Fleshmob
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The Fleshmob is an Illuminate enemy in Helldivers 2. It is a hulking monstrosity comprised of several Voteless fused into each other.
Spawning
Fleshmobs spawn naturally throughout the map near POIs, in patrols, and via enemy reinforcements. Their quantity in a given spawn condition increases with higher difficulties.
Behavior
Fleshmobs lumber aimlessly throughout the map alongside Voteless and Overseers. Upon detecting a Helldiver, based on their current proximity, Fleshmobs will initiate one of three behaviors:
- <15 meters: Slowly walk towards targets and swipes at them when in range.
- 15-30 meters: Enters an aggresive state, moving quicker towards targets whilst constantly flailing their numerous arms around, knocking back Helldivers and destroying nearby objects.
- 30+ meters: Perform a short windup in which they roar with their arms spread out and begin charging at their target at high speed, similar to a Charger. This ragdolls and heavily damages any Helldivers.
Anatomy
Part Name | Health* | AV** | Durable** | % To Main*** | Bleed | Fatal | ExDR**** | |
---|---|---|---|---|---|---|---|---|
Main (Damaged Body) |
6,000 | ![]() |
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25% | - | None | Yes | 0% |
Head Flesh Chunks (8) |
400 | ![]() |
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25% | 100% | None | No | 25% |
Arms (4) | 200 | ![]() |
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25% | 25% | None | No | 100% |
Legs (2) | 400 | ![]() |
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25% | 100% | None | No | 25% |
* 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.
Tactical Information
- Despite a complete lack of armor, the Fleshmob is an incredibly durable enemy with a very large health-pool and no fatal parts.
- The Fleshmob is immune to flinching via gunfire and has an extremely high stagger resistance that cannot be matched by any loadout weapon.
- This stun resistance is pushed even further during its charge state; the only armament that can stun a Fleshmob during this state is the Orbital EMS Strike.
- Whilst not charging and no SEAF-asset is within 15-meters, the Fleshmob can be stunned by the SG-20 Halt (Stun Ammo) and ARC-3 Arc Thrower.
- This stun resistance is pushed even further during its charge state; the only armament that can stun a Fleshmob during this state is the Orbital EMS Strike.
- If a Fleshmob's arms are broken, it can no longer swing at Helldivers to attack, resorting strictly to charge attacks.
- Breaking a Fleshmob's legs will not slow them down or disable their charge.
- High-damage, explosive, and shrapnel weapons are the most effective at dealing with Fleshmobs. Examples include the RL-77 Airburst Rocket Launcher, AC-8 Autocannon (Flak Ammo), and Orbital Airburst Strike
- While slightly less deadly, the GL-21 Grenade Launcher can kill a Fleshmob in 5-6 shots and leaves room for a backpack Stratagem.
- The StA-X3 W.A.S.P. Launcher possesses high explosion damage and can kill a Fleshmob in 4 shots. With perfect accuracy, one magazine can kill a Fleshmob and severely weaken a second.
- For primary weapons, options include the R-36 Eruptor and CB-9 Exploding Crossbow.
- The lack of armor and the large size of Fleshmobs enable many high rate-of-fire (ROF) weapons such as the MG-206 Heavy Machine Gun, MP-98 Knight, PLAS-1 Scorcher, and AR-23A Liberator Carbine to excel dealing large amount of burst-damage.
- Gas weaponry can be particularly effective as they can force a Fleshmob to divert attention away from Helldivers, even while charging.
- Flame and burn damage weapons are very effective against Fleshmobs because they have a x2 burning damage vulnerability.
- Like other large enemies, Fleshmobs are completely immune to impact from the M-102 Fast Reconnaissance Vehicle. Running into one will stop the vehicle and sometimes deal enough damage to make the FRV explode.
- The Fleshmob has unique attack animation that flips the FRV upside down when the vehicle is too close to it.
- While charging, The Fleshmob will continue to chase the FRV even after Helldivers have exited the vehicle, this can act as a useful diversion in some situations.
Gallery
Trivia
- A day before its official release, the Fleshmob was teased by Major Truth, an Arrowhead affiliate roleplaying as an in-universe social media user, who posted camera footage[1] of a Fleshmob roaming the streets of a Colony.
- Fleshmobs are the only Heavy-class enemy that spawns on
Trivial.
- What appears to be a cow skull is embedded into the front of the Fleshmob. This may be a reference to the common trope of aliens abducting and experimenting on cows.
References
- Teaser of the Fleshmob
Known Issues
- As of version 1.003.000, a bug affects Fleshmobs which causes them to phase through terrain and appear at the topmost geometry through walls. This is most noticeable in Megacity biomes where there are many sharp angles present in map geometry.
Change History
Patch
Description
1.003.000
2025-05-13
Added to the game.