Charger

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A rushing Charger is nearly impossible to stop, thanks to its meter-thick exoskeleton. Therefore, the recommended response protocol to this situation is the prompt execution of a Rapid Lateral Movement (RLM).

— Helldivers 2 PlayStation Store Page

The Charger is a large Terminid. Living up to their name, Chargers charge at Helldivers in an attempt to trample them.

Spawning

Chargers can be first found on Medium Difficulty Icon.svg Medium as the Mission Target of the Eliminate Chargers mission. Chargers found this way will be one of the Charger's variants, the Charger Behemoth.

Starting on Challenging Difficulty Icon.svg Challenging, Chargers can spawn from Bug Breaches, patrolling the map with other Terminids, and guarding Objectives. Higher difficulties will increase how often they can spawn. In addition, they can be found guarding Minor Places of Interest, where they can be sometimes found burrowed.

Starting on Suicide Difficulty Icon.svg Suicide Mission, Chargers can be found guarding heavy Bug Nests and Super Helldive Difficulty Icon.svg Super Helldive's mega Nests. In addition, Chargers have a chance of being replaced by its variants, the Charger Behemoth and the Spore Charger. Higher difficulties will increase this chance.

Behavior

When encountered outside of a Bug Breach, Chargers will usually remain still. Upon noticing Helldiver movement or sounds caused by them, they will turn to face where a Helldiver or the sound was. Chargers will signify when they will begin attacking with a roar, and will often immediately begin charging towards Helldivers. In patrols, they will also stop moving to turn towards any nearby movement or sounds. When spawning from a Bug Breach, they will immediately be aggressive and seek any nearby Helldivers to trample.

Upon initiating a charge, Chargers will not stop until it charges past a Helldiver, collides with solid terrain, or even other Chargers. Helldivers hit by a charge will be knocked down/sent flying and will often be inflicted with a concussive effect. Chargers will also attempt to attack Helldivers up close with its front legs.

Helldivers that destroy a Charger's rear or blow off its torso armor will cripple it, slowing its movement and causing it to bleed out.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 2,400 Armor AV4 Icon.png Heavy Charger Main Health.png 100% - 750 [100/s]
(Constitution)
Yes 25%
Head 1,200 Armor AV4 Icon.png Heavy 75% 70% None Yes 25%
Torso Armor 800 Armor AV4 Icon.png Heavy 85% 100% None No 25%
Inner Flesh Main Armor AV1 Icon.png Unarmored II 30% 300% None Yes 100%
Rear Armor
Plates
2,200 Armor AV4 Icon.png Heavy 75% 75% None Yes 100%
Butt 950 Armor AV0 Icon.png Unarmored I 80% 150% Yes
(Downs)
No 0%
Underside Main Armor AV2 Icon.png Light 100% 100% None Yes 100%
Claws 500 Armor AV4 Icon.png Heavy 70% 70% None No 0%
Front Leg Armor 800 Armor AV4 Icon.png Heavy 70% 60% None No 25%
Rear Leg Armor 800 Armor AV4 Icon.png Heavy 70% 50% None No 25%
Leg Flesh 800 Armor AV2 Icon.png Light 70% 50% None Yes 25%
* 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.


Tactical Information

  • The Charger can be dodged by moving or diving perpendicular to its movement direction or diagonally towards it as it approaches. Beware of moving too early, as the Charger can make tight turns.
  • The most straightforward way to dispatch a Charger is firing an anti-tank weapon, such as the EAT-17 Expendable Anti-Tank, GR-8 Recoilless Rifle and LAS-99 Quasar Cannon, at its head, which will instantly kill it. However, a direct shot to anywhere on its torso with the FAF-14 Spear or GR-8 Recoilless Rifle will crack open its armor and either kill it (butt shot) or cause it to slowly bleed out.
    • The exposed flesh from this will also allow any weapon to deal damage to the Charger; damage dealt to the inner flesh has a 300% multiplier to main.
    • Alternatively, shooting a leg will reveal the Charger's weak flesh. Any weapon can damage the leg flesh, dispatching the Charger fairly quickly.
  • By positioning behind the Charger and aiming in the direction of its inner flesh, weapons such as the RS-422 Railgun, APW-1 Anti-Materiel Rifle, and MG-206 Heavy Machine Gun can fire rounds that penetrate the butt region and inflict direct damage to the inner flesh. This method enables rapid elimination of the Charger.
  • Destroying a Charger's rear will cause it to bleed out over the course of a few seconds. It can be damaged by most weapons, but it is 80% durable with high hp. The best way to get a clean shot on its butt is to wait for them to charge at you and while they're in their recovery animation you unload into their butt.
    • Due to the high durability the best weapons are explosives.
    • If one cannot bait the charger to charge one can use the GL-21 Grenade Launcher and "bounce" the grenades underneath it to hit the rear from the front.
  • With the Charger's Armor AV4 Icon.png Heavy armor covering most of its body, support weapons such as the AC-8 Autocannon, APW-1 Anti-Materiel Rifle, and LAS-98 Laser Cannon can penetrate it for reduced damage. While this is a rather slow way to dispatch a Charger, it can work if no other options are available.
  • The G-123 Thermite grenade, if stuck to a Charger's head or torso, will instantly kill it upon detonation.
  • The recommended tactic when using the MG-206 Heavy Machine Gun is to aim at the Charger's leg armor as it takes fewer total shots to both break the armor and destroy the leg flesh than to aim at the head.
  • The FLAM-40 Flamethrower is an effective yet risky method of dispatching a Charger, as it can penetrate the Charger's armor as well as the Charger having a 150% fire damage multiplier.
  • Dropping Hellpods of any kind can strip the armor off a Charger's back, and a direct hit will kill it outright, though this requires some luck or sticking Stratagem beacons onto it.
  • Chargers tend to home in on one member of the team at a time. Consider coordinating with other Helldivers to bait a Charger into exposing its head to a squad mate with an anti-tank weapon, or to focus on a specific leg to open up its weak spot.
  • Leading a Charger into ramming a wall or large rock will cause it to be briefly stunned, providing time for Helldivers to attack or retreat. However, they can traverse smaller rocks and walls, so caution must be exercised. Armor may be damaged and fall off with sufficient amounts of ramming.
  • While piloting an EXO-45 Patriot Exosuit, it's generally best to fire a rocket at the head as it will 1-shot.
  • Hitting a Charger with an Eagle Airstrike, Eagle Napalm Airstrike, Orbital Precision Strike, or Eagle 500kg Bomb will instantly kill it if it is near the epicenter of the stratagem, or otherwise deal heavy damage to it. Doing this after being noticed by the Charger is incredibly difficult, however, as the Helldiver will need to estimate where the Charger will be after the call-in period is over.
  • G-23 Stun Grenades or G-109 Urchins can completely stop Chargers in their tracks, allowing for an easy direct hit from an Orbital Precision Strike, Orbital Gas Strike, Eagle 110mm Rocket Pods or the Orbital Gatling Barrage.
  • If a Charger knocks a Helldiver down, it will attempt to finish them off by crushing them with its front legs. This can be avoided by diving out of the way in time.
  • Using the Eagle Napalm Strike far in front of the Charger and/or leading the Charger through fire is a good strategy to take off much of its health.
  • Intimidating as they are, it's easy to treat Chargers as the highest threat on the field. However, they attack infrequently, and with enough skill, are easy to dodge. Oftentimes, the true threat of a Charger isn't getting killed by it directly, but by other Terminids, especially Warriors or Hunters. Helldivers should consider clearing out or moving away from other smaller Terminids before killing a Charger.

Variants

Trivia

  • There is an achievement/trophy for killing a Charger with a Resupply pod, named "Caught them by Supplies!"

Change History

Patch
Description

1.005.000
2025-12-02

Fix

  • Chargers no longer speed up when exiting charge

1.001.201
2024-10-29

Fixes

  • Dead bodies of Chargers no longer launch Helldivers into the air.

1.001.100
2024-09-17

Changes

  • Armor reduced from Armor AV5 Icon.png Tank I to Armor AV4 Icon.png Heavy.
  • The butt weak spot health is decreased from 1,100 to 950.
    • Durability decreased from 85% to 80%.
  • The belly armor reduced from Armor AV4 Icon.png Heavy to Armor AV2 Icon.png Light.
  • A damage multiplier has been added to the Charger's exposed flesh of the main body, now dealing 300% damage.
  • Now turn slightly slower, when charging and moving normally.
  • Now charge less often.
  • Charge damage increased by 50%.
  • Sideattack damage increased by 50%.

Undocumented Changes

  • Main health increased from 1,500 to 2,400.
  • Leg flesh armor increased from Armor AV0 Icon.png Unarmored I to Armor AV2 Icon.png Light armor.
  • Leg flesh durability increased from 30% to 70%.

1.000.403
2024-06-25

Undocumented Fix

  • Fixed Charger's butt not taking damage from explosions.

1.000.400
2024-06-13

Change

  • Chargers will now only show bleedout effects from the body if the bleedout state has started.
    • It can still show bleedout effects from the mouth without having started the bleedout state.

1.000.200
2024-04-02

Change

  • Chargers normal melee attack now does less damage against Exosuits.

1.000.102
2024-03-12

Changes

  • Reduced the spawn rate of Chargers on difficulties 7 and up.
  • Reduced the risk of spawn spikes of Chargers.
  • Lowered the health of the Charger's head.
    • Head health lowered from 800 to 600.