Commissar

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A crude simulation of military leadership, the Commissar is augmented with slightly faster processing and a crude command subroutine. The Commissar stays out of combat if possible, as despicably cowardly as it is unequivocally non-sentient.

— Helldivers 2 PlayStation Store Page

The Commissar is a light Automaton that often leads Automaton patrols, and are equipped with a laser pistol and a sword.

Spawning

Commissars can be found on any difficulty. They can spawn from Bot Drops, leading patrols, and guarding Automaton Outposts and Objectives. Unlike other light Automatons, they do not spawn from Automaton Fabricators.

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

Commissars on higher difficulties may be replaced by more dangerous light Automatons, such as Rocket Raiders and MG Raiders.

If a planet is invaded by the Jet Brigade, Commissars will begin being replaced by their Jet Brigade variant on Trivial Difficulty Icon.pngTrivial.

Behavior

Commissars will fire their laser pistol in three-round bursts if a Helldiver is in its line of sight. They take four seconds to cool their laser pistol before firing again. Commissars will keep some distance from Helldivers, backing up if they approach, and will swing their sword if they are too close. If a Helldiver is behind cover, Commissars will toss a grenade.

When alerted to a Helldiver's presence, Commissars can fire a flare to call in a Bot Drop.

Its Jet Brigade variant can utilize a jump pack, allowing it to constantly close the distance between it and a Helldiver.

Tactical Information

Commissar

  • Contrary to popular belief, Commissars do not have an increased chance of calling in Bot Drops; all light Automatons that are alerted to a Helldiver's presence will each have a chance to.
  • Commissars tend to fire their pistol from a distance and will rarely attempt to close the distance to use their sword.

Light Automatons

  • All light Automatons can be suppressed by shooting at them; this will briefly reduce their accuracy.
  • All light 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 AV1 Icon.png Unarmored II Trooper Main Health.png 0% - None Yes 0%
Head 40 Armor AV1 Icon.png Unarmored II 0% 100% None Yes 100%
Torso 100 Armor AV1 Icon.png Unarmored II 0% 100% None Yes 100%
Arms 65 Armor AV1 Icon.png Unarmored II 0% 50% None No 100%
Legs 90 Armor AV1 Icon.png Unarmored II 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.


Trivia

  • There is no official interpretation of the Commissar's marching cadence, but a popular fan interpretation (with some variations indicated by slashes) involves the following lyrics:

HEART STEEL, WE KILL, IRON WILL, UNTO DAWN [×2]
CYBERSTAN, CAN'T KEEP HER DOWN/WE COUNT DOWN, GET BACK UP, ON TO WAR/LEGION GO [x2]

  • Oddly, the Commissar's Jet Brigade variant is missing its sword.

Change History

Patch
Description

1.001.104
2024-10-15

Changes

  • Normal small projectiles damage reduced from 40 to 35.

Gallery