Weapons (Helldivers)

Standard Weapons


Helldiver troops are sent into battle with one primary weapon as well as a sidearm. There are 22 primary weapons to choose from in total, each falling into one of several categories depending on their characteristics, such as assault rifles or shotguns.

The P-2 Peacemaker is the standard-issue sidearm and is always equipped unless the player selects one of three Perk sidearms.

Most weapons are unlocked when the player reaches certain Ranks, while others are made available at any Rank to players who purchase the relevant DLC Pack.

Every weapon (except for the three Pistol Perks) has multiple upgrades which can be purchased with Research Points. These can raise the weapon's efficiency greatly by increasing damage and magazine size; or provide unique bonuses like incendiary or armour-piercing rounds.

Additionally, some primary weapons are classed as one-handed. This trait allows players to continue to use these primary weapons when mortally wounded or while completing 'Retrieve Black Box/Power Core' objectives, instead of being forced to swap to their sidearm. This applies to:
 * All sub-machine guns (SMGs);
 * The LAS-12 Tanto laser pistol;
 * The sawed-off Double Freedom shotgun.

Standard Weapons Table
These primary weapons and sidearms can be equipped before deploying to combat:

''&#42; Item is part of a paid DLC pack. DLC weapons are unlocked immediately after purchase.  † Item is classed as a Perk.''

‡ Adds Incendiary damage when fully upgraded.

Heavy Weapons
Players can also equip certain Stratagems which, during combat, allow them to call down heavy weapons (also known as support weapons or secondary weapons). These Stratagems must first be unlocked by successfully completing all missions on their associated planet or purchasing the relevant DLC. Players are only capable of carrying one heavy weapon at a time during combat.

Heavy weapons fall into several categories, with some (for example, the LAS-98 Laser Cannon) essentially being more powerful versions of certain primary weapons; while others have special attributes (for example, the TOX-13 Avenger's ability to slow down enemies) which can make them invaluable in some situations.

Heavy Weapons Table
These heavy weapons can be requested during combat as Stratagems:

''&#42; Item is part of a paid DLC pack. DLC Stratagems are unlocked immediately after purchase.''

‡ Adds Incendiary damage when fully upgraded.

§ Becomes Anti-Tank capable when fully upgraded.

‖ Adds Chemical damage when fully upgraded.

Grenades
Grenades are thrown explosives which are mapped to a dedicated input. All Helldivers spawn with, and can only carry, two grenades at a time, but picking up Ammunition restocks all missing grenades.

There are four types of grenades:
 * Fragmentation Grenades: The default type of grenade, these explode into a multitude of fragments which deal significant damage to all enemies, Helldivers, objects and vehicles which are not protected by tank-level armor. While Helldivers' vehicles can be destroyed with just a few grenades, the heavily armored Cyborg IFVs and Bug Behemoths are completely immune. Grenades cannot be used to destroy Cyborg AA Guns, Bug Nests or Illuminate Beacons.
 * Stun Grenades: Rather than exploding into deadly fragments, these throwables release concussive waves which stun all Helldivers and enemies in a large radius (except for stun-immune enemies such as Infantry Fighting Vehicle s). The associated Perk unlocks at rank 5 (Warrant).
 * Smoke Grenades: Rather than exploding into deadly fragments, these throwables release clouds of smoke which block enemies' lines of sight without impairing movement. The associated Perk unlocks at rank 15 (Colonel).
 * Incendiary Grenades: Rather than exploding into deadly fragments, these throwables release patches of napalm which set flammable units on fire, destroy Illuminate projectiles, and block enemies' lines of sight. The associated Perk unlocks at rank 17 (Commodore).

Fast Reloading
As is mentioned in the in-game tips, many weapons can be reloaded more quickly if the player reloads before emptying the full magazine. Reddit users have discovered that fully emptying the magazine leads to a significantly slower reload time for those weapons, until the first successful fast reload has been performed with that specific weapon during a given mission (or until you are killed). After this, all further reloads (even with a fully emptied clip) are of the "fast" variety. In short: if you keep emptying the entire magazine every time before reloading, you will have a slow reload every time until you do a fast one.

Successful fast reloads do not carry over between a player's sidearm, primary weapon and secondary weapon. Interestingly, picking up a secondary weapon that has been fast-reloaded will reset it, and it will revert to the slower reload when fully-emptied until a fast reload has been successfully performed.

Chambering Rounds
Many weapons that let players perform a fast reload have an additional benefit: it retains a single round (bullet) in the chamber after changing out the clip (if it has not been fully emptied). This gives the player one additional round of ammunition in addition to the full clip inserted after reloading. This even works for the AC-22 Dum-Dum autocannon.

In lieu of magazines, weapons based on Laser and Arc technology use an overheat gauge and a charge-building mechanic, respectively. As such, neither the fast reload nor chambered round mechanics apply to these classes of weapons at all.