Armor Passives
Armor Passives are special bonuses or effects that are unique to specific armor sets in Helldivers 2.
Overview
Armor passives provide additional benefits to the Helldiver when wearing the corresponding armor, altering their gameplay experience. Some passives offer improved combat capabilities, such as increased resistance to certain types of damage or recoil reduction, while others provide utility enhancements, like increased inventory capacity or improved stealth proficiency.
Standard Issue
Standard Issue equipment provides ‘No additional bonuses.’ according to the Armory description. This equipment has no benefits or drawbacks. All helmets and capes in the game are Standard Issue.
Armor Passives
Armor Passives can impact survival and combat effectiveness. When selecting an Armor Passive, Helldivers may consider not only personal preferences and playstyle but also the mission objectives, enemy types, and team composition to maximize the benefits of the chosen passive. Armor Passives can influence the difficulty or strategies deployed, as each passive offers unique advantages that cater to different situations. By selecting passives that complement each other, a well-coordinated team can create a complimentary loadout that enhances their overall performance.
Advanced Filtration
Icon | Name | Armory Description |
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Advanced Filtration | Provides 80% resistance to gas damage and effects. |
Advanced Filtration reduces damage taken from gas by 80%. Gas damage may come from the TX-41 Sterilizer, AX/TX-13 "Guard Dog" Dog Breath, MD-8 Gas Mines, and Orbital Gas Strike stratagems.
Democracy Protects
Icon | Name | Armory Description |
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Democracy Protects | 50% chance to not die when taking lethal damage. Prevents all damage from bleeding if chest hemorrhages. |
Democracy Protects grants a 50% chance for the Helldiver to survive fatal damage. This empowers the wearer to survive attacks that would otherwise be lethal, such as head-shots from Cannon Turrets.
The passive also prevents internal bleeding if the chest is injured.
Electrical Conduit
Icon | Name | Armory Description |
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Electrical Conduit | Provides 95% resistance to arc damage. |
Electrical Conduit reduces damage taken from arc attacks by 95%, allowing the wearer to survive multiple strikes. This is useful in missions against the Illuminate, where it can help resist close range arc attacks of Watchers and Harvesters, as well as the static Lightning Spires. It will also protect against fellow Helldiver weaponry, making it much safer to remain in the line of Arc fire.
Engineering Kit
Icon | Name | Armory Description |
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Engineering Kit | Further reduces recoil when crouching or prone by 30%. Increases initial inventory and holding capacity of grenades by +2. |
Engineering Kit increases the wearer's grenade capacity by two (+2). So the Helldiver deploys with 5/6 instead of 3/4 grenades. And with Hellpod Space Optimization (booster), 6/6 grenades.
This passive (and Fortified) also reduces firearms' vertical recoil, but not the horizontal or the Helldiver's sway. Even while standing, the recoil is reduced as much as crouching without the passive; contrary to what the description states.[1]
Extra Padding
Icon | Name | Armory Description |
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Extra Padding | Provides a higher armor rating. |
Extra Padding adds 50 points to the Helldiver's armor rating, improving defense without impacting speed or stamina regeneration. If the total body armor rating exceeds 100 points, the Helldiver takes less head damage.
The total armor rating points is shown as its stats ingame. E.G. a medium armour with base 100 AR with Extra Padding (+50 AR) will result in 150 AR displayed.
Fortified
Icon | Name | Armory Description |
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Fortified | Further reduces recoil when crouching or prone by 30%. Provides 50% resistance to explosive damage. |
Fortified increases survivability against explosion damage, E.G. spit attacks from Bile or Nursing Spewers and Automaton rockets.
This passive (and Engineering Kit) also reduces firearms' vertical recoil, but not the horizontal or the Helldiver's sway. Even while standing, the recoil is reduced as much as crouching without the passive; contrary to what the description states.[1]
Inflammable
Icon | Name | Armory Description |
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Inflammable | Provides 75% resistance to fire, allowing bearer to rest assured in their inflammability. |
Inflammable reduces damage taken from fire by 75%. This can be useful on planets ravaged by Fire Tornados, when facing Hulk Scorchers on medium difficulty or higher, overusing the Double-Edge Sickle, and even alongside pyromaniac Helldivers.
Med-Kit
Icon | Name | Armory Description |
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Med-Kit | Increases initial inventory and holding capacity of stims by +2. Increases stim effect duration by 2.0s. |
Med-Kit increases the wearer's stim capacity by two (+2). A Helldiver deploys with 4/6 instead of 2/4 stims, and with Hellpod Space Optimization-booster 6/6 stims.
It also increases stim effect duration by two seconds, allowing the wearer to outlast damage-over-time attacks such as fire or Orbital Gas Strikes. Stims of P-11 are also affected by this passive.
Peak Physique
Icon | Name | Armory Description |
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Peak Physique | Increases melee damage by 100%. Improves weapons handling with less drag on weapon movement. |
Peak Physique increases melee damage done by 100%.
Additionally, weapon handling is increased by a value of 30. This causes weapons to have less drag when following the crosshair, essentially allowing the players to snap between different targets much quicker. Especially noticeable for slow-handling weapons such as the Dominator, Eruptor or most of the Support Weapons.
- NOTE: Currently it applies to all weapons including things HMG Emplacement turret. This bonus applies even after the wearer drops or leaves the weapon/emplacement. This bonus also stacks up if multiple wearers pick up/enter the same weapon/emplacement. In the case of the HMG Emplacement, it only applies to the turning of the gun itself, not the turret base. This is very likely a bug
Scout
Icon | Name | Armory Description |
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Scout | Markers placed on the map will generate radar scans every 2.0s. Reduces range at which enemies can detect the wearer by 30%. |
The Scout passive decreases the Helldiver's overall detection range from enemies. It can be used to clear objectives and gather loot with less enemy disruption.
Markers placed on the map will generate enemy radar scans every other second. This technique can be used to locate patrols and find or avoid enemies, but not to discover POIs.
- NOTE: This passive is not applied on stratagems, especially on active "drones" such as AX/AR-23 "Guard Dog" which will be spotted and alerted of from non-reduced distances. Once drone-stratagem is made inactive by returning it into the backpack, the Scout-passive functions fully once again.
Servo-Assisted
Icon | Name | Armory Description |
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Servo-Assisted | Increases throwing range by 30%. Provides +50% limb health. |
Servo-Assisted increases the throwing range of stratagems and grenades by 30%.
It also improves limb health by 50%. This effect does not improve head or chest health.
Unflinching
Icon | Name | Armory Description |
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Unflinching | Helps Prevent Helldivers from flinching when hit. Provides a higher armor rating. Markers placed on the map will generate radar scans every 2.0s. |
Unflinching reduces the amount of recoil flinch by a factor of 95%, reduces camera shake and decreases the timer before your Helldiver maniacally laughs when prolonged firing by 1 second.
Increases Armour Rating by 25.
Markers placed on the map will generate radar scans every 2 seconds.[2]
Siege-Ready
Icon | Name | Armory Description |
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Siege-Ready | Increases reload speed of primary weapons by 30%. Increases ammo capacity of all weapons by 20%. Does not affect weapon backpacks. |
Siege-Ready increases reload speed of primary weapons by 30% and increases total ammo capacity of all weapons that do not use backpacks by 20%.
- Weapons with 5 or less total magazines receive 1 extra magazine
- Weapons with 6 to 10 total magazines receive 2 extra magazines
- Weapons with 11 to 15 total magazines receive 3 extra magazines
- Weapons with 16 or more total magazines receive 4 extra magazines
- "Punisher"-style shotguns, the SG-20 Halt shotgun and the R-6 Deadeye lever-action rifle receive 12 extra rounds, 72 Total
- The R-2124 Constitution receives 20 extra rounds to total of 119
- The P-11 Stim Pistol receives 5 extra rounds (rounded up from 4.8), for a total of 29.
- The SG-22 Bushwhacker receives 6 extra rounds, for a total of 36.
- The P-4 Senator receives 8 extra rounds, for a total of 48.
- The GP-31 Ultimatum receives no extra rounds from this armor passive.
Acclimated
Icon | Name | Armory Description |
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Acclimated | Grants a 50% resistance to fire, gas, acid and electrical damage. |
Acclimated provides 50% resistance to fire, gas, acid, and electrical / arc damage.
Integrated Explosives
Icon | Name | Armory Description |
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Integrated Explosives | Armor explodes 1.5s after the wearer dies. Increases initial inventory and holding capacity of throwables by +2. |
Integrated Explosives causes the corpse of the user to detonate 1.5s after death.
The explosion deals 2000 damage with a penetration of Anti-Tank I and a demolition force of 30, enabling it to kill certain heavy units as well as certain structures such as Bug Holes.
Gunslinger
Icon | Name | Armory Description |
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Gunslinger | Increases sidearms reload speed by 40%. Sidearm draw/holster speed increased by 50%. Sidearm recoil reduced by 70%. |
Reinforced Epaulettes
Icon | Name | Armory Description |
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Reinforced Epaulettes | Increases reload speed of primary weapons by 30%. Gives wearer a 50% chance to avoid grievous limb injury. Increases melee damage by 50%. |
Ballistic Padding
Icon | Name | Armory Description |
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Ballistic Padding | Provides +25% resistance to chest damage. Provides +25% resistance to explosive damage. Prevents all damage from bleeding if chest hemorrhages. |
Detailed Armor Statistics
Integrated Explosives Attack | |
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Area of Effect | |
Inner Radius | 3 m |
Outer Radius | 7 m |
Shockwave Radius | 14 m |
Damage | |
Inner Radius | 2000 |
Outer Radius | 1999 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 30 |
Stagger Force | 30 |
Push Force | 40 |
Change History
1.003.101
2025-06-10
Changes
Integrated Explosives
- Now also increases initial inventory and holding capacity of grenades by +2.
Unflinching
- Now also increases armor rating by 25.
- Markers placed on the map will generate a radar scan every 2.0s, revealing nearby hostiles.
1.003.003
2025-05-27
Changes
Reinforced Epaulettes
- Increased Reload Speed of primary weapons by 30%,
- Increased Melee Damage by 50%,
1.002.101
2025-02-04
Changes
- After hearing player feedback, we have decided not to fix a bug with the Siege Ready Armor Passive which gives more ammo to all magazine-based weapons, instead of just primary weapons as described.
1.002.003
2024-12-18
Fix
- Fix Siege Ready armor passive not affecting ammo pools on initial dives when joining an ongoing mission.
1.000.403
2024-06-25
Fix
- Fixed Peak Physique armor passive not properly affecting weapon ergonomics.
References
- ↑ 1.0 1.1 cashcrop_ (2024). I tested ALL ARMOR TYPES and PASSIVES in HELLDIVERS 2 so you don't have to if you don't want to (https://youtu.be/_xoBOfAgBmw&t=184). YouTube.
- ↑ Email from Arrowhead Support (https://imgur.com/a/0Ge3I0r)