Status Effects

From Helldivers Wiki
Jump to navigation Jump to search
  Helldivers 2   Helldivers 1    

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

Stagger and Ragdoll

  • Helldivers who are hit by any enemy attack will flinch, causing their reticle to be thrown off the point of aim temporarily.
  • Helldivers who are hit by enemy attacks with a stagger value of 10 or greater will be staggered. This will interrupt certain animations, such as stimming.
  • Helldivers who are hit by enemy attacks with a stagger value of 25 or greater will be ragdolled. This throws the player, interrupts all animations, stops actions like typing on a terminal, and temporarily takes away all player control. This does, however, have a plus of providing 90% explosion damage reduction while in this state.
  • The Rock Solid armor passive reduces incoming stagger by 30%. This enables you to avoid being ragdolled by many attacks, such as Rocket Devastator rockets, Devastator punches, and Overseer staff swings, but not stronger attacks like Cannon Turret shots or Reinforced Scout Strider rockets.
    • Attacks with stagger force values of 36 or above can ragdoll you with the Rock Solid Passive.
  • Unlike other status effects, staggering and ragdolling status do not build up. A Helldiver hit with two attacks of 5 stagger value consecutively will not be "stunlocked".

Acid Splash

Acid Splash
Status
Status Strength 0.3
Status Duration 4 sec
Damage
Element Acid
Standard Damage Acid Icon.svg3 Acid
vs. Durable Damage Acid Icon.svg0 Acid
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


Bleed

Inflicted on Helldivers from being injured in the chest or from coming into contact with either a Spike Plant or a Barbed Wire. These all counts as separate effects. Deals damage over time.

Bleed
Status
Status Strength 5
Status Duration 9999 sec
Damage
Element Bleed
Standard Damage Bleed Icon.svg10 Bleed
vs. Durable Damage Bleed Icon.svg10 Bleed
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


Thornbush
Status
Status Strength 0.3
Status Duration 0.1 sec
Damage
Element Bleed
Standard Damage Bleed Icon.svg5 Bleed
vs. Durable Damage Bleed Icon.svg0 Bleed
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


Barbwire
Status
Status Strength 0.3
Status Duration 0.1 sec
Damage
Element Bleed
Standard Damage Bleed Icon.svg5 Bleed
vs. Durable Damage Bleed Icon.svg0 Bleed
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

Fire

  • Can be inflicted by most fire-based weapons and stratagems;

Fire damage is Armor AP4 Icon.png Heavy armor penetration and has an unmodified duration of 3 seconds.

    • Has a slightly longer duration for Helldivers [citation neededUnclear if this is still the case, testing required].
  • Many entities have a multiplier for the amount of elemental damage they take, fire included. For instance, Bile Spewers take the standard amount of fire damage, but Impalers take 1.7x Fire Damage.
Fire
Status
Status Strength 5
Status Duration 3 sec
Damage
Element Fire
Standard Damage Fire Icon.svg100 Fire
vs. Durable Damage Fire Icon.svg100 Fire
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, or shooting an enemy with the Expendable Napalm. It inflicts significantly more damage than standard burning, but only lasts for 1 second after being inflicted on an enemy or Helldiver.


BurningHeavy
Status
Status Strength 1
Status Duration 1 sec
Damage
Element Fire
Standard Damage Fire Icon.svg200 Fire
vs. Durable Damage Fire Icon.svg200 Fire
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


Gas

Enemies and Helldivers afflicted by gas will suffer damage over time only to the Main health pool, as well as the Gas Confusion status effect on anything inside the gas cloud. The disorientation effect is delayed if the affected unit was already engaged in an attack motion (e.g. an Overseer chasing a Helldiver).

Gas Mk1

Gas
Status
Status Strength 0.25
Status Duration 6 sec
Damage
Element Gas
Standard Damage Gas Icon.svg25 Gas
vs. Durable Damage Gas Icon.svg25 Gas
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


Gas Mk2

Gas Var2
Status
Status Strength 0.25
Status Duration 10 sec
Damage
Element Gas
Standard Damage Gas Icon.svg25 Gas
vs. Durable Damage Gas Icon.svg25 Gas
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


Gas Confusion

After being afflicted by Gas, enemies and Helldivers will enter a confused state which disrupts a Helldiver's vision, and causes enemies to move and attack in random directions, typically away from Helldivers.

Gas Confusion Mk1

Gas Confusion
Status
Status Strength 0.25
Status Duration 5 sec


Gas Confusion Mk2

Gas Confusion Var2
Status
Status Strength 0.25
Status Duration 9 sec


Stun

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

Stun 1 [Small]

Stun Small
Status
Status Strength 1
Status Duration 1.5 sec

Stun 2 [Medium]

Stun Medium
Status
Status Strength 1
Status Duration 3 sec

Stun 3 [Large]

Stun Large
Status
Status Strength 1
Status Duration 5 sec

Stun 4 [Massive]

  • Duration: 10.0 seconds.
Stun Massive
Status
Status Strength 1
Status Duration 10 sec


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 while within EMS Stun clouds.

Change History

Patch
Description

1.003.000
2025-05-13

Changes

  • Fire has been reworked to deal damage based on the "Size" of the enemy
    • Small enemies take less burning damage and Larger enemies take more burning damage
  • Large and Robotic Enemies require more burning status buildup before being ignited

Undocumented Changes

  • Burn damage increased from 50 to 100.
  • Heavy Burn armor penetration increased from Armor AP2 Icon.png Light to Armor AP4 Icon.png Heavy
  • Heavy Burn standard damage decreased from 400 to 200
  • Heavy Burn durable damage increased from 80 to 200

1.002.101
2025-02-04

Changes

1.001.100
2024-09-17

Changes

  • Reduced Gas Damage from 50 to 25 Gas DPS
  • Added confusion to the Gas status effect

1.000.400
2024-06-13

Changes

  • The acid effect applied by Bile Spitters and other Terminids now allows you to sprint while under the effect.
  • Acid now slows movement speed by 30% instead of 50%.
  • Acid duration increased from 3 seconds to 4 seconds.
  • Spike Plants no longer causes bleed or stamina drain if hit by the plant explosion or spikes.

1.000.300
2024-04-29

Change

  • Burning damage reduced by 15%.
    • Reduced Burning Damage from 60 to 50 Fire DPS

1.000.200
2024-04-02

Change

  • Fire damage per tick increased by 50% (from all sources).
    • Increased Burning Damage from 40 to 60 Fire DPS