Hulk (Helldivers 2)

As with all Automaton units, the plodding Hulk is brainlessly optimized to do nothing except deliver heavy firepower. If encountered, the recommended protocol for Helldivers is to immediately call in the largest Orbital bombardment available.

They can be divided into three types:


 * Bruiser - Hulks equipped with autocannons and rocket launchers.
 * Scorcher - Hulks equipped with flamethrowers and a buzzsaw. Will attempt to close in the distance aggressively instead of bombarding their targets from range.
 * Obliterator - Hulks equipped with a rocket pod.

WARNING: Owing to the large, freedom-hating reactors needed to power such a despotic machine, all variants of Hulk will explode violently upon destruction. It is advised by Super Earth High Command to take down Hulks from as long a range as possible to avoid being caught in the blast.

Tactics

 * Hulks have two weak spots: their head and back. Notably, a large but lightly armored power pack is mounted on a Hulk’s back, allowing for continuous fire (even from medium weapons) to eventually destroy Hulks.
 * Destroying the head of a Hulk will instantly destroy it. The Anti-Material Rifle or Railgun can achieve this easily.
 * For Helldivers who have yet to requisition the aforementioned, an Expendable Anti-Tank can also destroy a Hulk with a single headshot.
 * Explosive stratagems like Orbital/Eagle Strikes can also pierce their armor.
 * Their weapons can be broken. When this happens, they become slow melee units that can be killed more easily or ignored for more active threats.
 * On Normal difficulty or higher, Hulks sometimes appear as targets of annihilation for missions much like Chargers and Bile Titans. It’s highly recommended to bring dedicated anti-tank weaponry. The Hulk usually can be found underneath a large service crane within an Automaton facility.
 * The Autocannon can prove effective against the head of a Hulk. Hitting the red visor twice with the Autocannon will destroy any Hulk variant. This is a very difficult shot owing to the small size of the visor, so Super Earth High Command recommends you to prone or crouch to avoid missing. The visor will erupt in flames on the first successful hit, while a miss will be indicated by a blue flash and ricochet.
 * The arms of a Hulk can be destroyed, which will put it into a "bleed out" state where it will eventually die after a certain amount of time, even without taking more damage from Helldivers.
 * If a diver isn't confident in their ability to hit the head a strike to the legs can in some cases be easier. Using a weapon like the Quasar Cannon a diver can cripple a leg of the Hulk, slowing it considerably. If the other leg is then hit the Hulk will collapse and explode. This tactic is especially useful against Scorchers as their weapons are designed for close range, meaning that slowing them down will help reduce their threat.

Trivia

 * The Hulk appears to be based off the Castraferrum Pattern Mark V Dreadnought for the arms and legs, while the torso piece is a Redemptor Pattern Dreadnought, both used by the Space Marines from Warhammer 40,000.
 * The Hulk's name is likely derived from an enemy from the first game. However, it is far more resemblant of the Warlord.
 * Unlike the standard Hulk Bruiser, the Scorcher variant visually has no shoulder armor, pointed spikes wrapped in barbed wire adorned with skulls and laughs much like a berserker while pursuing a target. The Hulk Obliterator also wears an Automaton flag war banner on its back.