Top-tier Firearms in Helldivers 2
Helldivers 2: Best Weapons Tier List
This article provides a breakdown of the top weapons in Helldivers 2, ranked according to their effectiveness in various situations. All tiers are based on community feedback and expert reviews.
Tiers
- SS-tier - The cream of the crop, these weapons are essential for any player's arsenal, consistently outperforming others in various scenarios.
- S-tier - Strong, versatile choices that offer excellent performance in most situations.
- A-tier - Decent options that excel in specific roles or situations; useful additions to your loadout.
- B-tier - Weapons with niche uses or cheaper alternatives, generally less appealing than higher-tier options.
- C-tier - Weapons that underperform compared to their counterparts, forcing players to prioritize stronger options.
SS-tier
Weapon Rankings
LAS-58 Talon (BJ), LAS-16 Sickle (CE), R-36 Eruptor (DD), CB-9 Exploding Crossbow (DD), SG-225 Breaker, SG-225IE Breaker Incendiary (SV), PLAS-1 Scorcher, PLAS-101 Purifier (PP), P-19 Redeemer, GP-31 Grenade Pistol (DD)
SS-tier
- LAS-58 Talon (BJ) - Cheap and effective sidearm with infinite medium AP ammo, perfect for dealing with tough enemies.
- LAS-16 Sickle (CE) - Infinite ammo assault rifle with a charge time and tendency to overheat when overwhelmed; excellent against bots and Illuminate.
- R-36 Eruptor (DD) - Explosive bolt-action rifle with high damage and medium AP, ideal for quickly destroying bug holes, Fabricators, or towers.
- CB-9 Exploding Crossbow (DD) - Crossbow with a hefty damage buff and increased explosion radius; perfect for sneaking up on groups of enemies or taking down single targets at range.
- SG-225 Breaker - Shotgun retaining the long range of other shotguns, reloading clips, and firing full-auto; ideal for blasting through mobs of enemies.
- SG-225IE Breaker Incendiary (SV) - Breaker with incendiary ammo, spreading fire among groups of enemies and damaging them over time; excellent against bugs and Illuminate.
- PLAS-1 Scorcher (PP) - Powerful explosive AoE effect against Automatons and the Illuminate; available on the final page of the regular Warbond.
- P-19 Redeemer - The best secondary weapon in the game, the Redeemer deals massive burst damage and is ideal for getting out of tight spots.
- GP-31 Grenade Pistol (DD) - Provides additional grenade firepower for dealing with Fabricators, bug holes, or other objectives; reloads grenades when you pick up ammo boxes.
S-tier
R-6 Deadeye (BJ),LAS-17 Double- Edge Sickle (SF), PLAS-15 Loyalist (TE), SMG-32 Reprimand (TE), P-4 Senator (SV), SG-8S Slugger, JAR-5 Dominator (SV)
S-tier
- R-6 Deadeye (BJ) - Long-range, markmanship rifle with eight rounds capacity, perfect for taking out dangerous targets at any range.
- LAS-17 Double-Edge Sickle (SF) - Energy assault rifle without limiters, offering increased damage but reducing health as it burns you; ideal for run-and-gun playstyles.
- PLAS-15 Loyalist (TE) - Pocket version of the PLAS-101 Purifier, offering good explosive effect against bots; useful when the JAR-5 Dominator or Scorcher are unavailable.
- SMG-32 Reprimand (TE) - Fast-firing SMG with medium AP and high damage, making it an excellent all-around choice.
- P-4 Senator (SV) - Speedloader six-shooter with a damage increase, ideal for dealing with close-range threats.
- SG-8S Slugger - Slug-firing shotgun with high precision damage, excellent against bots and bugs; retains the long range of other shotguns.
- JAR-5 Dominator (SV) - Multi-ammo type shotgun with medium AP, ideal for headshotting bugs or taking down tougher bot enemies.
A-tier
PLAS-39 Accelerator Rifle, StA-11 SMG,GP-31 Ultimatum (SF), LAS-5 Scythe, SG-20 Halt (TE), P-113 Verdict (PP), AR-23P Liberator Penetrator, AR-23A Liberator Carbine (VC), SG-22 Bushwhacker (VC), SMG-72 Pummeller (PP), BR-14 Adjudicator (DD), R-63 Diligence, R-63 Diligence Counter Sniper, AR-23 Liberator, SMG-37 Defender
A-tier
- PLAS-39 Accelerator Rifle - Energy sniper rifle with high damage, functions better against bots than the Purifier or Scorcher.
- StA-11 SMG - SMG with reduced recoil, making it a better alternative to the Defender for players preferring reduced recoil over a faster fire rate.
- GP-31 Ultimatum (SF) - Fires a chunky short-range explosive, useful for taking out nests or objectives; holds one shot and is short-ranged, making it less desirable than the grenade pistol.
- LAS-5 Scythe - Laser assault rifle with a lengthy charge time and low ammo reserves, but offers explosive AoE damage ideal for taking out Scout Striders or shielded Devastators.
- SG-20 Halt (TE) - Pump action shotgun with two ammo types: medium AP fletchette rounds and stun shot. However, the difficult ammo switching makes this gun less appealing.
- P-113 Verdict (PP) - Six-shooter with increased stopping power and medium AP, offering a good alternative to the regular sidearm.
- AR-23P Liberator Penetrator - ARMOR-piercing variant of the regular Liberator, with medium AP and decent damage.
- AR-23A Liberator Carbine (VC) - Assault rifle with a faster fire rate than the regular Liberator, making it ideal for dealing with bugs or other close-range threats.
- SG-22 Bushwhacker - Three-barreled shotgun with instant stun effect when hitting tough enemies, useful as a last-ditch method for discouraging dangerous close-up enemies.
- SMG-72 Pummeller (PP) - Similar to the SMG-37 Defender, but with a stun effect; the stun effect is largely pointless, as killing enemies quickly is preferable.
- BR-14 Adjudicator (DD) - Marksman rifle with medium AP, slightly better against bots than the Diligence Counter Sniper.
- R-63 Diligence - Marksman rifle with eight rounds capacity, functions well against bots but notably less so against bugs.
- R-63 Diligence Counter Sniper - Counter Sniper variant offers superior stopping power and medium AP, trade-offs include slower ammo consumption and increased recoil.
- AR-23 Liberator - Decent all-around assault rifle with solid damage, range, and ammo capacity; serves as a reliable primary when no stronger options are available.
- SMG-37 Defender - Fast-firing SMG with decent damage, recoil, and ammo capacity, better suited for close-range battles.
B-tier
Arc-12 Blitzer (CE), P-72 Crisper (FF), SG-451 Cookout (FF), AR-61 Tenderiser (PP), AR-23E Liberator Concussive (SV), SG-8P Punisher Plasma (CE), SG-225SP Breaker Spray&Pray, MP-98 Knight, SG-8 Punisher, P-2 Peacemaker
B-tier
- Arc-12 Blitzer (CE) - Marksman rifle with infinite ammo, great for crowd control and dealing with the Illuminate's voteless hordes; prone to friendly fire.
- P-72 Crisper (FF) - Flamethrower sidearm, best used for lighting the ground to ignite enemies running behind; limited ammo and flame per mag.
- SG-451 Cookout (FF) - Shotgun with medium AP and fires in bursts, ideal when the Breaker Incendiary is unavailable or preferred for dealing with bugs.
- AR-61 Tenderiser (PP) - Assault rifle with reduced recoil, smaller mag size, and higher mag count overall; underwhelming compared to other assault rifles.
- AR-23C Liberator Concussive - Variant of the regular Liberator with a stun effect, suffers from low damage and requires frequent reloads.
- SG-8P Punisher Plasma (CE) - Energy shotgun fires an explosive ball of plasma in an arc, applying AoE damage and momentarily stunning nearby enemies; ideal for dealing with swarms or troublesome foes when used in coordination with teammates.
- SG-225SP Breaker Spray&Pray - Reduced single-target damage compared to the regular version, offering less value in blasting individual targets or dealing with swarms.
- MP-98 Knight - Close-range SMG with high damage, fast-fire rate, and little long-range accuracy; playing at close range necessitates a dangerous playstyle, which is generally undesirable in Helldivers 2.
- SG-8 Punisher - Buckshot shotgun with reduced projectile spread, poor choice for dealing with swarms or single targets compared to other shotguns.
- P-2 Peacemaker - Standard sidearm for finishing off enemies when your primary runs dry; underwhelming compared to the Redeemer or Senator.
C-tier
R-2124 Constitution, FLAM-66 Torcher (FF), LAS-7 Dagger (CE)
C-tier
- R-2124 Constitution - Old-timey rifle with a bayonet melee attack, compelling purely for rustic vibes; very slow reload speed and low capacity.
- FLAM-66 Torcher - Non-Stratagem flamethrower that shoots the ground and ignites enemies running overhead; redundant given the existence of the Stratagem flamethrower or the Crisper.
- LAS-7 Dagger (CE) - Laser pistol designed for dealing with chaff enemies, offers infinite ammo but performs poorly against tougher enemies or in higher difficulty scenarios.
Health Warning: Helldivers 2 is a tactical squad-based shooter that may lead to excessive caffeine consumption, pose a risk to work productivity, and cause feelings of intense satisfaction upon successful missions. Always consult a medical professional before starting a Helldivers 2 campaign.
- In the SS-tier, the LAS-58 Talon (BJ) is a cost-effective sidearm with infinite medium AP ammo, excellent for dealing with tough enemies.
- The R-6 Deadeye (BJ), part of the S-tier, is a long-range, marksmanship rifle with eight rounds capacity, ideal for taking out dangerous targets at any range.
- The R-36 Eruptor (DD) is an explosive bolt-action rifle in the SS-tier, ideal for quickly destroying bug holes, Fabricators, or towers.
- The SG-20 Halt (TE) is a pump action shotgun in the A-tier, with two ammo types, but the difficult ammo switching makes it less appealing.
- The P-2 Peacemaker, a standard sidearm for finishing off enemies, is found in the B-tier, underwhelming compared to the Redeemer or Senator.
- The CB-9 Exploding Crossbow (DD) in the SS-tier offers a hefty damage buff and increased explosion radius, perfect for sneaking up on groups of enemies or taking down single targets at range.
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