MP-98 Knight

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Last updated: 1.004.100
Current patch: 1.005.001


A submachine gun with an extremely high rate of fire, which can be operated with one hand. Ideal for multitasking.

— Armory Description

The Knight is a Primary Weapon Submachine Gun with an extremely high rate of fire.

Procurement

The Knight is obtained by purchasing the Super Citizen Edition DLC.

Detailed Weapon Statistics

MP-98 KNIGHT
Fire Rate 1380 rpm
Recoil 11.875
Horizontal Recoil 6.25
Vertical Recoil 17.5
Spread ↔[5.00] ↕[5.00]
Sway 1.3
Ergonomics 90
Capacity 50
Spare Magazines 7
Starting Magazines 5
Mags from Supply 7
Mags from Ammo Box 3
Attacks
*9x20mm FULL METAL JACKET P Projectile
9x20mm FULL METAL JACKET P
Projectile
Caliber 9 mm
Mass 7 g
Initial Velocity 375 m/s
Drag Factor 120%
Gravity Factor 100%
Penetration Slowdown 25%
Damage
Standard Damage Ballistic Icon.svg90 Ballistic
vs. Durable Damage Ballistic Icon.svg18 Ballistic
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 10
Push Force 5

Attachments


Tactical Information

  • The Knight is a Submachine Gun that thrives in close-quarters combat. Its extreme rate of fire and high damage per round exceed the performance of even the AR-23A Liberator Carbine or M-105 Stalwart for raw DPS.
    • The Knight boasts the highest RPM of every Primary weapon, and the second highest RPM of all weapons in the game, losing out to the Maxigun’s blistering 1500 RPM.
  • The Knight empties its magazines quickly. Firing in short bursts or using the alternate firing modes will help to prevent over-spraying on a dying target. Continuous full-auto is best reserved for targets with high health, durability and low armor, such asFleshmobs or the butt of a Charger.
    • Using the Siege-Ready Armor Passive is highly recommended as it grants 2 additional magazines with the default option and 1 additional magazine with the extended option. Also equipping a B-1 Supply Pack is recommended as the weapon is incredibly ammunition hungry.
    • The extended magazine adds 20 rounds - less than one extra second of fully automatic fire per reload. At the cost of losing 2 reserves.
      • The combat load with default magazines is 400 rounds vs 420 with extended magazines.
    • Combining certain grips and muzzle devices can make the 3-round-burst mode fire incredibly tight spreads. On paper, this is competitive with the Diligence. In practice, the Knight's low-speed, high-drag bullets make this a questionable "Marksman Rifle" to use at most ranges.
  • Pairing the Knight with a hard-hitting Secondary Weapon such as the Senator, Verdict, or Loyalist helps to cover for its low penetration when fighting Armor AV3 Icon.png Medium armored Terminids and Automatons.
  • The Knight is excellent at demolishing Illuminate energy shields. Its light penetration is much less limiting against this faction, so sidearm choice is not as important. The Grenade Pistol and Crisper stand out for their utility in quickly destroying Squid Outposts and cutting off pursuing Voteless, respectively.
  • Like most Submachine Guns, the Knight possesses the "One Handed" trait, allowing the wielder to carry objects in the off hand while wielding the Knight in the main hand. This allows the Knight to be paired with the SH-20 Ballistic Shield, or to carry important mission objects such as the SSSD Hard Drive in Retrieve Valuable Data missions or the High Value Sample found in Fortresses in the Super Helldive Difficulty Icon.svg Super Helldive difficulty.

Trivia

  • The design of the Knight is inspired by the FN P90, both being bullpup submachine guns with a top-loading 50-round magazine.

Media

Change History

Patch
Description

1.004.100
2025-10-23

Changes

  • Damage increased from 70 to 90
  • Durable damage increased from 7 to 18
  • Drag increased from 0.6 to 1.2

1.003.000
2025-05-13

Changes

  • Spread decreased from 25 to 5
  • Drag increased from 0.3 to 0.6
  • Sway increased from 1 to 1.2

1.002.200
2025-03-18

Change

  • Damage increased from 65 to 70

1.001.100
2024-09-17

Changes

  • Damage is increased from 50 to 65.
  • Durable damage increased from 5 to 7.
  • Magazines now fully refill when picking up resupply.
  • Reduced recoil from 20 to 15.

Undocumented Change

  • Push Force increased from 4 to 5.