SG-8P Punisher Plasma

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A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates.

— Armory Description

The SG-8P Punisher Plasma is an energy weapon that fires plasma orbs. It behaves similar to a grenade launcher rather than a shotgun, shooting an exploding projectile in an arc with significant drop. Though it performs similarly to the GL-21 Grenade Launcher in combat, it is unable to close Bug Holes or Fabricators. It replenishes all 8 of its spare magazines per Supply box and 3 mags per ammo box.


Acquired through the Cutting Edge Premium Warbond on page 2, for a cost of Medal.svg 60 Medals. To unlock page 2, you must spend Medal.svg 60 Medals, for a grand total of Medal.svg 120 Medals needed to unlock the weapon.

Detailed Weapon Statistics

SG-8P Punisher Plasma
Fire Rate 80 rpm
Recoil 110
Capacity 8
Reload Time 2.5 s
Spare Magazines 8
Starting Magazines 6
Mags from Supply 8
Mags from Ammo Box 4
Punisher Plasma Bolt Projectile
Punisher Plasma Explosion Explosion
Punisher Plasma Bolt
Caliber 20 mm
Mass 100 g
Initial Velocity 90 m/s
Drag Factor 400%
Gravity Factor 300%
Penetration Slowdown 35%
Standard 100
vs. Durable 50
Direct Armor AP2 Icon.png Light II
Slight Angle Armor AP2 Icon.png Light II
Large Angle Armor AP2 Icon.png Light II
Extreme Angle Armor AP0 Icon.png Unarmored
Special Effects
Demolition Force 10
Stagger Force 20
Push Force 10
Punisher Plasma Explosion
Area of Effect
Inner Radius 2.9 m
Outer Radius 3 m
Shockwave Radius 4 m
Inner Radius 150
Outer Radius 149 - 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 10
Stagger Force 35
Push Force 30

Tactical Information

  • Be wary of firing at point blank range, as the plasma explosion is very likely to kill you as well. Armor that reduces explosive damage (ie: Fortified) is highly advised.
  • Using the arced shot to fire over cover is one of its main benefits.
  • Due to the projectile travel time and performance at range, this weapon pairs well with the G-23 Stun, Orbital EMS Strike and other sources of crowd control tools.
  • This weapon combos well with non helldiver sources of sustained damage (namely Sentries) as it is capable of mass stunning masses of approaching enemies and keeping them at standoff distances.

Weapon Mechanics

The Punisher Plasma is best used at medium range and with the support of other more reliable damage sources.

  • The AoE effect of the Punisher Plasma deals 150 base damage, but suffers from damage falloff after the inner radius of the explosion.
  • It's mechanically possible to inflict the Plasma Punisher's direct 100 damage, but because it explodes on 0.5 meter proximity detection, the projectile usually blows up before impact. The weapon must therefore be thought of as exclusively dealing the 150 explosive damage for most practical purposes.
  • The projectile and its AoE have a very high stagger value, fully capable of stun-locking hordes of Devastators at range
  • The resulting AoE size of the Punisher Plasma's projectile increases the further it travels, it is possible for the explosion to be impressively large if firing from high ground to negate the steep projectile drop.
    • NOTE: While the AoE size of the projectile has been confirmed to grow visually, The damage AOE has not been confirmed. It is unclear at this time if this AOE increase is intentional or a visual bug.

Known Bugs

  • 1.000.203: There are reports of a recurring bug where the damaging area of effect of the projectile does not change from base size despite the visual effect generated. It is unknown what causes this, and what the intended functionality is.

Field Testing

All field testing was performed on the following patch: 1.000.203.

  • Wearing Heavy Fortified armor, the Plasma Punisher is survivable with a hit in the chest. From further away, less damage is taken.
  • Safe distance from the blast radius is roughly 2 meters. This stays consistent no matter how far from the point of impact the shooter is.
  • From a distance the explosions are visually larger, especially with low graphical settings. There is no change for a close observer.

Change History






  • Firing the Punisher Plasma while wearing a shield backpack no longer damages the Helldiver.



  • Decreased maximum mags from 12 to 8.
  • Increased amount of magazines received from resupply from 6 to 8.
  • Increased projectile speed, but will still keep a similar range.
  • Decreased damage falloff on the explosion.
  • Now placed in the energy weapons category.