PLAS-101 Purifier

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Last updated: 1.002.003
Current patch: 1.003.200


A plasma rifle firing a bolt of superheated gas, which can be charged by holding down the trigger. Charging up a shot fully makes the bolt explode on impact.

— Armory Description

The Purifier is an Energy-Based Primary Weapon that can fire variable-charge bolts of gas.

Procurement

The Purifier is unlocked on the 3rd page of the Polar Patriots Premium Warbond for Medal.svg 80 Medals.

Detailed Weapon Statistics

PLAS-101 Purifier
Fire Rate 6000 rpm
Recoil 20
Sway 1
Ergonomics 65
Capacity 15
Reload Time 2.5 s
Spare Magazines 6
Starting Magazines 4
Mags from Supply 6
Mags from Ammo Box 3
Attacks
Plasma Rifle Uncharged Projectile
Explosion Plasma Rifle Uncharged Explosion
Plasma Rifle Charged Projectile
Explosion Plasma Rifle Charged Explosion
Plasma Rifle Uncharged
Projectile
Caliber 20 mm
Mass 25 g
Initial Velocity 350 m/s
Drag Factor 150%
Gravity Factor 100%
Penetration Slowdown 35%
Damage
Standard 100
vs. Durable 50
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 20
Push Force 10
Explosion Plasma Rifle Uncharged
Area of Effect
Inner Radius 1 m
Outer Radius 2 m
Shockwave Radius 2 m
Damage
Inner Radius 75
Outer Radius 74 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 10
Stagger Force 10
Push Force 7
Plasma Rifle Charged
Projectile
Caliber 20 mm
Mass 25 g
Initial Velocity 550 m/s
Drag Factor 150%
Gravity Factor 100%
Penetration Slowdown 35%
Damage
Standard 200
vs. Durable 100
Penetration
Direct Armor AP3 Icon.png Medium
Slight Angle Armor AP3 Icon.png Medium
Large Angle Armor AP3 Icon.png Medium
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 10
Stagger Force 20
Push Force 10
Explosion Plasma Rifle Charged
Area of Effect
Inner Radius 2.9 m
Outer Radius 3 m
Shockwave Radius 4 m
Damage
Inner Radius 300
Outer Radius 299 - 0
Penetration
Inner Radius Armor AP3 Icon.png Medium
Outer Radius Armor AP2 Icon.png Light
Shockwave Armor AP3 Icon.png Medium
AoE Effect
Demolition Force 10
Stagger Force 35
Push Force 30

Attachments

All Attachment Data for PLAS-101 Purifier.
Weapon Attachment Name Category Unlock Level Unlock Cost Effect Notes
Purifier Laser Sight Angled Foregrip Underbarrel Weapon Level 22 Requisition Slip.svg 7,000 ERGONOMICS 8, VERTICAL RECOIL 6
Purifier Flashlight Vertical Foregrip Underbarrel Weapon Level 17 Requisition Slip.svg 7,000 ERGONOMICS -2, VERTICAL RECOIL 6
Purifier Reflex Sight Optics Weapon Level 4 Requisition Slip.svg 5,000
Purifier Laser Sight W/ Flashlight Underbarrel Weapon Level 1 Requisition Slip.svg 0
Purifier 1.5x Tube Red Dot Optics Weapon Level 1 Requisition Slip.svg 0
Purifier No Underbarrel Underbarrel Weapon Level 1 Requisition Slip.svg 0 ERGONOMICS 5
Purifier Reflex Sight Mk2 Optics Weapon Level 14 Requisition Slip.svg 13,000
Purifier Angled Foregrip Underbarrel Weapon Level 9 Requisition Slip.svg 5,000 ERGONOMICS 10, VERTICAL RECOIL 6
Purifier Vertical Foregrip Underbarrel Weapon Level 2 Requisition Slip.svg 3,000 VERTICAL RECOIL 6
Purifier Iron Sight Optics Weapon Level 24 Requisition Slip.svg 13,000 ERGONOMICS 5
Purifier Holographic Sight Optics Weapon Level 7 Requisition Slip.svg 7,000


Tactical Information

  • The Purifier's default firing mode is a semi-auto projectile that inflicts impact damage as well as a small explosion. If the trigger is held down, however, the power of the projectile increases linearly until it reaches maximum charge.
    • Contrary to the weapon description, the bolt explodes whether or not the weapon is charged
      • During the charging process, the wielder's movement is greatly slowed, and releasing the trigger or switching to a different weapon will immediately discharge it.
      • A fully charged shot inflicts twice the amount of projectile damage, while the damage of the explosion is quadrupled and the explosion radius is tripled.
        • Additionally, a charged explosion will inflict increased stagger, allowing it to interrupt and knock back medium-sized enemies.
      • The power and radius of the explosion does not benefit from firing a partially charged shot, and only immediately increases upon reaching full charge.
  • A flexible plasma weapon, the Purifier can fire moderately-damaging projectiles that inflict small stagger and area damage upon impact. Fully charged shots inflict more than twice the overall damage and inflicts significant stagger over a larger area upon impact.
    • Regular shots can be rapid-fired, granting immediate damage output in hectic combat situations. Charged shots greatly reduce the weapon's rate of fire and slow down the wielder, but inflict much more damage as well as splash damage and area stagger.
    • Charged shots do not consume additional ammunition, and thus are very helpful for ammo conservation.
    • The explosions inflicted at the projectile's impact area have low demolition force, and are incapable of destroying fences or enemy spawners. However, when fully charged they can inflict very impressive stagger.
  • The Purifier combines the traits of the Scorcher and the Punisher Plasma, allowing the wielder to choose between rapid-fire energy bursts that can penetrate medium armor, and wide-area explosions that provide strong crowd control.
    • An uncharged Purifier inflicts less damage per shot than the Scorcher, though the projectile itself has the same level of armor penetration as the explosion.
    • A charged Purifier, on the other hand, inflicts significantly more damage per shot than the Punisher Plasma, though this comes at the cost of having to charge each shot, greatly reducing its rate of fire.
  • The charged shots from the Purifier inflict a very high amount of damage, as well as staggering the target and any enemies standing nearby. As such it is capable of not only dispatching well-armored medium enemies, but also interrupt their actions and render them helpless by keeping them under stagger-lock.
  • Beware of charging the Purifier when firing at enemies at very close range, as the explosion is strong enough to inflict great amounts of self-damage, and in many cases even kill the wielder. It is better to fire uncharged shots at targets if they are within melee range, or switch to a reliable Secondary Weapon.
  • The Purifier is extremely strong when battling Automatons, and makes very short work of any of their non-heavy units.
    • A charged shot is capable of killing multiple Troopers if they are clumped up together. Uncharged shots can easily dispatch them in one or two shots.
    • Devastators of all variants are easy prey for charged shots, as not only will it easy pierce their torso armor, the stagger prevents them from shooting back. Additionally, charged shots will knock aside the shields of Heavy Devastators, leaving them wide open to additional charged shots.
    • Berserkers can be quickly and easily destroyed provided that they do not close to within point-blank range. Charged shots can stagger clumped-up Berserkers, temporarily stopping them in their tracks and leaving them vulnerable to follow-up shots.
    • The rear vents on both Tanks and Hulks can be destroyed with as few as three consecutive charged shots, provided that the target does not turn around. This also applies to Cannon Turrets, which can save on using anti-tank ammunition or Thermite Grenades on them.
    • Charged shots are capable of inflicting severe damage to the thrusters of Gunships. Only two charged shots need to be landed on the same thruster to destroy it, bringing down the Gunship.

Known Issues

  • [1.001.104] The Purifier's minimum charge time is incorrectly set at 0.01s, instead of the stated 0.1s. This results in a much higher firing rate than expected.
  • The explosion appears to be larger based on the distance from the impact to the shooter. This is a visual bug and does not represent the actual explosion size.

Media

Purifier's bugged rate of fire as of patch 1.001.104

Change History

Patch
Description

1.001.201
2024-10-29

Undocumented Change

  • Updated Armory description

1.001.104
2024-10-15

Changes

  • Projectiles can now be charged up with a damage multiplier that scales.
    • Minimum charge of 0.1 sec gives a 50% damage multiplier.
    • Maximum charge of 1 sec gives a 100% damage multiplier.
  • Maximum charge projectile damage increased from 100 to 200.
  • Maximum charge projectile durable damage increased from 50 to 100.
  • Maximum charge explosion damage increased from 150 to 300.
  • The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
    • Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
    • Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300

1.000.400
2024-06-13

Changes

  • Increased projectile armor penetration to be the same as the explosion.
  • Decreased explosion damage falloff.

1.000.303
2024-05-08

Addition

  • Added to the game.