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 icon.svgAutomaton that often leads Automaton patrols, and is equipped with a Fusion Pistol and a Heat Blade.

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.svg Challenging, they can be found guarding Minor Places of Interest.

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

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

Behavior

Commissars will fire their Fusion Pistol in three-round bursts if a Helldiver is in its line of sight. They take 3 and a half seconds to cool their Fusion Pistol before firing again. Commissars will keep some distance from Helldivers, backing up if they approach, and will swing their Heat Blade if they are too close. If a Helldiver is behind cover, Commissars will toss a grenade. If it is being suppressed by gunfire, it will erratically move its pistol, significantly reducing its accuracy.

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

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

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.


Weapon Loadout

Fusion Pistol

Effectively a Fusion SMG but scaled down. The Fusion pistol is lighter yet loses none of the stopping power compared to its larger cousin. Commissar units exclusively wield this handgun alongside a Heat Blade as they charge towards their foe.

Stat Value
Damage.png Durable Damage.png Damage 35 Ballistic Damage
4 Durable Damage
Ballistic AP Medium.png AP 2/1/1/0
Firerate.png Fire Rate 325RPM (3-Round Burst)
3s (Burst Delay)
3.5s (Reload after 12 Shots)
Spread.png Spread (Mrad) ↔[10.00] ↕[10.00]
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 15



Heat Blades

The sheer power and versatility of a Heat Blade makes it an indispensable tool. As a result, often Commissar units are found wielding them alongside their Fusion Pistol in battle, befitting any "officer" unit.

Stat Value
Damage.png Durable Damage.png Damage 60 Impact Damage
30 Durable Damage
Ballistic AP Medium.png AP 3/0/0/0
Firerate.png Fire Rate Melee
Spread.png Spread (Mrad) Melee
Demo Force.png Demo Force 10
Stagger.png Stagger Force 10
Push Force.png Push Force 10



HE Grenade

A throwable explosive that bears eerie resemblance to the G-12 High Explosive Grenade. It is mainly used by Automaton Infantry to break apart fortified positions and even light vehicles. Has a notably long fuse time that allows it to be quickly thrown back.

Stat Value
Damage.png Durable Damage.png Damage 0 Ballistic Damage
0 Durable Damage
AOE Blast Damage.png Damage 200 Blast
Radii.png Inner 1.2m
Radii.png Outer 6m
Radii.png Shockwave 8m
Blast AP Medium.png AP 3/2/3
Ballistic AP Medium.png AP 0/0/0/0
Firerate.png Fire Rate Throwable
5s (Fuse Time)
~25s (Equipment Refresh)
Spread.png Spread (Mrad) Throwable (0)
Demo Force.png Demo Force 30
Stagger.png Stagger Force 50 (Ragdolls)
Push Force.png Push Force 40


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 blade.

Light Automatons

  • All light Automaton icon.svgAutomatons 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.

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 Automaton icon.svg Jet Brigade Icon.svgJet 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