Spike Plant

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The Spike Plant is a green colored weed with a singular long gnarly stem with branching green spikey balls. It is considered an Environmental Hazard.

Effect

When a creature attempts to move near it, it slows the creature, drains stamina, and damages it for as long as it is still near the weed.

When damaged, it explodes into exploding shrapnel, knocking close creatures back, and releasing 3 bursts of damaging spikes.

Tactical Information

  • Helldivers should be careful when near spike plants, as the point-blank shrapnel explosion can easily launch and possibly kill Helldivers, even when equipped with heavy armor
  • Additionally, even when driving FRVs, Helldivers should avoid running into spike plants, as the shrapnel can pop wheels, damage the FRV, and can injure Helldivers onboard.

Detailed Attack Statistics

Spikeplant Shrapnel
Projectile
Caliber 15 mm
Mass 100 g
Initial Velocity 35 m/s
Drag Factor 50%
Gravity Factor 100%
Lifetime 1.25 sec
Penetration Slowdown 25%
Damage
Standard Damage Ballistic Icon.svg65 Damage
vs. Durable Damage Ballistic Icon.svg65 Damage
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP1 Icon.png Unarmored II
Extreme Angle Armor AP1 Icon.png Unarmored II
Special Effects
Demolition Force 10
Stagger Force 25
Push Force 25


Spikeplant Shrapnel Explosion
Area of Effect
Inner Radius 2 m
Outer Radius 6.5 m
Shockwave Radius 8 m
Shrapnel 25
Damage
Inner Radius Damage Explosion Icon.svg100 Explosion
Inner Durable Damage Explosion Icon.svg100 Explosion
Outer Radius 99 - 0
Outer Durable 99 - 0
Penetration
Direct Armor AP2 Icon.png Light
AoE Effect
Demolition Force 10
Stagger Force 30
Push Force 30

Locations

Change History

Patch
Description

1.000.400
2024-06-13

Changes

  • No longer causes bleed or stamina drain if hit by the plant explosion or spikes.
  • Now “pops” three times sending spikes everywhere, dealing increased damage.