Assault Raider

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The Assault Raider is a light Automaton icon.png Automaton equipped with a jump pack, fusion pistol, and a sword.

Spawning

Assault Raiders can be found on all difficulties on planets invaded by the Automaton icon.pngJet Brigade Icon.png Jet Brigade. Assault Raiders can spawn from Bot Drops, within patrols, guarding Automaton Outposts and Objectives, or from Automaton Fabricators.

Starting on Challenging Difficulty Icon.pngChallenging, they can be found guarding Minor Places of Interest.

Occasionally, starting on Extreme Difficulty Icon.pngExtreme[Note 1], Assault Raiders can be found on normal planets.

Its original appearance was completely replaced by its Jet Brigade appearance after their debut in the invasion of Matar Bay.

Behavior

Assault Raiders will fire their fusion pistol three times before reloading for four seconds. If it is being suppressed by gunfire, it will erratically move its pistol, significantly reducing its accuracy.

Assault Raiders will use their jump pack to quickly approach Helldivers, then begin running at them to get in close range with their sword. Their jump pack can unintentionally explode if damaged, instantly killing the Assault Raider but significantly damaging and burning nearby Automaton icon.png Automatons or Helldivers.

When alerted to a Helldiver's presence, Assault Raiders can fire a flare to call in a Bot Drops.

Tactical Information

Assault Raider

  • Due to the explosive nature of their jump packs, it is recommended that Helldivers destroy Assault Raiders at a safe distance.
    • Diving backwards while shooting them is recommended to avoid potential damage from the jump pack.
  • The Assault Raider's jump pack can still potentially explode on an Assault Raider's remains.
    • It can still be shot to blow it up prematurely.

Light Automatons

  • All light Automaton icon.png Automatons are equipped with a hidden flare launcher in their left arm, which can be used to call in Bot Drops.
    • Destroying them before it can finish launching the flare will prevent a Bot Drop from being called in.
  • Grenades and headshots will reliably one-shot all light Automatons.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 125 Armor AV0 Icon.png Unarmored I Trooper Main Health.png 0% - None Yes 0%
Jetpack Main 10 Armor AV2 Icon.png Light 0% - 100 [50/s]
(Constitution)
Yes 0%
Jetpack 50 Armor AV2 Icon.png Light 0% 100% 1,000 [200/s]
(Constitution)
Yes 100%
Head 40 Armor AV0 Icon.png Unarmored I 0% 100% None Yes 100%
Torso 100 Armor AV0 Icon.png Unarmored I 0% 100% None Yes 100%
Arms 65 Armor AV0 Icon.png Unarmored I 0% 50% None No 100%
Legs 90 Armor AV0 Icon.png Unarmored I 0% 65% None Yes 100%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Gallery

Gameplay

Change History

Patch
Description

1.001.104
2024-10-15

Changes

  • Normal small projectiles damage reduced from 40 to 35.

1.000.400
2024-06-13

Changes

  • Assault Jetpack: Explosion damage decreased by 50%.

1.000.200
2024-04-02

Changes

  • Assault Jetpack: Fire damage per tick increased by 50% (from all sources).

Notes

  1. May appear on Hard, based off on older spawns pre-Jet Brigade.