Charger
“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 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, 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 Mission, Chargers can be found guarding heavy Bug Nests and
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** | Durable** | % To Main*** | Bleed | Fatal | ExDR**** | |
---|---|---|---|---|---|---|---|---|
Main | 2,400 | ![]() |
![]() |
100% | - | 750 [100/s] (Constitution) |
Yes | 25% |
Head | 1,200 | ![]() |
75% | 70% | None | Yes | 25% | |
Torso Armor | 800 | ![]() |
85% | 100% | None | No | 25% | |
Inner Flesh | Main | ![]() |
30% | 300% | None | Yes | 100% | |
Rear Armor Plates |
2,200 | ![]() |
75% | 75% | None | Yes | 100% | |
Butt | 950 | ![]() |
80% | 150% | Yes (Downs) |
No | 0% | |
Underside | Main | ![]() |
100% | 100% | None | Yes | 100% | |
Claws | 500 | ![]() |
70% | 70% | None | No | 0% | |
Leg Armor | 800 | ![]() |
70% | 50% | None | No | 25% | |
Leg Flesh | 800 | ![]() |
70% | 50% | None | Yes | 25% |
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-vehicle 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 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 an exposed torso section is given a 300% increase.
- Alternatively, shooting a leg will reveal the Charger's weak flesh. Then, any weapon will deal weak spot damage to that unarmored leg, dispatching the Charger fairly quickly.
- Destroying a Charger's rear will cause it to bleed out over the course of a few seconds. This rear area can be damaged by most weapons, but there is a 80% damage reduction for non-explosive damage and the top is heavily armored, so shoot at the underbelly with explosives. Weapons like the SG-8P Punisher Plasma, PLAS-1 Scorcher and GL-21 Grenade Launcher can destroy a Charger's underside reasonably fast.
- With the Charger's
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 MG-43 Machine Gun can be used to damage the Charger's legs without removing the armor. This can be achieved by shooting the joints of the legs or the forelegs, which will count as weak spot damage. This, however, is quite difficult to pull off due to the joints being very thin targets.
- Enough concentrated fire from the MG-206 Heavy Machine Gun at the Charger's head can destroy it; this is not recommended though, as it can be hard to dodge the Charger's attacks whilst maintaining aim at its head.
- The FLAM-40 Flamethrower is an effective yet risky method of dispatching a Charger, as it ignores the chargers armor and will directly damage it, as with the ARC-3 Arc Thrower.
- 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 hone 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 a leg to blow off the armor, then shred that leg with the machine gun. Headshots are difficult to land reliably, and leg shots can be landed while it's facing away from the Exosuit.
- 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.
- Stun Grenades 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 by dropping a Resupply pod directly onto it.
- This can be easily achieved by sticking the Stratagem Beacon to it. Beware to not hit any armored parts, as the Beacon will simply bounce off.
- The Charger is the subject of a meme in the Helldivers 2 playerbase, which depicts a Charger in front of a laptop, indicating that it's posting fascist propaganda and misinformation online to hinder the Helldivers. This is usually followed by purposely incorrect information to make fun of various aspects of the game, and sometimes players who give hot takes or give questionable advise to others out of inexperience or a desire to troll greenhorn players.
Change History
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
Tank I to
Heavy.
- The butt weak spot health is decreased from 1100 to 950.
- The butt weak spot durability decreased from 85% to 80%.
- The belly armor reduced from
Heavy to
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 Change
- Main health increased from 1500 to 2400.
- Leg flesh armor increased from
Unarmored I to
Light armor.
- Leg flesh durability increased from 30% to 70%.
1.000.403
2024-06-25
Fixes
- Undocumented: Fixed Charger's butt not taking damage from explosions.
1.000.400
2024-06-13
Changes
- 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.
Known Issues
- Charger’s butt does not take damage from explosions.
1.000.200
2024-04-02
Changes
- 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.