Status Effects

From Helldivers Wiki
Jump to navigation Jump to search
  Helldivers 2   Helldivers 1    
Reinforce Stratagem Icon.png
This article is a stub. 
You can help by expanding it.
Instructions: Missing all the types of status effects as well as what they do.
Prospecting Drill Stratagem Icon.png
This article needs cleanup to comply with the style guide. [discuss]
Please help improve this page. The talk page may contain suggestions.
Reason: Needs a cleanup of types

There are various status effects that can alter the Helldiver or their Enemies. The following effects exist in Helldivers 2.

Bleed

Inflicted on Helldivers from being injured in the chest or from getting hit by Spike Plant Shrapnel and Barbed Wire. Deals damage over time.

DPS Bleeding
Damage
Element Bleed
Standard 1
vs. Durable 1
Penetration
Direct Armor AP9 Icon.png Anti-Tank V
Slight Angle Armor AP9 Icon.png Anti-Tank V
Large Angle Armor AP9 Icon.png Anti-Tank V
Extreme Angle Armor AP9 Icon.png Anti-Tank V
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0


Fire

DPS Fire
Damage
Element Fire
Standard 50
vs. Durable 50
Penetration
Direct Armor AP4 Icon.png Heavy
Slight Angle Armor AP4 Icon.png Heavy
Large Angle Armor AP4 Icon.png Heavy
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0


Burning Heavy

An additional fire DPS inflicted by Eagle Napalm Airstrike and Orbital Napalm Barrage. It inflicts significantly more damage than standard burning.

DPS Burning Heavy
Damage
Element Fire
Standard 400
vs. Durable 80
Penetration
Direct Armor AP2 Icon.png Light
Slight Angle Armor AP2 Icon.png Light
Large Angle Armor AP2 Icon.png Light
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0


Acid Splash

DPS Acid Splash
Damage
Element Acid
Standard 3
vs. Durable 0
Penetration
Direct Armor AP1 Icon.png Unarmored II
Slight Angle Armor AP1 Icon.png Unarmored II
Large Angle Armor AP1 Icon.png Unarmored II
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0


Stun

Inflicted by the ARC-12 Blitzer, SMG-72 Pummeler, SG-20 Halt, CQC-19 Stun Lance, CQC-30 Stun Baton, ARC-3 Arc thrower, A/ARC-3 Tesla Tower and G-23 Stun.

Enemies hit by stunning attacks will be unable to move for a short time. Helldivers get severely slowed down.

Stun Light

  • Stun Light typically lasts for 1.5 seconds.

Stun Medium

  • Typically lasts for 5.0 seconds.

Stun Large

  • Typically lasts for 10 seconds.

EMS Stun

The Orbital EMS Strike Stratagem, EMS Mortar Sentry Emplacement and SEAF Artillery Static Field Shells inflict a special variant of Stun which creates a cloud of static that renders most enemies unable to move. Helldivers are severely slowed down and lose stamina within EMS Stun clouds.

Gas

Can be inflicted by Caustic weaponry and stratagems such as the TX-41 Sterilizer, AX/TX-13 "Guard Dog" Dog Breath, G-4 Gas and Orbital gas Strike. Does poison damage over time (to the "Main"health-point-pool). And inflicts the "Confusion"-status effect on anything inside the gas cloud.

DPS Gas
Damage
Element Gas
Standard 25
vs. Durable 25
Penetration
Direct Armor AP6 Icon.png Anti-Tank II
Slight Angle Armor AP6 Icon.png Anti-Tank II
Large Angle Armor AP6 Icon.png Anti-Tank II
Extreme Angle Armor AP0 Icon.png Unarmored I
Special Effects
Demolition Force 0
Stagger Force 0
Push Force 0