EXO-45 Patriot Exosuit
Helldivers 2 | Helldivers 1 |
“A heavily-armored walking exosuit equipped with a rocket launcher and heavy machine gun.
— Ship Management Terminal
The Patriot Exosuit is a combat exosuit produced by the Morgunson corporation on the planet of Tien Kwan in the Theseus Sector. The EXO-45 Patriot Exosuit is equipped with a rocket pod housing fourteen rockets and a minigun holding 1,000 rounds of ammunition, and may also perform a melee stomp attack. It may not be taken alongside the EXO-49 Emancipator Exosuit in missions.
“Well done, Helldivers. Tien Kwan has been returned to the care of Managed Democracy. The Morgunson Arsenal, and its stockpile of freshly-produced Exosuits, were recovered intact. The EXO-45 Patriot Exosuit is now available for requisition.
— Quote from Major Orders
As of March 7, 2024, some EXO-45 units could be found on Tien Kwan. On March 8, 2024 the EXO-45 Patriot Exosuit was added to Helldivers 2 after the liberation of the planet, Tien Kwan.
Stratagem Statistics
General | ||
---|---|---|
Call-in Time | 10.50 seconds | |
Uses | 3 | |
Cooldown | Standard | 600 seconds |
With Morale Augmentation | 570 seconds | |
With DSS Boost | 390 seconds | |
With All Upgrades | 370 seconds |
Detailed Weapon Statistics
EXO-45 Patriot Exosuit | |
---|---|
Main Health | 850 |
Main Armor | ![]() |
Total Uses | 3 |
Cooldown | 600 sec |
Call-in Time | 0 s |
Large Robot Stomp | Damage |
Exosuit Destruction | Explosion |
Patriot Exosuit - Left | |
Fire Rate | 90 rpm |
Capacity | 14 |
Spare Magazines | 0 |
Starting Magazines | 0 |
Missile Exosuit | Projectile |
Missile Exosuit | Explosion |
Patriot Exosuit - Right | |
Fire Rate | 1200 rpm |
Capacity | 1000 |
Spare Magazines | 0 |
Starting Magazines | 0 |
Rifle 8x60mm Full Metal Jacket | Projectile |
Large Robot Stomp | |
---|---|
Damage | |
Standard | 200 |
vs. Durable | 200 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 30 |
Stagger Force | 20 |
Push Force | 20 |
Exosuit Destruction | |
---|---|
Area of Effect | |
Inner Radius | 0.6 m |
Outer Radius | 7 m |
Shockwave Radius | 10 m |
Damage | |
Inner Radius | 200 |
Outer Radius | 199 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 50 |
Stagger Force | 50 |
Push Force | 40 |
Missile Exosuit | |
---|---|
Projectile | |
Caliber | 75 mm |
Mass | 2.5 kg |
Initial Velocity | 200 m/s |
Drag Factor | 30% |
Gravity Factor | 100% |
Lifetime | 15 sec |
Penetration Slowdown | 85% |
Damage | |
Standard | 1250 |
vs. Durable | 1250 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 30 |
Stagger Force | 40 |
Push Force | 25 |
Missile Exosuit | |
---|---|
Area of Effect | |
Inner Radius | 1 m |
Outer Radius | 2 m |
Shockwave Radius | 4 m |
Damage | |
Inner Radius | 400 |
Outer Radius | 399 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 30 |
Stagger Force | 60 |
Push Force | 70 |
Rifle 8x60mm Full Metal Jacket | |
---|---|
Projectile | |
Caliber | 8 mm |
Mass | 11 g |
Initial Velocity | 820 m/s |
Drag Factor | 30% |
Gravity Factor | 100% |
Penetration Slowdown | 25% |
Damage | |
Standard | 90 |
vs. Durable | 23 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 10 |
Stagger Force | 20 |
Push Force | 12 |
Tactical Information
Patriot Specific
- The Patriot's minigun is a lethal weapon against unarmored or lightly armored enemies such as Hunters or Troopers, but can also be used to damage critical components of enemies such as the vents on the back of an Annihilator Tank. The minigun has a short wind up time, but also has a short wind down time that can be used to conserve ammunition and keep the minigun spinning while changing targets rapidly.
- Despite the initial velocity being listed as 200m/s, the rocket actually flies at 70m/s. This is the same flight speed as the Commando's missiles.
- It is ill advised to use the Patriot's rockets against bug nests and bot fabricators due to its limited ammunition pool. It is better utilized to kill heavy enemies, like Chargers. The rockets also suffer from damage fall-off meaning that at longer ranges certain breakpoints like Charger heads will not be met.
- One well placed shot to the head can kill a Charger, except the Behemoth variant which requires two shots. Another tactic to conserve rockets against Behemoth Charger is to use one rocket to strip the armor off a leg, then use the minigun to destroy the leg flesh or to hit the butt.
- Two shots to the head will kill a Bile Titan.
- Two shots to a foot of a Factory Strider will kill it.
- A single well placed shot to the exposed head will kill an Impaler.
- You can conserve ammo for both the rocket launcher and minigun when you are only fighting chaff enemies such as Scavengers or Troopers, as the Patriot is capable of simply trampling these types of foes thanks to its size and weight.
General Exosuit
- The hull of the Patriot is not very durable as friendly fire from high damaging weapons such as the AC-8 Autocannon, EAT-17, or even R-36 Eruptor can destroy the exosuit in as little as one shot. Rocket raiders & Rocket Devastators are also lethal threats against the exosuit, therefore it is ill-advised to bring them when fighting against the Automatons.
- However, it is quite durable against Scavenger and Warrior melee attacks as well as small arms fire from the Automatons.
- The rotational mobility of the exosuit is limited. Don't expect to quickly spin around to kill flanking enemies.
- Exosuits are highly resistant and even immune to many Fire-based weapons and hazards, such as Fire Tornadoes.
- Other hazards such as Tremors, Ice Plants, Shrubs, and Blast Cones can be ignored or trampled. Barriers such as trees, light fencing, and certain rocks can also be cleared away when advancing with the Patriot.
- When boarding the Patriot, you regain stamina and can Stim while inside the exosuit.
- You can reach slightly higher ground if dismounting from the Patriot by positioning the back of the exosuit next to a reachable raised platform such as buildings found near Points of Interest or certain raised rock formations.
- Equipping a SH-32 Shield Generator Pack while inside the Patriot allows the barrier to block certain attacks aimed at the exosuit from the front. Attacks that aim at the waist and below or behind will still deal damage to the exosuit.
- The melee stomp attack is capable of opening Cargo Containers found at Points of Interest.
- Due to the long cooldown period of Exosuits it is advised to bring them to DSS occupied planets because it reduces the cooldown by 35%.
Anatomy
Part Name | Health* | AV** | Durable** | % To Main*** | Bleed | Fatal | ExDR**** | |
---|---|---|---|---|---|---|---|---|
Main | 850 | ![]() |
![]() |
100% | - | None | Yes | 50% |
Torso Armor | Main | ![]() |
100% | - | None | Yes | 100% | |
Cockpit | 500 | ![]() |
NO IMAGE | 85% | 100% | None | No | 100% |
Hips | 500 | ![]() |
80% | 100% | None | No | 100% | |
Arms | 350 | ![]() |
80% | 0% | 250 [0/s] | No | 0% | |
Legs | 250 | ![]() |
80% | 100% | 350 [0/s] | Yes | 100% | |
Extras | 10 | ![]() |
0% | 0% | None | No | 100% |
Applicable Ship Modules
The following Ship Modules affect the EXO-45 Patriot Exosuit
Department | Ship Module | Effect |
---|---|---|
Bridge | Morale Augmentation | Reduces cooldown time from all stratagems by 5%. |
Media
- Tutorial Video Demonstrating Use of the EXO-45 Patriot Exosuit
Screenshots
Trivia
- This exosuit looks like a revamped EXO-44 Stomper Exosuit from Helldivers 1.
- When originally revealed in the Report for Duty trailer, the EXO-45 was instead called EXO-44 Walker Exosuit MK3.
- Helldivers refer to the exosuits as walkers when called in and pinged.
- Wrecked exosuits can be seen at various Minor Places of Interest and in certain parts of the game's world ever since the game's launch (as can wrecked M-102 Fast Reconnaissance Vehicles) though their models differ somewhat from the Patriot; notably, the rocket pod has fewer tubes.
Change History
1.002.200
2025-03-18
Change
- Uses increased from 2 to 3
1.002.001
2024-12-13
Changes
- Both exosuits have been rebalanced to improve durability and extend combat effectiveness, while preserving a sense of vulnerability as they now gradually break down from sustained damage. The intention is to improve the experience with Exosuits by adding more gameplay depth
- Main health pool increased from 600 to 850
- Cockpit health pool increased from 450 to 500
- Cockpit armor increased from 2 to 3
- Arm health pool increased from 250 to 350
- Arm armor decreased from 3 to 2
- Leg health pool increased from 500 to 600
- Slightly less durable resistance against projectiles
Undocumented Change
- Main durability decreased from 100% to 20%
- Arm explosion damage resistance reduced from 100% to 0%
1.001.100
2024-09-17
Change
- Gatling: Gatling stagger force increased from 15 to 20.
Undocumented Change
- Rocket Projectile standard damage increased from 400 to 1250.
- Rocket Projectile durable damage increased from 400 to 1250.
Fixes
- Fixed an issue where the Combat Walker bumping into a big building would destroy it.
1.001.002
2024-08-06
Changes
- Patriot Exosuit missiles no longer self inflict damage.
Fixes
- The minimap now closes, if open, when exiting an Exo-Suit.
1.000.400
2024-06-13
Changes
- Gatling: Increased projectile damage from 80 to 90.
- Gatling: Increased projectile damage against durable* body parts from 7.5% to 25%.
Fixes
- The weapons of the Exosuits are now allowed small adjustments in the angle they fire their projectiles versus their muzzle angle. This should make their weapons more accurate.
1.000.300
2024-04-29
Fixes
- Fixed crash that could occur if a player tried to enter an occupied EXO-45 Patriot Suit.
- Fixed crash that could occur after shooting from the EXO-45 Patriot Suit’s rocket launcher.
1.000.200
2024-04-02
Changes
- Rockets will now penetrate armor only on direct hit.
Undocumented Change
- Large angle armor penetration reduced from
Anti-Tank II to
Heavy.
Fixes
- Enemies now properly target Exosuits. Previously, many enemies effectively ignored Exosuits if a helldiver on foot was available for them to target.
- Fixed Exosuits being able to fire their weapons while opening the minimap.
- The Helldiver and the Exosuit both had a bug that made them sometimes take explosion damage multiple times making things like automaton rockets be too deadly, this is now fixed.
1.000.103
2024-03-20
Fixes
- Exosuit no longer destroys itself when firing a missile while turning.
- Exosuit now retains its melee functionality, even when damaged.