“ | But perhaps most terrifying are the reports of a failed Illuminate experiment called the Fleshmob: a Frankenstein’s monster of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy. | „ |
~ PlayStation Blog page |
The Fleshmob is an Illuminate heavy unit which is a byproduct of the Squ'ith's grotesque experimentation on
Super Earth's citizens: a horrifying failed experiment that resulted in a large, hulking abomination made out of multiple Voteless.
Behavior[]
Fleshmobs will be sporadically scattered among the packs of regular Voteless, flailing about when idle. When Helldivers are spotted, they will choose their target and rush to them in a maniacal sprint. They have a particularly wide aggro range and very sensitive to sound. Upon being aggro'd, they will raise their body upright and roar, which is a sign for Helldivers to focus fire on them, before they get close.
Deceptively fast and durable, they cannot be staggered by most weaponry when charging. Once in melee range, they will proceed to maul their target with all 4 arms. While fast, they lack agility, and are unable to do a sharp turn mid-charge.
Tips[]
- Fleshmobs have no armor, but have incredibly high health pools. This means that even though anything can damage them, hard-hitting weaponry is still heavily recommended when facing one down. Failing that, it is best that Helldivers make use of large amounts of ammunition.
- The Fleshmob can take a surprising amount of beating from heavy ordnance, and can survive up to two GR-8 Recoilless rounds, as well as survive a direct hit with a FAF-14 Spear, or a thermite grenade.
- Fleshmobs deal heavy melee damage and will send a Helldiver ragdolling upon being hit. Avoid being hit, as being floored by a Fleshmob will typically result in imminent death as it further claws at the unfortunate Helldiver as they are reeling.
- The 4 arms of the Fleshmob can be destroyed. Once it is figuratively and literally disarmed, it is largely neutralized as a threat, but can still be a nuisance as it still retains the ability to charge, and its bulk may block your route.
- Once the Fleshmob focuses on a singular Diver, it will run past all other Divers. If you see your squadmate being chased by one, offer some support fire (if you can).
- It is worth remembering that a Fleshmob will trample everything between itself and its target. Try to step aside. Getting hit by a charging Fleshmob will also concuss the victim, similar to a charging Brood Commander.
- Arc Weapons are extremely effective at containing Fleshmobs. The ARC-12 Blitzer and ARC-3 Arc Thrower can stunlock them if you attack it consistently before it begins its charge. However, the Fleshmob's high health pool does not make arc weapons actually effective at killing them on their own, as it can take upwards of 15 shocks from an arc thrower to put one down. It is best to coordinate with teammates to take down the stunned abomination, or stun them in front of an autocannon or missile turret.
- Contrary to initial battlefield reports, destroying their legs will not prevent them from charging or hinder their mobility. But it does deal damage against them.
- Much like the Voteless, Fleshmobs do not rely on sight. Even if one destroys all the heads in front of it, it will still track targets in front of it with uncompromised accuracy during a fight.
- The several Voteless that comprise a Fleshmob each act as living armor for its true weakness: its innards. Destroying each one will deal damage to its main health pool, and also expose its innards for bigger damage if shot directly.
- Setting them on fire helps greatly in whittling them down. The FLAM-40 Flamethrower can take one down with about half of an entire canister. It is recommended to have the high ground, or some way to stun them while burning them alive, as this puts one dangerously close to the Fleshmob's attack range.
- Weapons with the "explosive" trait deals direct damage to its main health pool, and the Fleshmob itself appears to be heavily vulnerable to explosive damage.
- The StA-X3 W.A.S.P. Launcher in particular, kills the Fleshmob with 4 rockets.
- The GL-21 Grenade Launcher is able to dispatch a Fleshmob within 5 direct hits. Its high rate of fire and unhindered mobility makes the most optimal at dispatching Fleshmobs in practice, as they will typically be accompanied by hordes of Voteless and several Overseers that make stationary reloading not always an option.
- The AC-8 Autocannon loaded with flak rounds can dispatch Fleshmobs within 5 shots.
- Due to its cluster munitions, and the Fleshmob's lack of armor and vulnerability to explosive damage; the RL-77 Airburst Rocket Launcher can kill a Fleshmob with a direct hit, and even kill multiple ones nearby.
- Gas/Caustic weapons are effective at distracting patrols with Fleshmobs, as it makes it more vulnerable to being shot at while also forcing their Illuminate compatriots to deal with their blind rampage in the process.
- If all else fails, magdump on the heads of the Voteless that comprise it, then focus-fire on the exposed innards if it still refuses to be put down.
- In regards to Stratagems, the most cost-effective ones for taking down Fleshmobs are explosive, fire, and gas strikes. AT and gas mines also work, as the Fleshmob's size makes it very likely it'll trigger at least one mine in the field.
- The Fleshmob is treated as a heavy unit like the Charger or Hulk, despite lacking armor. It cannot be trampled by Exosuits or the M-102 Fast Recon Vehicle.
- Additionally it is also capable of flipping FRVs with a melee hit; do not let them get close.
- Fleshmobs appear to have a berserk mechanic. Upon taking lethal damage, they may roar and raise their arms into the air, then charge madly at the nearest Helldiver. For this reason, it is advised to not stop shooting a Fleshmob, until it keels over.
Bugs[]
- Fleshmobs might get stuck inside buildings, rooting them in place. However, due to their size, they can typically still deal damage to unaware Helldivers who might be standing right next to one, but partially concealed by the building mesh.
- Alternatively, Fleshmobs might instead clip into terrain as they're charging, but remain unhindered. This results in a particularly frightening scenario where the Fleshmob either continues surfing through the ground to claw at Helldivers, or appear out of thin air, right behind them.
Trivia[]
- The Fleshmob bears a strong resemblance to the Rat King creature from The Last of Us series.
- It also bears heavy resemblance to the Chaos Spawn from the Warhammer: 40,000 series.
- Footage of the Fleshmob was leaked on the Major Truth ARG Twitter about a day before the arrival of the Great Host.