Damage

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The Damage page explains how different Enemies, Weapons, and Stratagems handle damage.

Damage Calculation

[1]Calculating Damage in Helldivers 2 takes a large number of variables into consideration. All damage calculation information in this section of the document has been confirmed to be accurate as of Game Version 1.001.001

Enemy Parts

An enemy's hitbox is not as simple as a single value of health and universal armor value. An enemy is made up of many different enemy parts, each part with its own armor value, health, durability, and a Main health pool. 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 Main health is reduced to 0.
  • A fatal enemy part is destroyed.

Percent (%) to Main

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

  • Example: A JAR-5 Dominator does 275 dmg to a Berserker's abdomen which transfers 100% damage to its 750 main health reducing it to 475.

Health Constitution (Bleed)

Constitution is a second health pool that begins decaying once the main health is depleted. The enemy is now in the "downed" state and will limp until they bleedout and die. Bleedout is a second health pool for limbs that determines how long they live for once they are destroyed, at which point, its Constitution will begin to decay, or "bleed out," at a set rate. For some limbs, the decay rate may be 0, meaning they will not decay over time and bleedout must be depleted with further damage to fully destroy the limb.

  • Constitution Example: Chargers have 750 constitution with a decay rate of 100hp/s. Destroying the butt or depleting main health will trigger the "downed" state and the Charger will bleed out until it depletes its constitution and dies. Bleedout is usually fatal.
  • Bleedout without Decay Example: Factory Striders have 1,500 leg health and 2,000 constitution but 0 decay therefore the constitution effectively behaves as extra health so the legs have 3,500 effective health.

Breakable Armor Plating

Some enemies have protective armor plating shielding vulnerable and fatal parts underneath it. The enemies that have this are Crescent Overseers, Elevated Overseers, Overseers, Harvesters, Leviathans, Bile Titans, Chargers, Charger Behemoths, Rupture Chargers, Spore Chargers, Impalers, Hive Lords, and Factory Striders.

  • Breakable armor plating has a separate health pool from the parts underneath it that DOES NOT transfer excess damage to the parts underneath. The armor plating must be destroyed in order to deal damage to the vulnerable and usually fatal part underneath.
    • For example: Destroying a Charger's Leg Armor with a rocket from the MLS-4X Commando and finishing off the exposed vulnerable flesh off with a primary weapon such as the BR-14 Adjudicator.

Explosion Damage

Explosive damage deals 100% durable damage and is dealt straight to the Main health of enemies (if it can penetrate its armor) and to any limbs that are vulnerable to explosives. This allows explosives to deal damage multiple times to Main health.

  • Explosion damage transferred to Main via explosion vulnerable parts "ignore" Main AV and its ExDR.

For example: An HE shell explosion from the GR-8 Recoilless Rifle which is Armor AP4 Icon.png Heavy armor penetration fired at an Annihilator Tank's vent will ignore the Main AV when transferring damage to Main which is Armor AV5 Icon.png Tank I armor.

  • Explosions only directly damage main health from any limb if said main health is internal such as hitting a Devastator's leg with an explosion from the GL-21 Grenade Launcher. Otherwise if main health is tangible it must be within the radius of the explosion to damage it such as a Warrior's body.
    • For example: An Eagle 500kg Bomb exploding underneath a Bile Titan and dealing damage to all four of its legs, bile sacs, underside, torso armor and head.

Explosive Damage Resistance (ExDR)

Enemy limbs commonly have explosion resistance and/or immunity to protect against explosions dealing multiple instances of damage by hitting multiple parts.

  • A limb with an ExDR value of 100% means it is Explosion immune and that part itself does not take explosion damage.
  • An ExDR value of a percent lower than 100 means that the target can negate a percent of explosion damage done to that part to reduce their effectiveness (e.g. Tank hulls have an ExDR value of 35%).

Explosions have 3 different radii from the center of impact where the following rules apply:

  • Inner Radius: 100% damage, 100% stagger, Full AP, 100% demolition force.
  • Outer Radius: 99-0% damage 100% stagger, -1 AP (minimum 2 AP), 99-0% demolition force.
    • Explosions have linear damage, stagger & demolition force fall-off.
  • Shockwave (Stagger): 0% damage, 99-0% stagger, Full AP, 0% demolition force.
  • Helldivers will only experience stagger if they are hit by the inner or outer radius.
  • Going prone reduces explosion damage by 90% to outer radius as well as being in ragdoll state.
  • Inner radius will bypass obstacles and obstructions, while outer radius will only let shockwave and stagger effects through obstacles.

Armor Penetration & Armor Values

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 much armor penetration or AP a Weapon needs to be to deal damage to it.

  • Armor Penetration is abbreviated as AP0-10.
  • Armor Values are abbreviated as AV0-10.
Armor Value Enemy Parts Example Armor Penetration Weapons/Stratagems with Matching Armor Penetration
Armor AVNA Icon.png No Hitbox None Armor APNA Icon.png No Hitbox None
Armor AV0 Icon.png Unarmored I Bile Spewer (Butt) • Bile Titan (Sacs & Inner Flesh) • Bio-Processor • Charger (Butt) • Charger Behemoth (Butt) • Hunter • Impaler (Tentacles, Inner & Leg Flesh) • Nursing Spewer (Butt) • Pouncer • Shrieker • Spore Charger (Butt) • Trooper (All Variants) • Fleshmob • Voteless (Torso & Limbs) • Watcher (Eye & Vertical Fins) • Illuminate Shields (All) Armor AP0 Icon.png Unarmored I A/M-12 Mortar Sentry (Projectile Only) • A/M-23 EMS Mortar Sentry (Projectile Only) • GL-21 Grenade Launcher (Projectile Only) • EAT-700 Expendable Napalm (Flak Shrapnel Only)
Armor AV1 Icon.png Unarmored II Alpha Commander (Legs) • Berserker (Arms, Head, Stomach & Pelvis)  • Brood Commander (Legs) • Charger (Inner Flesh) • Charger Behemoth (Inner Flesh) • Commissar • Devastator (Head, Arms, Stomach & Pelvis) • Hulk(Heatsinks) • Impaler (Exposed Head) • Spore Charger (Inner & Spore Flesh) • Stalker • Warrior • Voteless (Head) Armor AP1 Icon.png Unarmored II A/MG-43 Machine Gun Sentry (extreme angle) • A/G-16 Gatling Sentry (extreme angle) • BR-14 Adjudicator (extreme angle) • MG-43 Machine Gun (extreme angle) • EXO-45 Patriot Exosuit Machine Gun (extreme angle)
Armor AV2 Icon.png Light Alpha Commander (Head) • Berserker (Chest) • Bile Spewer (Head & Butt Plates) • Bile Titan (Underside) • Brood Commander (Head) • Charger (Leg Flesh & Underside) • Charger Behemoth (Leg Flesh & Underside) • Elevated Overseer (Head) • Hive Lord (Mouth & Inner Flesh) • Nursing Spewer (Head & Butt Plates) • Spore Charger (Leg Flesh & Underside) • Shrieker Nest • Spore Spewer • Stalker (armor) • Overseer (Chest armor & Torso) • Watcher (Body & Horizontal Fins) Armor AP2 Icon.png Light AC-8 Autocannon Flak Shell (projectile only) • AR-23 Liberator • AR-23A Liberator Carbine • AR-23C Liberator Concussive • AR-61 Tenderizer • LAS-5 Scythe • LAS-7 Dagger • LAS-16 Sickle • LAS-17 Double-Edge Sickle (0-25% Heat) • M-105 Stalwart • MP-98 Knight • P-2 Peacemaker • P-19 Redeemer • PLAS-1 Scorcher (Projectile Only) • PLAS-101 Purifier (Projectile Only) • R-63 Diligence • SG-8 Punisher • SG-8P Punisher Plasma (Projectile Only) • SG-20 Halt (Stun shells) • SG-22 Bushwhacker • SG-88 Break-Action Shotgun • SG-225 Breaker • SG-225IE Breaker Incendiary • SG-225SP Breaker Spray & Pray • SG-451 Cookout • SMG-37 Defender • SMG-72 Pummeler
Armor AV3 Icon.png Medium Annihilator Tank (Heatsink & Tracks) • Bile Spewer (Head & Butt Plates) • Cannon Turret (Heatsink) • Devastator (Torso) • Gunship • Hive Guard (Head & Front Legs) • Shredder Tank(Sides & Heatsink) •  Factory Strider (Undercarriage) • Stingray • Overseer (Head) • Harvester (Joints, Prongs, Knees, & Feet) Armor AP3 Icon.png Medium A/AC-8 Autocannon Sentry (Explosion Only) • AC-8 Autocannon Flak & APHET Shell (Explosion Only) • A/M-12 Mortar Sentry (Explosion Only) • A/MLS-4X Rocket Sentry (Explosion Only) • AR-2 Coyote • AR-23P Liberator Penetrator • ARC-12 Blitzer • BR-14 Adjudicator • CB-9 Exploding Crossbow • CQC-5 Combat Hatchet • CQC-19 Stun Lance • CQC-30 Stun Baton • Eagle 110mm Rocket Pods (Explosion Only) • Eagle Cluster Bomb • Eagle Napalm Airstrike (Explosion Only) • Eagle Strafing Run (Explosion Only) • EAT-17 Expendable Anti-Tank (Explosion Only) • EAT-700 Expendable Napalm (Projectile & Flak Explosion) • EXO-45 Patriot Exosuit (Minigun Only) • FAF-14 Spear (Explosion Only) • G-6 Frag (Explosion Only) • GP-31 Grenade Pistol • GR-8 Recoilless Rifle HEAT Shell (Explosion Only) • JAR-5 Dominator • K-2 Throwing Knife • LAS-17 Double-Edge Sickle (26-90% Heat) • LAS-58 Talon • LAS-99 Quasar Cannon (Explosion Only) • MD-6 Anti-Personnel Minefield • MD-I4 Incendiary Mines • MG-43 Machine Gun • Orbital Airburst Strike • Orbital Gatling Barrage (Explosion Only) • Orbital Napalm Barrage (Explosion Only) • P-113 Verdict • PLAS-1 Scorcher (Explosion Only) • StA-X3 W.A.S.P. Launcher (Explosion Only) • PLAS-101 Purifier • R-6 Deadeye • R-63CS Diligence Counter Sniper • RL-77 Airburst Rocket Launcher • SG-8P Punisher Plasma (Explosion Only) • SG-8S Slugger • SG-20 Halt (Flechette shells) • SMG-32 Reprimand • E/AT-12 Anti-Tank Emplacement (Explosion Only) • M-1000 Maxigun • CQC-9 Defoliation Tool (Low rev time)
Armor AV4 Icon.png Heavy Anti-Air Emplacement • Bile Titan • Charger • Charger Behemoth • Factory Strider (Head & Legs) • Hulk • Impaler • Mortar Emplacement • Parked Dropship (Mission) • Reinforced Scout Strider (Faceplate) • Scout Strider (Faceplate) • Spore Charger • Harvester (Armor) Armor AP4 Icon.png Heavy A/ARC-3 Tesla Tower • A/FLAM-40 Flame Sentry • AC-8 Autocannon APHET Shell (Projectile Only) • APW-1 Anti-Materiel Rifle • E/MG-101 HMG Emplacement • GR-8 Recoilless Rifle HE Shell (Explosion Only)  • LAS-17 Double-Edge Sickle (91%+ Heat) • LAS-98 Laser Cannon • MG-206 Heavy Machine Gun • FLAM-40 Flamethrower • FLAM-66 Torcher • G-12 High Explosive • G-16 Impact • G-50 Seeker • TED-63 Dynamite • Orbital EMS Strike (Explosion Only) • P-4 Senator • P-72 Crisper • PLAS-45 Epoch(Uncharged) • R-36 Eruptor (Projectile Only) • CQC-9 Defoliation Tool (HIgh rev time)
Armor AV5 Icon.png Tank I Airborne Warp Ship • Annihilator Tank • Automaton Fabricator • Barrager Tank • Cannon Turret • Dropship • Factory Strider (Head & Body Armor) • Heavy Devastator (Shield) • Hive Lord (Armor plates) • Leviathan • Shredder Tank • War Strider (Greaves) Armor AP5 Icon.png Anti-Tank I A/AC-8 Autocannon Sentry (Projectile Only) • A/MLS-4X Rocket Sentry (Projectile Only) • EXO-49 Emancipator Exosuit (Projectile Only) • Eagle Strafing Run (Projectile Only) • GR-8 Recoilless Rifle HE Shell(Projectile Only) • MD-17 Anti-Tank Mines • Orbital 120mm HE Barrage (Explosion Only) • Orbital Gatling Barrage (Projectile Only) • Orbital Napalm Barrage (Projectile Only) • PLAS-45 Epoch (Fully-Charged) • RS-422 Railgun • TX-41 Sterilizer • S-11 Speargun
Armor AV6 Icon.png Tank II Command BunkerHive Lord (Head & Mandibles) Armor AP6 Icon.png Anti-Tank II Eagle 500kg Bomb (Explosion Only) • EAT-17 Expendable Anti-Tank (Projectile Only) • EXO-45 Patriot Exosuit (Rocket Only) • G-23 Stun • GP-20 Ultimatum • GR-8 Recoilless Rifle HEAT Shell (Projectile Only) • LAS-99 Quasar Cannon (Projectile Only) • MLS-4X Commando (Projectile Only) • Orbital 380mm HE Barrage (Explosion Only) • Orbital Laser • Orbital Precision Strike (Explosion Only) • Orbital Railcannon Strike (Explosion Only) • Orbital Walking Barrage (Explosion Only) • Orbital Gas Strike (Explosion Only) • SEAF SAM Launcher (Projectile Only) • StA-X3 W.A.S.P. Launcher (Projectile Only) • E/AT-12 Anti-Tank Emplacement (Projectile Only) • EAT-700 Expendable Napalm (Explosion Only)
Armor AV7 Icon.png Tank III None Armor AP7 Icon.png Anti-Tank III ARC-3 Arc Thrower • Eagle 110mm Rocket Pods (Projectile Only) • Eagle 500kg Bomb (Projectile Only) • Eagle Airstrike (Projectile Only) • Eagle Napalm Airstrike (Projectile Only) • FAF-14 Spear (Projectile Only) • G-123 Thermite • MS-11 Solo Silo (2nd explosion only) • Orbital Railcannon Strike (Projectile Only)
Armor AV8 Icon.png Tank IV Illuminate Overship Armor AP8 Icon.png Anti-Tank IV Planetary Defense Cannon (Projectile Only) • Orbital 380mm HE Barrage (Projectile Only) • Orbital Precision Strike (Projectile Only) • Orbital Walking Barrage (Projectile Only) • SEAF Artillery (Projectile Only)
Armor AV9 Icon.png Tank V None Armor AP9 Icon.png Anti-Tank V MS-11 Solo Silo (1st explosion only)
Armor AV10 Icon.png Tank VI Hive Lord (Crown) Armor AP10 Icon.png Anti-Tank VI Hellpod (Impact) • NUX-223 Hellbomb • SEAF Artillery: Mini-Nuke (Explosion Only) • SEAF SAM Launcher (Explosion Only) • B-100 Portable Hellbomb
Armor AV10 Icon.png Indestructible Fast Reconnaissance Vehicle (HMG & Suspension) Armor AP10 Icon.png Indestructible None

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

  • If the Armor Penetration Value is greater than the enemy part's Armor Value, the weapon deals 100% damage (Red Hitmarker)
  • If the Armor Penetration Value is equal to the enemy part's Armor Value, the weapon deals 65% damage (White Hitmarker)
  • If the Armor Penetration Value is less than the enemy part's Armor Value, the weapon deals NO damage (Ricochet)

Each weapon has 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°.
  • One penetration value for hits at a slight angle: 26 to 60°
  • One penetration value for hits at a large angle: 61 to 80°
  • One penetration value for hits at an extreme value: 81 to 90°

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 by 1 in the outer radius.

Weapon Damage

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

  • Standard damage is the normal damage the weapon does to anything it shoots.
  • Durable damage, is the damage done to durable enemy parts[2] and large volume bodies[3], both of which have a durability greater than zero.

Ballistics

  • Caliber: Drastically increases damage fall-off.
  • Speed: The bullet's initial magnitude to its velocity, higher speed increases damage fall-off slightly.
  • Mass: Reduces damage falloff.
  • Drag: Increases damage falloff.
  • Gravity Multiplier: How much the bullet drops in travel.

Damage Fall-Off

Many damage sources can suffer from reduction independently of their target. Damage fall-off is affected by Caliber, Speed, Mass, and Drag. There are two types; velocity-based fall-off (ballistics) and range-based fall-off (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 lose velocity from drag factor. Damage increase can occur when firing at a target at a lower elevation using, for instance, JAR-5 Dominator which has 0% Drag but is affected by gravity. Reduction in speed and gravity is otherwise typical for most weapons no matter the elevation.
    • Weapons with 0% drag do not suffer damage fall-off.
  • The explosion from projectiles is not affected by this system, only the projectile.

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

Enemy Durability & Durable Damage

Enemy parts may also have Durability. This 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.
  • The ratio of durability & standard damage always adds up to 100%
    • For example: An enemy part is 30% durable, therefore 70% standard damage is also taken into account.

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's durability value defines the ratio of standard damage vs. durable damage applied.

Examples of Damage to a Durable Part

Formula to calculate damage vs durable targets:

Standard Damage × (1 - Durable %) + (Durable Damage × Durable %) = Damage dealt

  • Note: Round DOWN to the nearest whole number for the damage dealt.


For this example, we'll be using the BR-14 Adjudicator which has a standard damage of 95 and durable damage of 23 firing at a 30% durable target with an armor value of Armor AV2 Icon.png Light with no damage fall-off.


Example: 95 × (1-30%) + (23 × 30%) = 73.4 → 73 damage dealt to the target.


For this example, it will be assumed that the weapon used has 1,000 standard damage and 500 durable damage with no damage fall-off. Assume a single shot is being fired at a specific Enemy Part, and that the shot pierces the armor of the enemy completely (AP > AV).

  • If the enemy part has a durability value of 0 (0% durable), the part will take 1,000 damage.
    • 100% of standard damage = 1000
    • 0% of durable damage = 0
  • If the enemy part has a durability value of 100 (100% durable), the part will take 500 damage.
    • 0% of standard damage = 0
    • 100% of durable damage = 500
  • If the enemy part has a durability value of 50 (50% durable), the part will take 750 damage.
    • 50% of standard damage = 500
    • 50% of durable damage = 250
  • If the enemy part shot by this weapon has a durability value of 75 (75% durable), the part will take 625 damage.
    • 25% of standard damage = 250
    • 75% of durable damage = 375

Squishy Enemy Parts

Squishy parts have an Armor Value of 0 (Armor AV0 Icon.png Unarmored I) but have extremely high Durability, high health and normally 0% ExDR (e.g. Bile Spewer, Charger & Nursing Spewer butts).

  • Example: Charger butts are Armor AV0 Icon.png Unarmored I, 950 hp and 80% durable.
  • This means that all weapons can damage the part, but the damage done is almost entirely related to the guns durable damage, not its standard damage.
  • Weapons, Stratagems, etc. with explosion damage such as the GL-21 Grenade Launcher are most effective against squishy enemy parts because explosives deal 100% durable damage.

Demolition Force & Structures

See also: Demolition

All destructible structures in the game have a Demolition Threshold value between 0 and 60. In order to destroy most structures, the user needs to be using a weapon/stratagem that has enough Demolition Force. Depending on the structure, the weapon/stratagem may need to be explosive as well if it has BaDR (Ballistic demolition resistance) set to Yes. Currently only spawners such as Bug Holes, Automaton Fabricators, and Grounded Warp Ships have BaDR set as Yes. Armor penetration is irrelevant to this check, as is damage. If the threshold is met, the structure is destroyed.

Other Structures

These structures are not exclusively dependent on Demolition force.

Structure Health AV Durable ExMult
Anti-Air Emplacement 400 Armor AV4 Icon.png Heavy 100% 100%
Bio-Processor 4,000 Armor AV0 Icon.png Unarmored I 0% 100%
Bulk Fabricator 4,000 Armor AV5 Icon.png Tank I 100% 100%
Cognitive Disruptior PSU 180 Armor AV0 Icon.png Unarmored I 100% 100%
Command Bunker 2,500 Armor AV6 Icon.png Tank II 100% 100%
Defense Gate 8,000 Armor AV4 Icon.png Heavy 100% 100%
Defense Generator 5,000 Armor AV0 Icon.png Unarmored I 0% 100%
Fabricator 1,500 Armor AV5 Icon.png Tank I 100% 100%
Mega Shrieker Nest 15,000 Armor AV2 Icon.png Light 100% 100%
Mortar Emplacement 400 Armor AV4 Icon.png Heavy 100% 100%
Nest Egg 10 Armor AV0 Icon.png Unarmored I 100% 100%
Parked Dropship 1,000 Armor AV5 Icon.png Tank I 100% 100%
Shrieker Nest Tower 2,500 Armor AV2 Icon.png Light 100% 100%
Spore Lung 30,000 Armor AV2 Icon.png Light 100% 100%
Spore Spewer 2,500 Armor AV2 Icon.png Light 100% 100%
Grounded Warp Ship 5,000 Armor AV5 Icon.png Tank I 100% 250%
Warp Ship Shield 2,500 Armor AV0 Icon.png Unarmored I 0% 100%

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 150%
Chest 100%
Leg 85%
Arm 85%
Explosion 50%
Fortified 50%
Vitality Booster 90%

Armor Rating Factors

Armor Factor
50 125%
64 118%
70 115%
75 112.5%
79 110.5%
100 100%
125 87.5%
129 85.5%
150 75%
200 65%

Full Armor Table

Armor Head Chest Leg Arm Explosion Fortified Effective Health
50 150% 125% 106.25% 106.25% 62.5% 31.25% 100
64 150% 118% 100.3% 100.3% 59% 29.5% 105.93
70 150% 115% 97.75% 97.75% 57.5% 28.75% 108.7
75 150% 112.5% 95.63% 95.63% 56.25% 28.13% 111.11
79 150% 110.5% 93.93% 93.93% 55.25% 27.63% 113.12
100 150% 100% 85% 85% 50% 25% 125
125 131.25% 87.5% 74.38% 74.38% 43.75% 21.88% 142.86
129 128.25% 85.5% 72.68% 72.68% 42.75% 21.38% 146.2
150 112.5% 75% 63.75% 63.75% 37.5% 18.75% 166.67
200 97.5% 65% 55.25% 55.25% 32.5% 16.25% 192.31

With Vitality Booster

Armor Head Chest Leg Arm Explosion Fortified Effective Health
50 135% 112.5% 95.63% 95.63% 56.25% 28.13% 111.11
64 135% 106.2% 90.27% 90.27% 53.1% 26.55% 117.7
70 135% 103.5% 87.98% 87.98% 51.75% 25.87% 120.77
75 135% 101.25% 86.06% 86.06% 50.63% 25.31% 123.46
79 135% 99.45% 84.53% 84.53% 49.73% 24.86% 125.69
100 135% 90% 76.5% 76.5% 45% 22.5% 138.89
125 118.12% 78.75% 66.94% 66.94% 39.38% 19.69% 158.73
129 115.43% 76.95% 65.41% 65.41% 38.48% 19.24% 162.44
150 101.25% 67.5% 57.38% 57.38% 33.75% 16.88% 185.19
200 87.75% 58.5% 49.73% 49.73% 29.25% 14.63% 213.68


Damage Types

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

List of Damage Types

Type Description Some Sources
Damage Acid Icon.svg Acid Damage Terminid bile spewing attacks. These attacks also apply a damage-over-time effect and will slow Helldivers' movement speed. Bile Spewer • Bile Spitter • Bile Titan • Bile Warrior (Death) • Nursing Spewer • Spore Charger (Death)
Damage Arc Icon.svg Arc Damage Electrical arc damage from arc weaponry. This damage type is resisted by armor with the Electrical Conduit passive. ARC-12 Blitzer • ARC-3 Arc Thrower • AX/ARC-3 "Guard Dog" K-9 • A/ARC-3 Tesla Tower • GL-52 De-Escalator • Harvester • Lightning Spire • Watcher
Damage Ballistic Icon.svg Ballistic Damage Damage from ranged weaponry. Whether it be bullets, laser bolts, or other single projectiles. A/MG-43 Machine Gun SentryA/G-16 Gatling SentryAPW-1 Anti-Materiel RifleAR-23 LiberatorAR-23A Liberator CarbineAR-23C Liberator ConcussiveAR-23P Liberator PenetratorAR-32 PacifierAR-61 TenderizerAX/AR-23 "Guard Dog"BR-14 AdjudicatorE/MG-101 HMG EmplacementEXO-45 Patriot Exosuit (Minigun) • JAR-5 DominatorM-105 StalwartMG-43 Machine GunMG-206 Heavy Machine GunMP-98 KnightP-2 PeacemakerP-4 SenatorP-19 RedeemerP-113 VerdictP-92 WarrantR-2 AmendmentR-2124 ConstitutionR-6 DeadeyeR-63 DiligenceR-63CS Diligence Counter SniperSMG-32 ReprimandSMG-37 DefenderSMG-72 PummelerSG-8 PunisherSG-20 HaltSG-8S SluggerSG-225 BreakerSG-225IE Breaker IncendiarySG-225SP Breaker Spray & PraySG-451 CookoutStA-52 Assault RifleStA-11 SMG
Damage Explosion Icon.svg Explosion Damage All area-of-effect damage, regardless of the projectile's original damage type. Helldivers innately take half as much damage from this damage type, halved again with the Fortified armor passive. Ignores enemy Durability, but some enemy parts resist or are immune to this damage type, notated by ExDR on an anatomy table. Eagle 500kg Bomb • Eagle Airstrike • Eagle Cluster Bomb • Eagle Napalm Airstrike • Eagle Strafing Run • EAT-17 Expendable Anti-Tank • EXO-45 Patriot Exosuit (Rockets) • EXO-49 Emancipator Exosuit • FAF-14 Spear • G-6 Frag • G-12 High Explosive • G-16 Impact • G-50 Seeker • GL-21 Grenade Launcher • GP-31 Grenade Pistol • GP-20 Ultimatum • GR-8 Recoilless Rifle • LAS-99 Quasar Cannon • MD-6 Anti-Personnel Minefield • MD-17 Anti-Tank Mines • MLS-4X Commando • NUX-223 Hellbomb • Orbital 120mm HE Barrage • Orbital 380mm HE Barrage • Orbital Airburst Strike • Orbital Gatling Barrage • Orbital Napalm Barrage • Orbital Precision Strike • Orbital Railcannon Strike • Orbital Walking Barrage • PLAS-1 Scorcher • PLAS-15 Loyalist • PLAS-39 Accelerator Rifle • PLAS-101 Purifier • R-36 Eruptor • RL-77 Airburst Rocket Launcher • Rocket Devastator • SEAF Artillery (Mini-Nuke/High-Yield Explosive/Explosive) • SEAF SAM Launcher (Explosion Only) • SG-8P Punisher Plasma • StA-X3 W.A.S.P. Launcher • TED-63 DynamiteElevated Overseer • Harvester (Beam attack) • LAS-99 Quasar Cannon • PLAS-1 Scorcher • PLAS-15 Loyalist • PLAS-39 Accelerator Rifle • PLAS-101 Purifier • SG-8P Punisher Plasma • Overseer (Plasma shot)
Damage Fire Icon.svg Fire Damage All sources that deal this damage will ignite Helldivers, making them burn for a few seconds. Diving and going prone will immediately extinguish the fire. Armor with the Inflammable passive will resist this damage type. A/FLAM-40 Flame Sentry • Assault Raider (jetpack explosion) • Eagle Napalm Airstrike • FLAM-40 Flamethrower • FLAM-66 Torcher • Fire Tornadoes •  G-10 Incendiary • G-13 Incendiary Impact • G-123 Thermite • Hulk Scorcher • MD-I4 Incendiary Mines • Orbital Laser • Orbital Napalm Barrage • P-72 Crisper  • SG-225IE Breaker Incendiary • SG-451 Cookout
Damage Impact Icon.svg Impact Damage This damage is caused by sources impacting with the Helldiver. High speed terrain/object collision • Falling  •  K-2 Throwing Knife
Damage Laser Icon.svgContinuous Laser Damage from laser beam weaponry. Damage from laser beams can also cause Helldivers to catch on fire. AX/LAS-5 "Guard Dog" Rover • LAS-5 Scythe • LAS-7 Dagger • LAS-98 Laser Cannon • Orbital Laser • Harvester (Beam attack)
Damage Melee Icon.svg Melee Damage Damage from extremely short-range enemies slashing with their claws/weapons. Alpha Warrior • Berserker • Brawler  • Bile Titan (Stomp attack) • Bile Spewer • Bile Warrior • Brood Commander • Charger • Commissar • CQC-1 One True Flag • CQC-5 Combat Hatchet • CQC-19 Stun Lance • CQC-30 Stun Baton • CQC-42 Machete • EXO-45 Patriot Exosuit/EXO-49 Emancipator Exosuit (Stomp attack) • Harvester (Stomp attack) • Hive Guard • Hunter • Impaler • Nursing Spewer •  Overseer • Pouncer • Scavenger • Shrieker • Stalker • Trooper • Voteless • Warrior
Damage Gas Icon.svg Gas Damage Damage from gas, both direct streams and damage-over-time. Armor with the Advanced Filtration passive will resist this damage type. AX/TX-13 "Guard Dog" Dog Breath • G-4 Gas Grenades • MD-8 Gas Mines • Orbital Gas Strike • TX-41 Sterilizer • S-11 Speargun

Status Strength & Thresholds

Weapons that have status effects are not so simple that a single pellet can hit an enemy and proc the status effect; they have status strength or "buildup" where once the threshold is met the status effect will trigger on the enemy. Status Strength also has decay so ensure to continuously apply the "buildup" to trigger the effect. Enemies also have a maximum threshold to prevent residual "buildup" from continuously triggering on an enemy.

  • For Example: The SG-225IE Breaker Incendiary has 0.6 status strength per pellet and a Warrior has a minimum trigger threshold of 2.1 & 3.3 maximum for fire DoT. This means that at least 4 pellets need to hit the Warrior to trigger the burning DoT.

Damage over Time

Damage over time, commonly known as its abbreviation, DoT is a status effect that deals damage ONLY to Main health. The status effect must be able to penetrate the Armor Value or AV of the enemy in order to deal damage. DoT is also subject to the damage reduction from armor penetration being identical to the armor value.

  • For Example: Fire DoT which is Armor AP4 Icon.png Heavy armor penetration deals 35% less damage to a Charger's main health which is Armor AV4 Icon.png Heavy armor.
    • Fire does 100 dmg/s × 1.5 = 150 dmg/s × 0.65 = 97.5 → 97 dmg/s.
  • Sources of DoT are Fire, Burning Heavy, LAS-17 Double-Edge Sickle Burn, Thermite, Gas, Acid, Thorn Bushes and Barbed Wire and Bleeding (Helldiver only)

Elemental Multipliers

Elemental damage and Status Effects operate via damage multipliers, the most common being Fire, though there are few enemies with Arc and Gas status effect damage multipliers that are also affected. Such as Fleshmobs receiving a 2x Arc damage multiplier or Helldivers with a 1.3x Gas damage multiplier. These multipliers operate are based off of enemy size, the larger the enemy the higher the multiplier and vice versa, with smaller enemies having a smaller multiplier.

  • Fire damage multiplier examples: Warriors have a 0.8x multiplier, Brood Commanders have a 1x multiplier, Chargers have a 1.5x multiplier, and Bile Titans have a 1.7x multiplier,.
  • Robotic and large enemies have higher status thresholds and take longer to ignite than organic.

Damage Comparison Table

See Damage Comparison.

References