“ | A modified Breaker shotgun firing incendiary projectiles. Generates heat during use, so limited to burst fire. | „ |
~ Armory Description |
The SG-225IE Breaker Incendiary is a burst-fire, drum magazine-fed shotgun in Helldivers 2. A modified version of the SG-225 Breaker, the Incendiary version is outfitted with a drum magazine giving it a larger ammo capacity compared to the standard weapon. It fires Incendiary buckshot that sets targets ablaze, burning them overtime in addition to tearing them to shreds.
It can be unlocked on page two of the Warbond: Steeled Veterans.
Role:[]
The Breaker Incendiary is an excellent weapon against groups of small and unarmored targets, such as the Scavengers and Warriors among the Terminids, or the Troopers among the Automatons. With its large magazine, its capable of delivering a large volume of fire in addition to setting targets ablaze to burn them overtime. Unlike most shotguns and its fellow Breakers, the Incendiary lacks any sort of stopping power, making it unable to stagger targets. It makes up for this in its ability to bypass armor and set targets on fire, burning them overtime. However, one shouldn't rely on its ability to burn targets to take out heavier opponents, as the burning may vary depending on how large the enemy is.
Against armored targets, the Incendiary, while capable of bypassing the armor with fire, will have its projectiles ricochet off the armor. It's recommended when using the Breaker Incendiary to target weak spots against enemies to deliver maximum damage.
Attachments[]
Note: Base stats are taken from the weapon with its default sight and magazine attachment equipped, along with no muzzle or underbarrel attachment equipped.
Name | Unlock Level | Stat Changes |
---|---|---|
Holographic Sight | Default | N/A |
1.5x Tube Red Dot | Level 3 | No Change |
Reflex Sight | Level 8 | No Change |
Reflex Sight Mk2 | Level 18 | No Change |
Iron Sight | Level 24 | +5 Ergonomics |
Name | Unlock Level | Stat Changes |
---|---|---|
No Underbarrel | Default | N/A |
Laser Sight w/ Flashlight | Default | -5 Ergonomics |
Name | Unlock Level | Stat Changes |
---|---|---|
No Attachment | Default | N/A |
Half Choke | Level 2 | Moderately tightens the pellet spread. |
Full Choke | Level 14 | Greatly tightens the pellet spread. |
Duckbill | Level 23 | Pellets fire in a thin, horizontal line. |
Note: The player will have a total of 360 rounds at their disposal, regardless of which magazine they use.
Name | Unlock Level | Stat Changes |
---|---|---|
Drum Magazine - 26 Shells [4 Spare Mags - 104 Total Ammo] | Default | N/A |
Short Magazine - 13 Shells [9 Spare Mags - 117 Total Ammo] | Level 14 | +25 Ergonomics -13 Mag Capacity +5 Spare Magazines - 4 > 9 -1 Second Reload Time |
Extended Magazine - 16 Shells [7 Spare Mags - 112 Total Ammo] | Level 23 | +15 Ergonomics -10 Mag Capacity +3 Spare Magazines - 4 > 7 -1 Second Reload Time |
Gameplay Tips[]
- The Breaker Incendiary's main role is to set enemies on fire, not damage. It's low damage of 240 and low ammo capacity, does not make it good for conventional combat. It is best coupled with a combat-oriented sidearm or support weapon.
- A single pellet successfully hitting an enemy has the potential of setting them on fire, regardless of distance or damage. This makes the BI fairly good at softening up massive waves of enemies from a distance.
- Due to only having light-pen, heavier-armored enemies have to be shot at their lighter-armored parts to be set on fire.
- The standard doctrine for the BI is to fire on enemies, then maintain distance to let the burn damage do most of the work. Unlike other shotguns, using the breaker beyond 20m is more advisable as it gives the burn damage more time to work before enemies have a chance to attack.
- The weapon excels very well against the Terminids and the Illuminate, who's hordes of unarmored and lightly-armored infantry make them very susceptible to being set on fire en-masse.