PLAS-1 Scorcher
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| Helldivers 2 | Helldivers 1 |
“A plasma rifle, firing a bolt of superheated gas which explodes on impact. Avoid standing in proximity to the blast.
— Armory Description
The PLAS-1 Scorcher is a primary weapon that fires explosive energy projectiles.
Procurement
The Scorcher is unlocked on the 10th page of the Helldivers Mobilize Warbond for 75 Medals.
Detailed Weapon Statistics
| PLAS-1 SCORCHER | |
|---|---|
| Fire Rate | 350 rpm |
| Recoil | 15.5 |
| Horizontal Recoil | 11 |
| Vertical Recoil | 20 |
| Spread | ↔[10.00] ↕[10.00] |
| Sway | 1 |
| Ergonomics | 65 |
| Capacity | 20 |
| Spare Magazines | 5 |
| Starting Magazines | 3 |
| Mags from Supply | 5 |
| Mags from Ammo Box | 2 |
| Attacks | |
| *MEDIUM PLASMA BOLT P | Projectile |
| **MEDIUM PLASMA BOLT P IE | Explosion |
| MEDIUM PLASMA BOLT P | |
|---|---|
| Projectile | |
| Caliber | 20 mm |
| Mass | 25 g |
| Initial Velocity | 550 m/s |
| Drag Factor | 150% |
| Gravity Factor | 50% |
| Penetration Slowdown | 35% |
| Explosion On Impact | MEDIUM PLASMA BOLT_P_IE |
| Damage | |
| Standard | |
| vs. Durable | |
| Penetration | |
| Direct | |
| Slight Angle | |
| Large Angle | |
| Extreme Angle | |
| Special Effects | |
| Demolition Force | 10 |
| Stagger Force | 20 |
| Push Force | 10 |
| MEDIUM PLASMA BOLT P IE | |
|---|---|
| Area of Effect | |
| Inner Radius | 1 m |
| Outer Radius | 2 m |
| Shockwave Radius | 2 m |
| Damage | |
| Damage Element | None |
| Inner Radius | |
| Inner Durable | |
| Outer Radius | 99 - 0 |
| Outer Durable | 99 - 0 |
| Penetration | |
| Direct | |
| AoE Effect | |
| Demolition Force | 10 |
| Stagger Force | 10 |
| Push Force | 7 |
Attachments
| Weapon | Category | Attachment Name | Unlock Level | Unlock Cost | Effect |
|---|---|---|---|---|---|
| Scorcher | 1.5x Tube Red Dot | Weapon Level 1 | |||
| Reflex Sight | Weapon Level 4 | ||||
| Holographic Sight | Weapon Level 7 | ||||
| Reflex Sight Mk2 | Weapon Level 14 | ||||
| Iron Sight | Weapon Level 24 | ERGONOMICS 5 | |||
| Laser Sight W/ Flashlight | Weapon Level 1 | ||||
| No Underbarrel | Weapon Level 1 | ERGONOMICS 5 | |||
| Vertical Foregrip | Weapon Level 2 | VERTICAL RECOIL 6 | |||
| Angled Foregrip | Weapon Level 9 | ERGONOMICS 10, VERTICAL RECOIL 6 | |||
| Flashlight Vertical Foregrip | Weapon Level 18 | ERGONOMICS -2, VERTICAL RECOIL 6 | |||
| Laser Sight Angled Foregrip | Weapon Level 22 | ERGONOMICS 8, VERTICAL RECOIL 6 |
Tactical Information
- The explosive bolts can damage groups of tightly packed enemies, along with any Helldiver standing too close to the blast.
- Without the Hellpod Space Optimization Booster, it comes with 3 out of 5 possible magazines. The Siege-Ready Armor Passive slightly alleviates Scorcher's ammo economy with +1 magazine.
- The Scorcher's traits make it viable against nearly every enemy in the game. The exploding plasma can bypass medium armor present on enemies like Hive Guards, Scout Striders, and Devastators. The blasts are also highly effective against the durable butts of Chargers, Impaler faces, the vents on Automaton Hulks, and Tanks.
- Note that while the explosion can penetrate medium armor, the plasma projectile has only light armor penetration. Careful aim against armored enemies is still important to make full use of every shot.
- The Scorcher is capable of eliminating Gunships by shooting at the thrusters because the explosions are
Medium armor penetrating. - Hunters and Pouncers may frequently complicate the use of this weapon, as they can quickly get into melee range of the shooter and render the Scorcher unsafe to fire. However meleeing and quickly backstepping to shoot is a good tactic to avoid self-damage.
- It has the lowest amount of stagger out of any explosive weapon; all enemies fragile enough to be meaningfully staggered by the explosion's inner radius will be killed outright anyway.
Media
Change History
Patch
Description
1.004.100
2025-10-23
Change
- Plasma projectiles will now pass through foliage without losing velocity
1.003.000
2025-05-13
Undocumented change
- Adjusted the reloading animation and sound-effects and the HUD-elements to properly match the reloading timings. The ammunition battery no longer won't mysterious be removed from the chamber once the locking mechanism has clicked both visibly and audibly.
1.001.104
2024-10-15
Changes
- Added new weapon function: Auto fire mode.
- Fire rate increased from 250 to 350.
- Magazine capacity increased from 15 to 20.
- Spare magazines decreased from 6 to 5.
Undocumented Changes
- Mass reduced from 100g to 25g
- Drag increased from 100% to 150%.