Eagle 500kg Bomb

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A large bomb obliterating almost any target close to impact. Make sure to clear the area. Big Booms!

— Ship Management Terminal

Stats

  • Call-in Time: 0 Seconds
  • Uses: 1
  • Cooldown Time: N/A

Detailed Weapon Statistics

Eagle 500kg Bomb
Eagle Stock 1
Cooldown 15 sec
Capacity 1
Attacks
Bomb 500kg Projectile
500kg Initial Impact Explosion
Eagle Bomb 500kg Explosion
Bomb 500kg
Projectile
Caliber 50 mm
Mass 500 g
Initial Velocity 500 m/s
Drag Factor 50%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard 1400
vs. Durable 1400
Penetration
Direct Armor AP7 Icon.png Heavy III
Slight Angle Armor AP7 Icon.png Heavy III
Large Angle Armor AP7 Icon.png Heavy III
Extreme Angle Armor AP0 Icon.png Unarmored
Special Effects
Demolition Force 50
Stagger Force 20
Push Force 15
500kg Initial Impact
Area of Effect
Inner Radius 1 m
Outer Radius 3 m
Shockwave Radius 6 m
Damage
Inner Radius 100
Outer Radius 99 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium I
Outer Radius Armor AP2 Icon.png Light II
Shockwave Armor AP3 Icon.png Medium I
AoE Effect
Demolition Force 40
Stagger Force 10
Push Force 40
Eagle Bomb 500kg
Area of Effect
Inner Radius 6.7 m
Outer Radius 20 m
Shockwave Radius 30 m
Damage
Inner Radius 1200
Outer Radius 1199 - 0
Penetration
Inner Radius Armor AP6 Icon.png Heavy II
Outer Radius Armor AP5 Icon.png Heavy I
Shockwave Armor AP6 Icon.png Heavy II
AoE Effect
Demolition Force 50
Stagger Force 100
Push Force 40

Note that the projectile in the game is actually 500 grams, rather than the expected kilograms.

The brunt of the damage is delayed, with the bomb exploding after a couple of seconds.

Gameplay Tips

  • The 500 kg bomb is able to destroy targets that only the hellbomb can destroy such as the Automaton detector tower and research station side objective.

Applicable Ship Modules

The following Ship Modules affect the Eagle 500 kg Bomb:

Department Ship Module Effect
Hangar Liquid-Ventilated Cockpit Reduces the cooldown time from 15 seconds to 7.5 seconds. Rounded to 8 in game. Not applicable until Expanded Weapons Bay is purchased
Pit Crew Hazard Pay Reduces the rearm time when out of charges by 20%
Expanded Weapons Bay Increases the number of uses per rearm from 1 to 2. Base cooldown time is 15 seconds, reduced by Liquid-Ventilated Cockpit.

Media

Tutorial Video Demonstrating Use of the Eagle 500kg Bomb