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Calculating Damage in Helldivers 2 takes a large number of variables into consideration. The Damage page explains how different Enemies, Weapons, and Stratagems handle damage.

Damage Calculation

All damage calculation information in this section of the document has been confirmed to be accurate as of Game Version 1.000.203]

Enemy Parts

An enemy's hitbox is not as simple as a single value of health or one of armor. An enemy is made up of many different enemy parts, each part with its own armor value and health value. Parts can also be considered "Durable" parts, which take damage in a completely different way.

Enemy parts can be destroyed, but that does not always mean the enemy dies. An enemy will die if one of the following conditions are satisfied:

  • Enemy overall health is reduced to 0
  • A fatal enemy part is destroyed, such as their head.

Damage done to an enemy body part may transfer full or in part to their main HP, although not all parts do this. Destruction of a body part can also initiate a bleedout.


A lot of damage sources can suffer from reduction independently of their target. Two commons factors are velocity-based falloff (for ballistics) and range-based falloff (for explosions).

  • If a projectile is slower than its muzzle velocity, damage is lost.
  • If a projectile is faster than its muzzle velocity, damage is gained.
  • Projectiles can lose velocity mainly from air friction. Damage increase can occur when firing at a target at a lower elevation using, for instance, JAR-5 Dominator which has no drag but is affected by gravity. Reduction in speed and gravity is otherwise typical for most weapons no matter the elevation..
  • Upon impact, damage has falloff calculated and then rounded down to the nearest integer. For instance, Liberator hitting an enemy 1m away and getting reduced to 59.9 damage will be further reduced to 59 damage before other damage calculations apply.
  • The explosion from projectiles that cause explosion is not affected by this system, only the direct hit, such as the 650 direct damage from Expendable Anti-Tank.

Explosions have different radii from the center of impact where the following rules apply:

  • Explosions have an inner radius in which no damage is lot.
  • Explosions have middle radius that suffers decreasing damage.
  • Explosions have an outermost radius that might have no damage at all, but can still knock units back or possibly stagger them.
  • It is not yet understood if, how, or by how much these radii are affected by terrain obstruction or going prone.

Armor Penetration

Every part of every Enemy has a specific Armor Value, with a range of 0 to 10. This number indicates how armored that part is, and how strong a Weapon needs to be to deal any damage to it.

Armor Rating Example Enemy Parts Weapons Armor Piercing
Armor AV0 Icon.png Unarmored Nursing Spewer (Side Sacks) • Shrieker • Hunter • Pouncer • Bile Titan (Underbelly) • Trooper (All Variants) Many light penetration weapons at a sharp angle
Armor AV1 Icon.png Light I Nursing Spewer (Head, Legs) • Commissar • Warrior • Devastator (Head) Many light penetration weapons at a sharp angle
Armor AV2 Icon.png Light II Bile Spewer (Back Legs) • Brood Commander (Head) • Devastator (Arms, Legs, Pelvis, Shoulders) AR-23 Liberator • AR-23C Liberator Concussive • AR-61 Tenderizer • Break-Action Shotgun • LAS-16 Sickle • LAS-5 Scythe • LAS-7 Dagger • M-105 Stalwart • MP-98 Knight • P-113 Verdict • P-19 Redeemer • P-2 Peacemaker • PLAS-1 Scorcher (Projectile Only) • PLAS-101 Purifier (Projectile Only) • R-63 Diligence • SG-8 Punisher • SG-8P Punisher Plasma (Projectile Only) • SG-225 Breaker • SG-225IE Breaker Incendiary • SG-225SP Breaker Spray & Pray • SMG-37 Defender • SMG-72 Pummeler
Armor AV3 Icon.png Medium I Gunship (Thrusters) • Bile Spewer (Head) • Scout Strider (Leg Joint) • Hive Guard (Head) • Annihilator Tank (Vent) • Devastator (Torso) • Factory Strider (Underbelly) AR-23P Liberator Penetrator • ARC-12 Blitzer • BR-14 Adjudicator • CB-9 Exploding Crossbow (Projectile Only) • FLAM-40 Flamethrower (Projectile Only) • G-6 Frag (Explosion Only) • GP-31 Grenade Pistol • JAR-5 Dominator • MG-43 Machine Gun • P-4 Senator • PLAS-1 Scorcher (Explosion Only) • PLAS-101 Purifier (Explosion Only) • R-36 Eruptor • R-63CS Diligence Counter Sniper • RL-77 Airburst Rocket Launcher • SG-8P Punisher Plasma (Explosion Only) • SG-8S Slugger
Armor AV4 Icon.png Medium II Gunship (Body) • Hulk (Eye, Arms) • Factory Strider (Eye) • Spore Spewer • Shrieker Nest LAS-98 Laser Cannon • AC-8 Autocannon • APW-1 Anti-Materiel Rifle • MG-206 Heavy Machine Gun • E/MG-101 HMG Emplacement • FLAM-40 Flamethrower (Fire DoT)
Armor AV5 Icon.png Heavy I Annihilator Tank (Turret) • Bile Titan (Head) • Charger (Head, Legs, Side, Back) RS-422 Railgun (Safe Mode) • FAF-14 Spear (Explosion Only) • Eagle Airstrike • Eagle 110mm Rocket Pods • Orbital 120mm HE Barrage (Explosion Only) • A/AC-8 Autocannon Sentry • EXO-49 Emancipator Exosuit
Armor AV6 Icon.png Heavy II Annihilator Tank (Front) • Bile Titan (Legs) EAT-17 Expendable Anti-Tank • LAS-99 Quasar Cannon • GR-8 Recoilless Rifle • Orbital 380mm HE Barrage (Explosion Only) • Orbital Precision Strike (Explosion Only) • Orbital Walking Barrage (Explosion Only) • Orbital Gas Strike • Eagle 500kg Bomb (Explosion Only)
Armor AV7 Icon.png Heavy III None Orbital 120mm HE Barrage (Projectile Only) • Eagle 500kg Bomb (Projectile Only) • RS-422 Railgun (Unsafe Mode)
Armor AV8 Icon.png Heavy IV None FAF-14 Spear (Direct Only) • Orbital 380mm HE Barrage (Projectile Only) • Orbital Precision Strike (Projectile Only) • Orbital Walking Barrage (Projectile Only)
Armor AV9 Icon.png Heavy V None None
Armor AV10 Icon.png Heavy VI None Orbital Railcannon Strike • NUX-223 Hellbomb • SEAF Artillery: Mini-Nuke

Similar to enemies, every weapon has a set of Armor Penetration Values that indicate how much armor the weapon can pierce.

  • If the specified weapons Armor Penetration Value is more than the enemy parts Armor Value, the weapon deals 100% damage (Red Hitmarker)
  • If the specified weapons Armor Penetration Value is equal to the enemy parts Armor Value, the weapon deals 50% damage (White Hitmarker)
  • If the specified weapons Armor Penetration Value is less than the enemy parts Armor Value, the weapon deals 0% damage (Ricochet)

Each weapon may have a total of four penetration values:

  • One penetration value for a direct hit, looking straight at the enemy part with (almost) no angle of attack (less than 25 degrees).
  • One penetration value for hits at a slight angle (less than 60 degrees)
  • One penetration value for hits at a large angle (less than 80 degrees)
  • One penetration value for hits at an extreme value (80 degrees or larger)

The first three penetration values are often identical, resulting in a general penetration value and a bouncing angle.

For explosions, only one armor penetration value is used. It decreases in the outer radius.

Weapon Damage

Each weapon, stratagem, etc. have two different damage values assigned to them

  • Standard damage is the normal damage the weapon does to anything it shoots.
  • Durable damage, also known as Massive damage, is the damage done to durable enemy parts[1], massive enemy parts[2], and large volume bodies[3], all of which have a durability level greater than zero.

One important thing to note, these damage values are the damage done at point blank range. Damage decreases as the distance traveled increases.

Enemy Part Durability Level

Enemy parts also have a Durability level. This level is a variable between 0 and 100.

  • A value of 0 means the enemy part is not durable at all, and will take full standard damage
  • A value of 100 means the enemy part is 100% durable, and will take full durable damage.

Each weapon has a specific value defined for the amount of damage it can do to standard enemy parts, and a separate value defined for the amount of "durable" damage it can do to enemy parts. The part durability level value defines the ratio of standard damage vs. durable damage applied.

Durability Example

For this example it will be assumed that the weapon used has a standard damage of 1000, and a durable damage of 100.

Assume a single shot is being fired at a specific Enemy Part, and that the shot pierces the enemies armor completely.

  • If the enemy part has a durability value of 0 (0% durable), the part will take 1000 damage.
  • If the enemy part has a durability value of 100 (100% durable), the part will take 100 damage.
  • If the enemy part has a durability value of 50 (50% durable), the part will take 550 damage.
    • 50% standard damage: 500
    • 50% durable damage: 50
  • If the enemy part getting shot by this weapon has a durability value of 60 (60% durable), the part will take 460 damage.
    • 40% standard damage: 400
    • 60% durable damage: 60

Squishy Enemy Parts

Squishy parts are parts that have an Armor Value of 0 but have an extremely high "Durability".

  • This means that all guns damage the part, but the damage done is almost entirely related to the guns durable damage, not its standard damage.

Damaging Structures

All destroyable Structures in the game have a Demolition Treshold associated with them between 0 and 100.

In order to destroy a structure, the user needs to be using a weapon/stratagem that has enough Demolition Force. Armor penetration is irrelevant to this check, as is damage and whether or not the attack is explosive. When the treshold is met, the structure will be destroyed.

Note: Some structures, such as the Spore Spewer and Shrieker Nest, are not labeled as structures. These entities are considered non-moving enemy units with a high Armor Value and Durability.

Armor Damage Modifiers

Armor will lower the damage the helldiver takes when hit, depending on its armor rating. The following tables explain the effect armor has on each part of the Helldiver Factors

Modifier Factor
Head 200%
Chest 85%
Leg 80%
Arm 70%
Explosion 50%
Fortified 50%
Vitality Booster 80%

Armor Rating Factors

Armor Factor
50 133%
64 123.54%
70 119.8%
79 114.14%
100 100%
129 88.57%
150 80%
200 67%

Full Armor Table

Armor Head Chest Leg Arm Explosion Fortified
50 200% 113.05% 106.4% 93.1% 66.5% 33.25%
64 200% 105.01% 98.83% 86.47% 61.77% 30.88%
70 200% 101.83% 95.84% 83.86% 59.9% 29.95%
79 200% 97.02% 91.31% 79.9% 57.07% 28.54%
100 200% 85% 80% 70% 50% 25%
129 177.14% 75.29% 70.86% 62% 44.29% 22.14%
150 160% 68% 64% 56% 40% 20%
200 134% 56.95% 53.6% 46.9% 33.5% 16.75%

With Vitality Booster

Armor Head Chest Leg Arm Explosion Fortified
50 160% 90.44% 85.12% 74.48% 53.2% 26.6%
64 160% 84% 79.06% 69.18% 49.41% 24.71%
70 160% 81.46% 76.67% 67.09% 47.92% 23.96%
79 160% 77.62% 73.05% 63.92% 45.66% 22.83%
100 160% 68% 64% 56% 40% 20%
129 141.71% 60.23% 56.69% 49.6% 35.43% 17.71%
150 128% 54.4% 51.2% 44.8% 32% 16%
200 107.2% 45.56% 42.88% 37.52% 26.8% 13.4%

Damage Types

Different Stratagems, weapons and enemies deal different types of damage to Helldivers and Enemies.

List of Damage Types

Type Description Sources
Arc Damage ARC-12 Blitzer • ARC-3 Arc Thrower  •  A/ARC-3 Tesla Tower
Fire Damage All sources that deal this damage, will ignite helldivers, making them burn for a couple of seconds. Helldivers are advised to dive to extinguish the flames and use stims when on fire. Fire Tornados  •  Hulks  •  Orbital Laser
Impact Damage This damage is caused by sources impacting with the helldiver. Falling Shriekers  •  Bile Titan Stomps  •  High Speed Terrain Collision
Fall Damage This damage is caused by falling from high places. Falling
Ammo Based Damage
Laser Damage
Energy Damage
Poison Damage
Explosion Damage Most sources of this damage, will launch helldivers into the air, possibly causing Impact Damage. G-16 Impact • G-12 High Explosive • Bile Spewer Spit Attack • Nursing Spewer Spit Attack