firing without interruption”. This makes it an excellent sidearm for precision enthusiasts. For instance, if your primary is a shotgun or flamethrower lacking range, the Talon lets you plink down distant threats (like Illuminate snipers or Automaton turrets) without calling in a stratagem. It’s A-tier because it brings tremendous value as a secondary: effectively giving you a secondary long-range option. The only reason it’s not S-tier is that not every loadout requires sniping from a pistol – but when you do need it, you’ll be glad to have the Talon.
B-Tier Secondary Weapons
These sidearms are decent and can be very powerful in specific cases, but have notable limitations. They often compete with A-tier secondaries and just fall short, or they are great early on but get replaced by better Warbond pistols later.
- GP-31 “Ultimatum” – The Ultimatum is a double-barreled handheld micro-rocket launcher. It fires two extremely powerful rockets, but that’s all the ammo you get (essentially 2 shots, then you’re out). It’s the epitome of high risk/high reward: those two shots can vaporize a spawn point or heavy enemy instantly (it’s known to one-shot close bug hives), but if you miss or the target doesn’t warrant that firepower, you’re left with an empty secondary. Also, its range is short and if you fire too close, you’ll kill yourself with the blast. Some players describe using it like a mini nuke in the pocket – very satisfying but situational. It’s B-tier: amazing effect but very limited use. It works best on missions where you know you’ll have ammo resupply or only need that emergency boom (e.g., one particular objective to destroy). Otherwise, you might prefer a more sustainable sidearm.
- SG-22 “Bushwhacker” – This is a triple-barreled shotgun pistol. You can fire one barrel at a time or all at once for increased damage. It’s great up close; emptying all barrels can drop an enemy with a burst of damage. However, it has only light armor penetration and using all shots means a slower reload (since you have to reload 3 shells). It’s described as “great up close, but light AP means it can’t take on the toughest enemies”. Basically, the Bushwhacker is a fun sidearm for shotgun lovers – it’s like a mini-shotgun that can either be used for three quick successive shots or a one-time boom. We place it in B-tier because it’s effective for finishing off wounded enemies or blasting a surprise bug that jumps you, but against heavily armored targets it doesn’t do much. It complements many primaries nicely (especially long-range primaries – you have range covered by main, and Bushwhacker covers “oh no something’s in my face!” moments). Not an every-mission must, but definitely solid.
- P-92 “Warrant” Pistol – The Warrant is a premium Superstore weapon (purchased via in-game currency) known as the “smart pistol” of Helldivers 2. It has guided rounds that lock onto targets, somewhat akin to the Smart Pistol from Titanfall. It’s pretty punchy for a sidearm, with medium armor penetration as well. The homing feature is fun – you tag targets and the bullets will curve toward them. However, it can be finicky and doesn’t necessarily do more damage than a direct shot from another pistol. It’s placed in B-tier because while it’s effective and cool, it’s not dramatically stronger than simpler options. Some players love it for the novelty and ease of hitting weak flying enemies or fast movers. Others find it gimmicky. If you have it, it’s certainly usable – medium AP and good damage means it will drop standard foes fine. But in clutch situations, a straight-shooting revolver or grenade pistol might outperform it. So, it sits comfortably in B – a good sidearm, but not a game-changer.
- P-113 “Verdict” Pistol – The Verdict is a high-caliber pistol (essentially a Desert Eagle-style hand cannon). It has medium armor penetration and deals good damage per shot. It’s a bit more conventional than the Senator – likely semi-auto and a magazine-fed large pistol. The Verdict might be preferable if you want something like the Senator’s power but with a more typical pistol feel (faster reload or more rounds in mag). It’s described as “might be preferable to the Senator if you want a more conventional pistol setup”. We rank it B-tier: it’s a solid sidearm that hits hard, but doesn’t offer something exceptionally unique beyond being a strong pistol. It’s the kind of sidearm you can always fall back on – it will reliably put down an enemy or two when needed. If you’re not using any of the fancy secondaries, the Verdict (or a Senator) is a fine pick to ensure you have backup firepower.
- LAS-7 “Dagger” Laser Pistol – A small laser sidearm, essentially a pocket version of the Scythe laser. It fires a continuous beam that can ignite enemies and it benefits from infinite ammo (overheat-based). The Dagger can quickly torch weak enemies or finish off wounded ones, and like other lasers, if managed well, it won’t run out of juice. It’s said to be effective against weak enemies and can quickly ignite or finish off mid-tier enemies. That theoretical infinite ammo means you always have a fallback if primary ammo is low. However, it’s not strong enough to be your main damage dealer – heavy or armored targets will shrug off the small laser unless you have lots of time. We put it in B-tier because it’s a very reliable backup (never runs out, decent damage vs fodder) but not something that will swing a fight on its own. If your primary lacks a way to deal with, say, cloaked or small pests, the Dagger can zap them nicely. Just don’t expect it to slay big threats quickly.
- P-19 “Redeemer” Machine Pistol – A full-auto machine pistol with a high fire rate. The Redeemer chews through ammo but also chews through enemies at close range. It’s great for clearing out a few squishy enemies in a hurry or dumping into a larger foe’s weak spot for some quick burst damage. It can be drawn and fired quickly, so it’s a good “panic gun” if your primary is empty. However, it’s inaccurate at range and you’ll find your ammo gone in a blink if you hold the trigger. We rank it B-tier as well: reliable for cutting down unarmored enemies fast and giving you that oh-crap burst capability, but ammo hungry and not useful beyond short range. If you run something like a sniper or slow shotgun primary, having the Redeemer as a sidearm gives you a spray option for anything that slips through. It’s a solid pick for run-and-gun styles too. Just mind that reloads are frequent.
C-Tier Secondary Weapons
These are the sidearms that are okay at best, and often there are simply better secondary choices available. They might be fun to toy with or have a very narrow use-case, but generally you’d leave these aside for a more impactful sidearm.
- CQC-19 “Stun Lance” – A melee shock lance that you carry as a secondary. The stun lance delivers an electric jolt in melee range, dealing decent damage for a secondary and stunning targets briefly. It actually hits pretty hard for a melee (can kill weaker enemies in a couple hits) and the stun effect is great against Illuminate shields (it will disable an Illuminate Harvester’s shield quickly). The lance has fast attack speed compared to other melee, which is a plus. Despite these perks, melee in Helldivers 2 is inherently risky – you’re putting yourself in harm’s way. While the Stun Lance can save you if a few enemies get too close, using it as a main method is not recommended. We have it C-Tier: it’s actually one of the better melee secondaries, but that still means it’s usually inferior to having a gun in your hand. Bring it if you specifically want a melee option for flavor or to knock shields out, but be careful. (Some players have had “life-saving moments” with the lance, and even say maybe it should be a bit higher tier, but overall it’s a niche tool.)
- CQC-5 “Combat Hatchet” – A simple melee hatchet. It’s faster and can hit a bit harder than punching, but it has no special stun or AoE. It’s described as “very similar to the Stun Baton but can’t stun”. Therefore, it’s not particularly remarkable as a damage dealer either – you might chop up a few Voteless or slash a bug or two, but you risk getting hit back due to melee range. We place it C-Tier (perhaps even D) because outside of very early game (when you have nothing else) or specific self-imposed challenges, the hatchet is outclassed by firearms. If you use it, it’s likely for style or last-resort if ammo is gone. Given the dangers of melee, you’d be better off with a pistol or something that at least stuns.
- CQC-30 “Stun Baton” – Another melee weapon, basically a shorter range cattle prod. It hits a bit faster but with shorter reach than the lance, and it stuns on hit similarly (though maybe weaker). It’s noted as “not great when you look at other options”. The Baton can be handy for quick jabs to interrupt an enemy, but its damage is low and you have to be extremely close. Likely, if you’re in a situation to use it, things have already gone wrong. We put it C-Tier because, like other melee, it’s hard to justify over a ranged secondary. It’s fun to roleplay a shock trooper with it, and it can help in a pinch with crowd control (stunning one bug so you can reload or run). But overall, it won’t “wow” you with effectiveness.
- “Saber” (Energy Sword) – The Saber is a stylish energy blade (essentially a lightsaber-style melee weapon) you might get from a Warbond or DLC. It can easily cut down weak foes and looks cool, but it “leaves you vulnerable to retaliation”. You swing and if an enemy isn’t outright killed, you’re in their face likely taking damage. So it suffers the classic melee issue. It’s probably a one-hit kill on small enemies and does decent damage on big ones, but nothing you couldn’t do safer with a shotgun blast. We put it C-Tier as well. If you love melee, by all means enjoy decapitating bugs with the Saber – just understand you’re trading efficiency for style. Pro-tip: Saber does not reflect lasers or anything fancy – it’s pure offense, so use at your own risk.
- P-2 “Peacemaker” Pistol – The basic semi-auto pistol you likely start with. It’s fine in an emergency, but very quickly outclassed by every other sidearm. It has low damage and no special traits. “Fine in a pinch but you should replace it ASAP” sums it up. We’d actually put this in D-Tier, but listing here to mention: once you unlock any other pistol (even the next tier like P-6 or P-19), the Peacemaker becomes a museum piece. It works – it will kill weaker enemies if you pump enough rounds – but there is virtually no reason to use it over better sidearms that become available. So yes, consider this at the bottom.
D-Tier Secondary Weapons
These secondaries are nearly useless in terms of combat contribution, either because they don’t deal damage or their role is better served by something else. You’ll only take these for very specific reasons, and even then, they might not be worth it.
- P-11 “Stim” Pistol – A special secondary that doesn’t harm enemies at all – it’s a healing tool. The Stim Pistol can shoot healing darts to heal or revive teammates. While that sounds useful, the community consensus is that it’s not worth giving up your secondary slot for this. There are other ways to support your team (like Dispenser stratagems, or just not getting hit!). And carrying the Stim means you have no backup weapon to defend yourself. It’s a cool idea for a “medic,” but Helldivers 2 is so hectic that taking time to shoot a heal dart is often impractical. Thus we rank it D-Tier in terms of weapon efficiency. Unless you have a coordinated team and you’re dedicating yourself to a healer role (which, even then, is arguable), leave the Stim pistol at home and carry a gun that can actually kill enemies. As one guide put it, “there are other ways to help your team…not worth your secondary slot”.
- “One True Flag” Stratagem – (Not exactly a secondary; it’s a Stratagem melee weapon that places a flagpole melee weapon.) Including here because GamesRadar listed it under D-tier support weapons. It’s basically a Super Earth flag on a pole you can whack enemies with. It’s completely for style and offers no ranged ability, plus it consumes a stratagem slot. They rightly call it “quite useless, particularly as it takes up a Stratagem slot”. We mention it just to say: don’t use it if your goal is winning. Use it only if your goal is making a patriotic statement before dying gloriously.
- Throwing Knife – A grenade-slot item, but worth mentioning as an aside in the context of low-tier equipment. It’s often considered pointless: you throw a knife instead of a grenade, it’s not silent or particularly strong, and you can’t retrieve it. It “doesn’t really have a clear purpose…not always a one-hit kill”. We classify it as a D-tier weapon-like tool. Fun to meme around with, but strictly worse than actual grenades or just shooting.
- Seeker Drone (Throwable) – Again, a throwable gadget that was listed in D-tier grenades. It’s a drone that seeks out nearby enemies to explode, but it’s unreliable. Not technically a weapon you equip, but as a completeness: it’s not worth using over other grenades.
In summary, the D-tier secondaries are those that either don’t contribute to firepower (Stim pistol) or are novelty items. Helldivers is about offense as the best defense – so a secondary that can’t kill or at least control enemies is a liability. Stick to the pistols, SMGs, or even melee that can actually help fend off threats.
Now that we’ve covered every weapon tier, you may be wondering what to actually pick for a given mission. Next, we’ll outline the best weapon loadout recommendations for each enemy faction – since Helldivers 2 really rewards tailoring your gear to the enemy. A weapon that’s S-tier versus Bugs might only be B-tier versus Bots, and so on. The following section will help you choose “the right tool for the job.”
Best Helldivers 2 Weapons for Each Enemy Faction
Different enemy factions in Helldivers 2 require different tactics. Here we’ll highlight which weapons (from the tiers above) are especially effective against each of the three main factions – the Illuminate, the Automatons, and the Terminids. These recommendations consider the enemy’s typical characteristics: Illuminate (aka “Squids”) have shields and lots of weak fodder; Automatons (Cyborgs/Bots) are heavily armored and engage at range; Terminids (Bugs) swarm in melee and hate fire. You’ll want loadouts that exploit those weaknesses.
Best Weapons vs. Illuminate (The Squids)
The Illuminate feature hordes of melee fodder (Voteless) alongside shielded ranged units (Overseers, Councilors) and dangerous bosses (Harvesters with shields). Thus, you need crowd control for the swarms and shield-breaking firepower for the tougher foes. Here are top picks against Illuminate:
- SG-451 Cookout (Incendiary Shotgun): The Cookout’s fire damage and steady output excel against everything Illuminate throw at you. It melts Voteless hordes and even does great health damage to shielded units once their shield pops (and the fire can keep damaging them through shield downtime). If you don’t have Cookout, a standard Breaker shotgun is a good substitute for raw close-range damage.
- PLAS-101 Purifier (Plasma Rifle): The Purifier’s explosive bolts are amazing at clearing clusters of Voteless and can chunk the health of Overseers or even Harvesters behind shields. The AoE means even if the shield is up, you can kill the unshielded buddies around a Harvester. It’s a generalist powerhouse for Illuminates.
- RS-422 Railgun (Support Stratagem): Not exactly a primary, but worth a mention – a Railgun stratagem (like the AT-47) can one-shot Illuminate elites if you hit weak points. If you’re high level and have it, a charged rail shot will pierce those pesky Harvester shields (aim for the head/eye). For primaries, a high-penetration rifle like the R-63 Counter-Sniper is the next best thing – headshots will drop shielded enemies quick.
- FLAM-40 Incinerator (Flamethrower stratagem) or Flamethrower primary: Illuminate Voteless come in zombie-like swarms; nothing thins them out like a flamethrower. As GamesRadar notes, “devastating against Voteless hordes” and even effective on the bigger units. Just be careful not to burn yourself or your team.
- P-4 Senator (Revolver) or other AP sidearm: Don’t underestimate a heavy pistol against shielded foes. A well-placed revolver round can finish off an Overseer whose shield dropped, or even ping a Harvester’s head while you kite. The Senator in particular is highlighted as useful vs shields (e.g., Harvesters). It gives you backup in case your primary is reloading when a shield opportunity arises.
In short, fire and explosives handle the fodder, and precision AP shots handle the shielded heavies. A sample Illuminate loadout might be: Cookout + Senator + Flamethrower stratagem + Shock Grenades (to stun groups). That way, you have crowd control and can still bust shields when needed.
Best Weapons vs. Automatons (Cyborg Bots)
Automatons are the heavily armored, cyborg-like enemies. They often have glowing weak spots (like an exposed eye or fuel tank) and hit hard from range. To beat them, you want high penetration, pinpoint weapons to exploit those weak points, and some way to handle their structures and armor.
Top choices against Bots include:
- RS-422 Railgun (Stratagem): If available, the Railgun strat is king against armored bots. It can two-shot even the toughest Automaton units if you nail the weak point (like a Hulk’s red eye). In unsafe (overcharge) mode, it’s even more devastating. This stratagem is specifically mentioned as a top pick vs Automatons.
- LAS-16 Sickle (Laser Rifle): Energy weapons like the Sickle “shred through bots” and are highly accurate for hitting small weak points. The Sickle’s precision and infinite ammo make it ideal for focusing down mechanical enemies that might otherwise soak bullets. It’s listed as a great Automaton killer due to accuracy and consistent fire.
- PLAS-1 Scorcher / PLAS-101 Purifier: Robots are particularly vulnerable to energy/plasma damage – the Scorcher and Purifier are highlighted as top-of-class choices vs Automaton because of this. The explosive plasma can bypass or quickly strip armor. Two or three charged Purifier shots, for instance, will annihilate a heavy bot. Plus, any splash damage is welcome since bots sometimes cluster near objectives.
- EAT-17 or “Spear” Launcher (Anti-tank rocket): The Spear stratagem (guided anti-armor rockets) is noted for lock-on that works great on big bots like tanks and turrets. Every shot is hugely damaging, though ammo is limited. If we talk primary weapons, something like the AT-47 Recoilless Rifle support weapon or the M-105 Stalwart MG can also help with sustained anti-armor, but those are stratagems.
- ARC-12 Blitzer (Lightning gun): The Blitzer can be useful as it has infinite ammo and a stun effect, but it’s risky. Still, against Automatons who cluster (e.g., groups of infantry bots) it can chain and disrupt them. It’s not explicitly mentioned in sources for bots, but its medium AP and stun isn’t bad. Use with caution though – direct AP is often better.
- R-63CS Diligence Counter-Sniper: Among primary guns, a sniper/marksman rifle aimed at weak spots is highly effective. The Counter-Sniper, with its high damage and medium AP, is ideal to pick off Automatons by hitting their unarmored headsfandomwire.com. Likewise, the BR-14 Adjudicator or R-6 Deadeye can do the job if you’re accurate. Essentially, any precision rifle in the A-tier will perform well if you use it to target glowing bits.
A recommended Automaton loadout would emphasize long-range and armor busting. For example: Sickle or Diligence as primary + a precision secondary (Talon or heavy pistol) + an Anti-Tank stratagem (Recoilless Rifle or Railgun) + maybe EMP grenades or AT mines. This way you can engage the bots at range, hit their weaknesses, and have something to blow up the really tanky units. As GamesRadar succinctly put, “focus on tiny heads with accurate weapons, and bring big guns for the bulkiest units”.
Best Weapons vs. Terminids (Bugs)
The Bugs are all about close-range rushdowns in great numbers, with a few big brutes (like Chargers and Bile Titans) in the mix. They have a known vulnerability to fire and are mostly lightly armored except for big ones. So the ideal anti-bug weapons maximize area of effect, fire damage, and continuous fire to keep hordes at bay.
Top picks for exterminating Terminids:
- FLAM-40 / FLAM-66 Flamethrower: It’s no surprise, “fire is your new best friend versus the Terminids”. A flamethrower can hold back an infinite wave of bugs by creating a wall of fire. The primary Torcher works, but the Support flamethrower (Incinerator) is even better due to larger flame cone. This is probably the #1 recommended tool against Bugs in general. Just tread carefully to not immolate yourself or allies on burning ground.
- SG-451 Cookout (Fire shotgun): The Cookout produces so much flame that “it can be hard to tell what’s happening” but bugs will be dying. It’s explicitly cited as great vs bugs for its fire output. If you don’t have Cookout, the SG-225 Incendiary Breaker is the next best thing, since it was basically made for killing Bugs with fire damage. Either way, a flame-based shotgun annihilates clusters of insects.
- LAS-16 Sickle (Laser AR): Surprisingly, the Sickle is also recommended for bugs, but the rationale is different: “spray and pray while managing cooling to blast weaker bugs apart”. Essentially, the Sickle’s continuous fire can mow down endless small fry without needing reloads, which is invaluable in sustained bug sieges. It lacks the bonus damage of fire, but makes up for it in constant output. If you don’t have a flame weapon, a high ROF weapon like Sickle or even the SMG-72 Pummeler (with stun) can serve a similar role of suppression.
- SG-225 “Stalwart” (Machine Gun Stratagem): The Stalwart exosuit machine gun is highlighted as a great bug killer because it has a huge magazine, high fire rate, and allows movement while reloading. Mobility plus sustained fire = kite the swarm and never stop shooting. It’s basically a heavy stratagem weapon but extremely effective for horde control. If we stick to equip-able weapons, a MG-43 Machine Gun stratagem could be used too, though reloading roots you (the Stalwart is better due to mobility).
- SG-225IE Incendiary Shotgun: Already mentioned as second to Cookout. It’s limited by ammo, but if used in bursts, it can clear groups of bugs effectively and the fire DoT helps finish off any stragglers.
- Grenades – Incendiary or High-Explosive: While not “weapons” per se, your choice of thrown grenades matters. Incendiary Grenades or Thermite are fantastic to block off choke points and burn bug holes. High-Explosive grenades can outright destroy nests (bug spawn points) too. The Gas Grenade (from Chemical Agents Warbond) is also excellent because it slows and confuses bugs in a wide area, making them easier to mop up.
A specialized anti-bug loadout could be: Cookout (primary), Flamethrower strat (support), Incendiary grenades (throwable), and maybe a one-handed Pummeler + shield for extra safety. This combo lets you saturate the area with flames while having a backup plan if something goes wrong. In co-op, one can carry the flame weapons while another covers with suppressive fire from an MG or Sickle. The key theme: crowd control and fire damage are paramount against Terminids. As Arrowhead themselves hint, “good luck – fire and speed are your weapons against the Terminids”. So keep moving and keep burning!
With all these recommendations, you should be well-equipped to face any threat Super Earth’s enemies throw at you. Remember that team composition can also allow you to cover multiple bases – e.g., one Helldiver brings anti-armor, another brings crowd control, etc., so don’t feel you must personally carry a solution for everything if you have allies.
Conclusion & Final Tips
Helldivers 2 offers an impressively diverse armory, and as of August 2025 the developers have done a great job making sure every weapon has a purpose or niche. The tier list above provides a broad ranking – from S-tier powerhouse guns like the Purifier and Scorcher to D-tier novelties like the Stim pistol – but remember that context matters. Use this guide as a roadmap, but also consider your mission, your squad, and your own playstyle. If a C-tier weapon perfectly complements your build or you simply enjoy it, don’t be afraid to use it (as one community member noted, “a great Helldiver can deliver Democracy with a fing pencil” – skill and strategy can trump raw stats in many cases).
That said, if you’re looking to maximize effectiveness:
- Bring fire for Bugs, AP for Bots, and AoE for Illuminate. This rule of thumb emerges from our analysis and will serve you well.
- Mind ammo and reloads. High DPS weapons often have low ammo; pack resupply stratagems or pair them with sidearms that cover their downtime.
- Experiment with attachments and upgrades. Attachments (scopes, extended mags, etc.) introduced in recent updates can significantly improve a weapon’s handling. For example, a once-mediocre gun like the Liberator Concussive with a drum mag upgrade became somewhat more usable (though still not top-tier). The Knight SMG with recoil and mag attachments became “insane” according to some. So, optimize your favorites.
- Stay mobile, especially against Bugs. Don’t let yourself get surrounded; even the best weapon won’t save you if you’re trapped. Use that dive roll and find choke points where your firepower is maximized.
- Coordinate in co-op. If each squad member specializes (one takes anti-tank, another anti-swarm, etc.), you’ll collectively cover S-tier capabilities across the board, regardless of individual weapon tiers.
We hope this extensive guide helps you choose the right loadout. The democracy of Super Earth depends on well-equipped Helldivers, and now you have the knowledge to arm yourself to the teeth. Dive hard, Helldivers – and remember freedom never comes free!
(Sources: In-game data and community tier lists; Joel Franey’s updated tier list in GamesRadar (July 2025); Daniel Royte’s analysis on FandomWire (April 2025); Helldivers Wiki for weapon stats; various player discussions on Reddit/Steam for insights on weapon performance.)