EXO-45 Patriot Exosuit

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A heavily-armored walking exosuit equipped with a rocket launcher and heavy machine gun.

— Ship Management Terminal

The Patriot Exosuit is a combat exosuit produced by the Morgunson corporation on the planet of Tien Kwan in the Theseus Sector. The EXO-45 Patriot Exosuit is equipped with a rocket pod housing fourteen rockets and a minigun holding 1,000 rounds of ammunition, and may also perform a melee stomp attack. It may not be taken alongside the EXO-49 Emancipator Exosuit in missions.

Well done, Helldivers. Tien Kwan has been returned to the care of Managed Democracy. The Morgunson Arsenal, and its stockpile of freshly-produced Exosuits, were recovered intact. The EXO-45 Patriot Exosuit is now available for requisition.

— Quote from Major Orders

As of March 7, 2024, some EXO-45 units could be found on Tien Kwan. On March 8, 2024 the EXO-45 Patriot Exosuit was added to Helldivers 2 after the liberation of the planet, Tien Kwan.

Stratagem Statistics

General
Call-in Time 10.50 seconds
Uses 3
Cooldown Standard 600 seconds
With Morale Augmentation 570 seconds
With DSS Boost 390 seconds
With All Upgrades 370 seconds

Detailed Weapon Statistics

EXO-45 Patriot Exosuit
Main Health 850
Main Armor Armor AV3 Icon.png Medium
Total Uses 3
Cooldown 600 sec
Call-in Time 0 s
Exosuit Stomp Damage
Exosuit Destruction Explosion
Patriot Exosuit - Left
Fire Rate 90 rpm
Ergonomics 65
Capacity 14
Spare Magazines 0
Starting Magazines 0
Missile Exosuit Projectile
Missile Exosuit Explosion
Patriot Exosuit - Right
Fire Rate 1200 rpm
Ergonomics 65
Capacity 1000
Spare Magazines 0
Starting Magazines 0
Rifle 8x60mm Full Metal Jacket Projectile
Exosuit Stomp
Damage
Standard 200
vs. Durable 200
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP0 Icon.png Unarmored I
Large Angle Armor AP0 Icon.png Unarmored I
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 30
Stagger Force 20
Push Force 20
Exosuit Destruction
Area of Effect
Inner Radius 0.6 m
Outer Radius 7 m
Shockwave Radius 10 m
Damage
Inner Radius 200
Outer Radius 199 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 50
Stagger Force 50
Push Force 40
Missile Exosuit
Projectile
Caliber 75 mm
Mass 2.5 kg
Initial Velocity 200 m/s
Drag Factor 30%
Gravity Factor 100%
Lifetime 15 sec
Penetration Slowdown 85%
Damage
Standard 1250
vs. Durable 1250
Penetration
Direct Armor AP6 Icon.png Anti-Tank II
Slight Angle Armor AP6 Icon.png Anti-Tank II
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 30
Stagger Force 40
Push Force 25
Missile Exosuit
Area of Effect
Inner Radius 1 m
Outer Radius 2 m
Shockwave Radius 4 m
Damage
Inner Radius 400
Outer Radius 399 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 30
Stagger Force 60
Push Force 70
Rifle 8x60mm Full Metal Jacket
Projectile
Caliber 8 mm
Mass 11 g
Initial Velocity 820 m/s
Drag Factor 30%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard 90
vs. Durable 23
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP1 Icon.png Unarmored II
Special Effects
Demolition Force 10
Stagger Force 20
Push Force 12

Tactical Information

Patriot Specific

  • The Patriot's minigun is a lethal weapon against unarmored or lightly armored enemies such as Hunters or Troopers, but can also be used to damage critical components of enemies such as the vents on the back of an Annihilator Tank. The minigun has a short wind up time, but also has a short wind down time that can be used to conserve ammunition and keep the minigun spinning while changing targets rapidly.
  • Despite the initial velocity being listed as 200m/s, the rocket actually flies at 70m/s. This is the same flight speed as the Commando's missiles.
  • It is ill advised to use the Patriot's rockets against bug nests and bot fabricators due to its limited ammunition pool. It is better utilized to kill heavy enemies, like Chargers. The rockets also suffer from damage fall-off meaning that at longer ranges certain breakpoints like Charger heads will not be met.
    • One well placed shot to the head can kill a Charger, except the Behemoth variant which requires two shots. Another tactic to conserve rockets against Behemoth Charger is to use one rocket to strip the armor off a leg, then use the minigun to destroy the leg flesh or to hit the butt.
    • Two shots to the head will kill a Bile Titan.
    • Two shots to a foot of a Factory Strider will kill it.
    • A single well placed shot to the exposed head will kill an Impaler.
  • You can conserve ammo for both the rocket launcher and minigun when you are only fighting chaff enemies such as Scavengers or Troopers, as the Patriot is capable of simply trampling these types of foes thanks to its size and weight.

General Exosuit

  • The hull of the Patriot is not very durable as friendly fire from high damaging weapons such as the AC-8 Autocannon, EAT-17, or even R-36 Eruptor can destroy the exosuit in as little as one shot. Rocket raiders & Rocket Devastators are also lethal threats against the exosuit, therefore it is ill-advised to bring them when fighting against the Automatons.
  • However, it is quite durable against Scavenger and Warrior melee attacks as well as small arms fire from the Automatons.
  • The rotational mobility of the exosuit is limited. Don't expect to quickly spin around to kill flanking enemies.
  • Exosuits are highly resistant and even immune to many Fire-based weapons and hazards, such as Fire Tornadoes.
  • Other hazards such as Tremors, Ice Plants, Shrubs, and Blast Cones can be ignored or trampled. Barriers such as trees, light fencing, and certain rocks can also be cleared away when advancing with the Patriot.
  • When boarding the Patriot, you regain stamina and can Stim while inside the exosuit.
  • You can reach slightly higher ground if dismounting from the Patriot by positioning the back of the exosuit next to a reachable raised platform such as buildings found near Points of Interest or certain raised rock formations.
  • Equipping a SH-32 Shield Generator Pack while inside the Patriot allows the barrier to block certain attacks aimed at the exosuit from the front. Attacks that aim at the waist and below or behind will still deal damage to the exosuit.
  • The melee stomp attack is capable of opening Cargo Containers found at Points of Interest.
  • Due to the long cooldown period of Exosuits it is advised to bring them to DSS occupied planets because it reduces the cooldown by 35%.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 850 Armor AV3 Icon.png Medium Exosuit Main.png 100% - None Yes 50%
Torso Armor Main Armor AV3 Icon.png Medium 100% - None Yes 100%
Cockpit 500 Armor AV3 Icon.png Medium NO IMAGE 85% 100% None No 100%
Hips 500 Armor AV3 Icon.png Medium 80% 100% None No 100%
Arms 350 Armor AV2 Icon.png Light 80% 0% 250 [0/s] No 0%
Legs 250 Armor AV2 Icon.png Light 80% 100% 350 [0/s] Yes 100%
Extras 10 Armor AV0 Icon.png Unarmored I 0% 0% None No 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.


Applicable Ship Modules

The following Ship Modules affect the EXO-45 Patriot Exosuit

Department Ship Module Effect
Bridge Morale Augmentation Reduces cooldown time from all stratagems by 5%.

Media

Screenshots

Trivia

Resupply Stratagem Icon.png
This section is missing information about additional trivia. 
Please expand the section to include this information. Further details may exist on the talk page.
  • This exosuit looks like a revamped EXO-44 Stomper Exosuit from Helldivers 1.
  • When originally revealed in the Report for Duty trailer, the EXO-45 was instead called EXO-44 Walker Exosuit MK3.
  • Helldivers refer to the exosuits as walkers when called in and pinged.
  • Wrecked exosuits can be seen at various Minor Places of Interest and in certain parts of the game's world ever since the game's launch (as can wrecked M-102 Fast Reconnaissance Vehicles) though their models differ somewhat from the Patriot; notably, the rocket pod has fewer tubes.

Change History

Patch
Description

1.002.200
2025-03-18

Change

  • Uses increased from 2 to 3

1.002.001
2024-12-13

Changes

  • Both exosuits have been rebalanced to improve durability and extend combat effectiveness, while preserving a sense of vulnerability as they now gradually break down from sustained damage. The intention is to improve the experience with Exosuits by adding more gameplay depth
  • Main health pool increased from 600 to 850
  • Cockpit health pool increased from 450 to 500
  • Cockpit armor increased from 2 to 3
  • Arm health pool increased from 250 to 350
  • Arm armor decreased from 3 to 2
  • Leg health pool increased from 500 to 600
  • Slightly less durable resistance against projectiles

Undocumented Change

  • Main durability decreased from 100% to 20%
  • Arm explosion damage resistance reduced from 100% to 0%

1.001.100
2024-09-17

Change

  • Gatling: Gatling stagger force increased from 15 to 20.

Undocumented Change

    • Rocket Projectile standard damage increased from 400 to 1250.
    • Rocket Projectile durable damage increased from 400 to 1250.

Fixes

  • Fixed an issue where the Combat Walker bumping into a big building would destroy it.

1.001.002
2024-08-06

Changes

  • Patriot Exosuit missiles no longer self inflict damage.

Fixes

  • The minimap now closes, if open, when exiting an Exo-Suit.

1.000.400
2024-06-13

Changes

  • Gatling: Increased projectile damage from 80 to 90.
  • Gatling: Increased projectile damage against durable* body parts from 7.5% to 25%.

Fixes

  • The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.

1.000.300
2024-04-29

Fixes

  • Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
  • Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.

1.000.200
2024-04-02

Changes

  • Rockets will now penetrate armor only on direct hit.

Undocumented Change

Fixes

  • Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
  • Fixed Exosuits being able to fire their weapons while opening the minimap.
  • The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.

1.000.103
2024-03-20

Fixes

  • Exosuit no longer destroys itself when firing a missile while turning.
  • Exosuit now retains its melee functionality, even when damaged.