Helldiver

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Disambig.svg This article is about the Helldiver as an individual. For The Helldiver Corps, see The Helldivers.
Last updated: 1.003.000
Current patch: 1.005.001

Helldivers are Super Earth Icon.svg Super Earth Federation elite infantry units that serve as the player character in Helldivers 2.

Spawning

  • Helldivers deploy from Hellpods during the start of a Mission, when a Reinforcement is called by an ally, or when an entire Helldiver squad is wiped out.
  • Aside from the first deployment during a mission, Helldivers have a limited number of respawns, amounting to 5 per squad member, pooling together for a total of 20 if there are 4 Helldivers present.
    • This can be increased to 6 per squad member if one Helldiver is using the Increased Reinforcement Budget Booster.
    • If all Reinforcements are depleted, then they will slowly recharge to a maximum of one on a timer of 120 seconds, reduced to 90 seconds with the Flexible Reinforcement Budget Booster.

Behavior

  • Helldivers will often stay together in groups of up to 4, focusing on achieving the current Mission Objective by any means necessary.
  • Helldivers are player-controlled and, as such, can often be unpredictable. Typically, they are generally cooperative with one another, and will communicate and relay points of interest in order to complete their mission as efficiently as possible.
  • Helldivers will focus on collecting Samples when not engaged in combat or the primary objective.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 125 Armor AV0 Icon.png Unarmored I Helldiver Main.png 0% - None Yes 50%
(62.5% w/Ballistic Padding)
(75% w/Fortified)
Head 85 Armor AV0 Icon.png Unarmored I 0% Armor
Dependent
None Yes 100%
Torso 60 Armor AV0 Icon.png Unarmored I 0% Armor
Dependent
[10/s] No 100%
Arms 35
(52 w/Servo-Assisted)
Armor AV0 Icon.png Unarmored I 0% Armor
Dependent
None No 100%
Legs 45
(67 w/Servo-Assisted)
Armor AV0 Icon.png Unarmored I 0% Armor
Dependent
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.


Armor Damage Reduction

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


Tactical Information

  • When any limb reaches 0 Health, it will break, causing the following effects:
    • Head: Death
    • Body: 10 DPS until death or healed by a Stim
    • Arm: Increased Sway and Reduced Accuracy
      • If the right arm breaks, reduced throwing range
    • Leg: Reduced Movement speed, Sets Stamina to 0, Prevents Stamina regeneration
  • Excluding any Armor Passives, Helldivers take 130% Gas Damage, 50% Explosion and 50% Fire Damage
    • Explosion Damage taken is reduced by 90% when a Helldiver is prone or in ragdoll state.
  • Helldivers are very squishy compared to most Enemies, having no armor and only 125 health. We can die quickly to just about anything.
    • This is counteracted by the unique attribute of armor to resist damage and availability of Stims to heal, granting us fully restored health and stamina along with a temporary 10% damage resistance if using the Experimental Infusion booster in Stim state or passive additional 10% damage resistance with Vitality.
  • Helldivers have a vast arsenal at their disposal, consisting of several different Weapons and Stratagems designed to supplement their operations and destroy their enemies.
  • Helldivers can be easily knocked over with enough force, throwing them to the ground, rendering them unable to heal or attack for a short time.

Voice Lines

Trigger Voiceline
After deployment while in a squad Helldiver reporting to the front.
Democracy has landed.
Point me to the enemy.
Ready to Liberate.
Joining the fray.
Successfully arming a Hellbomb Hellbomb armed―clear the area.
No ammo in magazine Mag's empty.
Nothing in the chamber.
No stims Out of stims!
Prolonged fire Get some! GET SOOOOME!
*Maniacal Laughter*
FOR SUPER-EARTH!!!
Throwing a grenade How about a nice cup of Liber-tea?
Throwing grenade!
Fire in the hole.
Grenade!
Stimming themselves Feels gooooood.
Freedom never sleeps!
My life for Super Earth!
Democracy needs me.
Helldivers never die.
A little shot o' Liberty.
No pain no Freedom.
Injury? What injury!
Liberty heal me.
Not today!
Stimming a nearby injured Helldiver Stimming you.
No diver left behind.
Administering meds!
Live to dive another day.
Democracy isn't done with you yet.
Torso broken I'm bleeding out!
I'm hit! Sweet liberty...the blood.
Dropping below 50% HP while bleeding Can't survive these wounds much longer.
Arm Broken Sweet Liberty, my arm!
Can't Liberate with this broken arm.
Gotta fix this Liberty-forsaken arm.
Leg Broken My leeeeg!
Flag-forsaken leg's slowin' me down.
Stratagems
Trigger Voiceline
Throwing an Eagle stratagem Requesting air support!
Sending in an Eagle!
Calling in an Eagle.
Throwing an orbital stratagem Requesting orbital strike!
Calling in orbital strike!
Orbital inbound!
Throwing a support stratagem Requesting advanced weaponry!
Calling down a support weapon!
Freedom requires firepower.
Requesting tac-pack.
Throwing a supplies stratagem Throwing supply beacon.
Calling down supplies.
Throwing a reinforce stratagem Calling in reinforcements!
Another diver for the cause.
Reinforcing!
Throwing a sentry stratagem Calling down a sentry.
Requesting sentry.
Throwing a fortification stratagem Calling down fortifications.
Requesting fortifications.
Throwing an objective stratagem Calling down objective equipment!
Pings
Trigger Voiceline
Pinging an Objective Objective located.
Pinging a Hellbomb Hellbomb. (Direction)
Cancelling latest ping Cancel that.
Nevermind.

Trivia

  • Default 1 Voicepack is voiced by Erica Lindbeck in the English dub.
  • Default 2 Voicepack is voiced by Yuri Lowenthal in the English dub.
  • Default 3 Voicepack is voiced by Julie Nathanson in the English dub.
  • Default 4 Voicepack is voiced by Robbie Daymond in the English dub.
  • The circular port present on the back of most Helldiver helmets is intended to be an oxygen supply connector for planetfall drops.
    • An animation of the oxygen hose disconnecting from the back of the helmet was intended to play when Helldivers emerged from their Hellpods, but it was scrapped due to time constraints. [1]
  • The Helldivers training program has approximately a 21.3% survival rate.
  • According to Arrowhead's Chief Creative Officer, Helldivers have a 2-minute life-expectancy following combat deployment. [2] Albeit the actual life-expectancy varies greatly on an individual level.
  • The average recruit's combat readiness is estimated at 27.1%.
  • According to an official Facebook post "Becoming a Helldiver - What to expect", Helldivers receive unrivaled healthcare benefits.

Change History

Patch
Description

1.003.000
2025-05-13

Change

  • The Helldiver is now slightly more resistant to being set on fire.

1.001.104
2024-10-15

Changes

  • Helldiver armor tweaks
    • Both Heavy and Light armor are now more effective,
    • Heavy armor reduces damage taken by 25%, up from 20%
      • 5% more damage reduction
  • Light armor increases damage taken by 25%, down from 33%
    • 8% less damage taken

1.000.200
2024-04-02

Changes

  • Heavy and medium armor protects better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.
  • Helldiver limbs explosion damage reduction increased from 0% to 100%.

Undocumented Change

  • Helldiver chest explosion damage reduction increased to 50%.

1.000.100
2024-03-06

Fix

  • Fixed armor rating values not reducing damage as intended.
  • Helldivers now take damage from fire, gas etc. generated by other players.

References

  1. What are these circles on the helmets?..
  2. "(...) That they get into a freezer to be thawed is not disclosed. Nor that their life expectancy is 2 minutes." pilestedt Tweet. Published on February 19, 2024, accessed on November 3rd, 2025.