R-36 Eruptor

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This bolt-action rifle fires jet-assisted shells that explode shrapnel in all directions upon impact. Not recommended for close-quarters use.

— Armory Description

The R-36 Eruptor is a primary Weapon that fires jet-assisted shells. The weapon's bolt must be racked between shots limiting its fire rate. Due to this, it’s recommended to take your engagements from medium to long range if possible. The Eruptor is available in the Democratic Detonation Premium Warbond. Without the Hellpod Space Optimization Booster, it has 4 out of 6 spare mags.

Detailed Weapon Statistics

R-36 Eruptor
Fire Rate 25 rpm
Recoil 75
Capacity 5
Reload Time 4.7 s
Tactical Reload 2.8 s
Spare Magazines 6
Starting Magazines 6
Mags from Supply 6
Mags from Ammo Box 3
Rocket JAR Phoenix 20mm Projectile
JAR Phoenix 20mm Explosion
Rocket JAR Phoenix 20mm
Caliber 15 mm
Mass 100 g
Initial Velocity 180 m/s
Drag Factor 0%
Gravity Factor 30%
Lifetime 0.7 sec
Penetration Slowdown 25%
Standard 230
vs. Durable 115
Direct Armor AP3 Icon.png Medium I
Slight Angle Armor AP3 Icon.png Medium I
Large Angle Armor AP3 Icon.png Medium I
Extreme Angle Armor AP0 Icon.png Unarmored
Special Effects
Demolition Force 30
Stagger Force 35
Push Force 20
JAR Phoenix 20mm
Area of Effect
Inner Radius 2 m
Outer Radius 6 m
Shockwave Radius 6.5 m
Inner Radius 340
Outer Radius 339 - 0
Inner Radius Armor AP3 Icon.png Medium I
Outer Radius Armor AP2 Icon.png Light II
Shockwave Armor AP3 Icon.png Medium I
AoE Effect
Demolition Force 20
Stagger Force 35
Push Force 40

Tactical Information

  • It has a very low fire rate, high damage and very big (7.5m) explosion radius.
  • Can destroy Nests
  • Can destroy fabricators in 1 shot when the bullet is fired into the lower half of the vents. This works even at odd angles.
  • Can destroy Illegal Broadcast towers in 1 shot. If multiple shots seem required, it is because either the antenna is out of range, or the signage attached to the antenna blocked the shot.
  • The effective range of this weapon is 125 meters. If the bullet travels beyond its effective range, it will explode in midair before impacting a target. Targets beyond 125 meters might be damaged due to the projectile prematurely exploding.
  • The very low fire rate is mitigated by its high stagger, which allows Helldivers to keep enemies like Devastators (all variants) permanently staggered.
  • Eruptor rounds will bounce when striking a surface at a shallow angle.
  • Using the rifle at point-blank will result in almost certain death for the wielder.
  • In order to get optimal results. Aim for the unit in the center of any group to catch others in the blast radius.
  • The Eruptor cannot be used up close. So be sure to bring a secondary/support weapon that can compensate for this.
    • Against bugs, it is highly advisable to pack a AX/LAS-5 "Guard Dog" Rover to dispatch smaller enemies. This will conserve ammunition, ensure the diver does not have to shoot close range, and allows for more time shooting their primary rather than liberating smaller swarming enemies. Alternatively, the M-105 Stalwart covers well for many of the Eruptor's weaknesses, able to clear out large, spread-out swarms of dangerous smaller enemies while staying on the move and being perfectly safe point blank.
    • Should the Helldiver encounter a Stalker, it is critical that they are dispatched immediately. They are very difficult to hit with the Eruptor and do not get staggered or take much damage from other secondaries. Prioritize taking out Stalker nests quickly, or face being overwhelmed by hardy invisible enemies.
  • The destructive capability of the Eruptor can grant the wielder increased flexibility in regards of stratagems and grenades, much like the GP-31 Grenade Pistol.
  • The large blast of the Eruptor indirectly damages large parts of any enemy caught within it. So it can be used to soften up enemies such as Hive guards and Devastators even if not hit directly in their weak-spot.
  • Landing a shot on the group of bots carried on the underside of a automaton Dropship can eliminate most Troopers and Striders before they can act, while damaging Devastators.

Known Issues

  • When switching weapons after firing a shot, the Helldiver will still perform the bolting animation after drawing the new weapon, causing temporary aiming misalignment.



Target Hits Notes
Scavenger 1 Direct Hit
1 Indirect Hit
Bile Spitter 1 Direct Hit
1 Indirect Hit
Pouncer 1 Direct Hit
1 Indirect Hit
Warrior 1 Direct Hit
1 Indirect Hit
Bile Warrior 1 Direct Hit
1 Indirect Hit
Hive Guard 2 Head
1 Fleshy Areas
Hunter 1 Direct Hit
1 Indirect Hit
Stalker 1 Direct Hit
3 Indirect Hit
Shrieker 1 Direct Hit
Bile Spewer 2 Head
3 Body
Nursing Spewer 2 Head
3 Body
Brood Commander 2 Head
2 Armored Areas
1 Fleshy Areas
Charger 5 Orange "Weakpoint"
Bile Titan ? Can't Kill
Spore Spewer 1 Anywhere
Terminid Nest 1 Bug Hole


Target Hits Notes
Trooper 1 Direct Hit
1 Indirect Hit (within blast radius )
Berserker 2 Head
2 Torso
4 Armored Areas
Scout Strider 1 Top of Strider
1 Direct Hit on Pilot
3 Armored Areas
Devastator 1 Head
1 Torso
4 Armored Areas
Hulk 3 Head (may not be entirely accurate)
? Back Vent
Cannon Turret ? Back Vent
? Armored Areas
Annihilator Tank ? Back Vent
? Armored Areas


Target Hits Notes
Helldiver 1 Direct Hit
Turrets 1 Direct Hit

Change History




  • Increased total damage from 420 to 570 damage per shot.
    • Explosion damage increased from 190 to 340, projectile damage unchanged.



  • Increased explosion damage by 40 and removed shrapnel from the explosion.


  • Fixed issues with some weapon scopes not being aligned in First-Person-View.



  • Slightly increased explosion damage falloff.
  • Reduced max mags from 12 to 6.


  • Explosive weapons no longer pull players inward from the blast.


Added to the game.