Helldivers 2 Weapon Tier List – What the Heck Do I Even Carry Anymore?
Honestly, hasn’t the meta been on a total rollercoaster? One week, you’re feeling like a total badass because your favorite gun is melting everything, and the next, pffft, it hits like a wet noodle. Arrowhead’s balance changes – bless their hearts – keep things interesting, you know? It’s kind of a genius way to keep us from getting bored and sticking to just one loadout forever. But it also means you gotta keep up! Right now, after the last few big patches, the sandbox feels surprisingly well-tuned. And that is why we’ve decided to compile Helldivers 2 weapon tier list created after all these patches.
It really feels like they want you to build a cohesive squad, where everyone’s kit complements the others. It’s not just about one overpowered gun anymore – which, let’s be real, is probably for the best, even if we all miss the original Railgun days. What do you think, did they really have to nerf the Breaker that hard? Maybe. But let’s check out what’s actually top-tier now, because Super Earth isn’t gonna liberate itself.
S-Tier: The Cream of the Crop, No Debating
These weapons? They’re the foundation of any successful Helldive, especially on the harder difficulties. They just work. Period. Whether you’re facing off against the bug horde or the bot legions, these tools feel universally powerful, and they rarely let you down.
Quasar Cannon: Infinite Anti-Armor Fun
Okay, let’s talk about the Quasar Cannon in the ultimate Helldivers 2 weapon tier list. You know what makes this thing a total game-changer? It’s the closest thing we have to a Support Weapon with infinite ammo and no backpack requirement. Sure, it has that charge-up time – which can be a little stressful when a Charger is breathing down your neck – but the sheer stopping power is unmatched. It’s basically a handheld cannon that deletes everything from Bile Titans (aim for the head!) to Factories.
The thing is, using it takes a little foresight; you need to manage that firing delay. But once you get the rhythm down, you’ll barely touch a resupply. Honestly, its introduction fundamentally changed how people build their loadouts. It’s truly that good.
Autocannon: The Swiss Army Knife of Democracy
The Autocannon has seen its share of ups and downs, but after the recent buffs, it’s firmly back in S-Tier. Why? Because it’s so ridiculously versatile. It can shred Bot Fabricators and Spore Spewers from a mile away. It can hit weak spots on medium enemies with surgical precision. And yes, it absolutely chews through light armor.

Sure, it needs a backpack, but that’s a small price to pay for a portable cannon that feels like it never runs out of ammo. If you’ve got a buddy to help reload, forget about it – you just became an unstoppable demolition team.
| Support Weapon | Key Strengths | Faction Focus |
| Quasar Cannon | Infinite ammo, high burst anti-armor, no backpack. | All (Fantastic generalist) |
| Autocannon | Long range, structure destruction, high ammo count. | Automatons (Excellent), Terminids (Great) |
| Arc Thrower | Infinite ammo, chain lightning, great crowd control. | Terminids (Amazing), Automatons (Good) |
A-Tier: Solid Gold, Just a Little Situational
These weapons are fantastic. They might not have the pure, universal dominance of the S-Tier guys, but in the right situation – or against a specific faction – they feel just as strong, maybe even stronger.
Primary Power: Where Does the Helldivers 2 Weapon Tier List Land?
When it comes to your primary, the LAS-16 Sickle is still an absolute rock star. It’s got infinite ammo (provided you manage the heat sink), zero recoil, and it’s a laser beam that hits hard. It’s almost a shame that it’s a laser – no satisfying brass casings hitting the ground! But seriously, if you’re looking for a primary you can rely on to clear chaff and still hold its own against mid-tier enemies, this is it.
Then you’ve got the PLAS-1 Scorcher. What a wild card! This thing is an explosive monster. It fires plasma rounds that have a satisfying oomph and a bit of an Area of Effect (AoE). It’s perfect for taking down Devastators or dealing with bunched-up bugs, but be warned: if you fire it too close, you’re probably going to have a bad time. Friendly fire incidents with the Scorcher are… memorable.
- SG-8S Slugger: This shotgun is all about heavy stagger and medium armor penetration. It’s a bit slow, but when you need to stop a charging enemy dead in its tracks, the Slugger is your huckleberry. It feels weighty and powerful.
- Jar-5 Dominator: Essentially a massive explosive assault rifle. Slow fire rate, huge damage. It requires you to slow your roll a bit and aim your shots, but the reward is worth it. It’s a great counter to the medium-armored threats that start popping up on Difficulty 7+.
B-Tier: Good Enough for Government Work (with a Caveat)
B-Tier weapons are what I call “comfort food” guns. They’re fine, totally viable, but they won’t be winning any awards for top-tier DPS. They often require more careful aim or a specific playstyle to shine.
Look, I still have a soft spot for the AR-23 Liberator. It’s the starter rifle, and it’s… fine. It’s the quintessential “jack-of-all-trades, master-of-none” weapon. If you love the feel of an Assault Rifle, you can absolutely make it work, but you’ll be leaning heavily on your Stratagems for any heavy lifting.
Support Your Squad: When the Classic Tools Still Feel Right
The classic Anti-Material Rifle sits comfortably here. It’s excellent for long-range sniping against Automaton weak points – like the eye slit on a Hulk or the vents on a Dropship. It’s a precision tool, not a battlefield sweeper. But man, is it satisfying to delete a Devastator from across the map.
The Flamethrower also lives here. Against Terminids? It’s arguably S-Tier. It cooks entire swarms, and the sound alone is enough to boost your morale. But against the Automatons? It’s pretty much useless. That’s why we gotta call it B-Tier overall. You’ve gotta pick your battles, or at least, know which planet you’re dropping on.
These guns aren’t bad; they just demand more from you. Are you up for the challenge, or do you want the easy button?
| Primary Weapon | Notable Trait | The Catch |
| LAS-16 Sickle | Infinite ammo, zero recoil, serious damage. | Requires heat sink management. |
| PLAS-1 Scorcher | Explosive AoE, medium armor pen. | Deadly friendly fire risk, slow projectile. |
| SG-8S Slugger | Extreme stagger, medium armor pen. | Slow fire rate, small magazine. |
C-Tier: Niche Picks or Why Are We Even Here?
This tier is where weapons go to gather dust, or maybe they just haven’t been buffed yet (remember how it used to be at the launch of Overwatch 2). They have one super-specific gimmick, but otherwise, they are generally outclassed.
For example, the AR-23C Liberator Concussive. It stuns enemies. That sounds great on paper, right? But the damage is so low that you’ve stunned an enemy just long enough for another one to walk over and ruin your day. It’s a polite pause before you die.
Another one that feels a bit weak right now is the SG-225 Breaker Incendiary. The regular Breaker was the meta for a long time, but now the Incendiary variant just feels… underwhelming. The added fire damage often isn’t enough to make up for the lower overall DPS compared to its plasma or slug-firing cousins.

Look, if you genuinely love a C-Tier gun, then you should totally keep rocking it. After all, the best weapon is the one you enjoy firing. It’s not about being a meta slave; it’s about having fun while spreading liberty! But if you’re trying to clear Helldive difficulty missions, you’ll feel the struggle, won’t you?
Helldivers 2 Weapon Tier List: The Hidden Heroes and What to Avoid
It’s not just the big guns that matter. Your secondary weapon and grenades play a massive role in whether you live or die. Honestly, the way people sometimes forget about their trusty sidearm drives me nuts!
The Sidearm Savior
For the longest time, the P-19 Redeemer was the only choice – a fully automatic SMG in your pocket. It’s still fantastic for quickly clearing a swarm of Hunters that snuck up on you. But there’s a catch: the P-4 Senator has gotten a lot of love from the devs. That thing hits like a freight train. It’s a giant revolver that can one-shot most low-tier enemies and reliably pierce medium armor in a pinch. If you’re carrying a Primary that is slow to reload, like the Dominator or Slugger, having the quick, heavy-hitting Senator as a backup is just chef’s kiss.
Grenade Goodness:
- G-16 Impact: It blows up on contact. No fuss, no waiting, just instant, glorious explosion. It’s an excellent panic button for closing those Bug Holes and Bot Fabricators right now, especially when you’re running for your life.
- G-10 Incendiary: The fire is great for area denial. Drop one behind you when you’re retreating or throw one on a major spawn point. It won’t clear an entire wave, but it’s a solid way to buy your squad some breathing room.
- G-12 High Explosive: The standard, yet surprisingly solid, grenade. Good all-rounder with great structure damage. Never underestimate the reliability of the OG.
The thing is, picking a grenade is less about raw power and more about team synergy. Are you carrying an Autocannon? Maybe the Incendiary for area control would be better. Running the Quasar Cannon? The Impact gives you that immediate, point-and-click destruction.
Tactical Loadouts: Building a Democratic Machine
So, how do we put all this information together? It really boils down to faction, which makes sense. You wouldn’t use a flyswatter on a Charger, right?
Against the Terminids (Bugs): Swarm Control is King
The bugs are all about massive numbers and armored heavies. You need crowd control and reliable anti-armor:
- Primary: LAS-16 Sickle (for infinite crowd-clearing)
- Secondary: P-19 Redeemer (for the immediate “oh-no-they’re-on-me” moment)
- Support: Quasar Cannon (to deal with all the big boys – Titans, Chargers)
- Stratagem 1: Orbital Railcannon Strike (for guaranteed heavy kills)
- Stratagem 2: Eagle Airstrike (for base clearing and massive swarms)
Against the Automatons (Bots): Precision and Armor Penetration
The bots are all about armor, heavy fire, and long sightlines. You need punchy weapons that hit weak spots or pierce armor:
- Primary: PLAS-1 Scorcher (the explosions are great for Devastators)
- Secondary: P-4 Senator (quick medium armor removal on smaller units)
- Support: Autocannon (structure destruction and long-range fire support)
- Stratagem 1: Orbital Laser (to delete a cluster of Hulks or a Tank)
- Stratagem 2: Shield Generator Pack (because you need protection from their endless lasers)
See? It’s not just about what weapon is the highest on the Helldivers 2 weapon tier list (after all patches); it’s how they all fit together. A primary that can clear the tiny trash mobs (the Scavengers or Troopers) frees up your support weapon to focus on the big threats. It’s a dance, really – a glorious, explosive dance.
FAQ
What is the absolute best weapon in Helldivers 2 weapon tier list after the patches?
Right now, the Quasar Cannon is arguably the best single weapon because of its infinite ammo, high anti-armor damage, and no backpack slot requirement. It’s a total powerhouse for nearly any mission type.
Has the Railgun been nerfed, and is it still worth taking?
Yes, the Railgun has been significantly balanced, mostly by changing how “Unsafe” mode works. It’s still a viable anti-armor option, but it requires much more skill and commitment to overcharge it enough to be effective. It’s no longer the mandatory S-Tier pick, but it’s still a solid A-Tier choice, especially for newer players who want focused anti-armor.
Which primary weapon is best for dealing with large swarms of Terminids?
The LAS-16 Sickle is fantastic for swarms. It has a high fire rate and essentially infinite ammo, meaning you can keep firing without having to stop and reload in the middle of a major push. It’s just a consistent, reliable laser.
What’s the best support weapon against Automatons?
The Autocannon is king against Automatons. It can destroy Bot Fabricators from a distance, it deals massive damage to their weak spots, and it’s excellent for clearing out waves of Devastators and Scouts. It just has the right mix of range and punch.
Is the Breaker shotgun still good?
The SG-225 Breaker is still a good, highly serviceable close-quarters primary. It’s definitely not the broken, must-have S-Tier monster it was at launch, but it’s a very solid A-Tier pick for clearing light and medium enemies quickly. It feels good to fire, and it gets the job done.
Should I take the Flamethrower on a mission against Automatons?
Honestly, no. The Flamethrower is devastating against the soft, organic Terminids, but the Automatons are covered in metal armor. The damage over time won’t be nearly as effective as a pure damage or armor-piercing weapon like the Autocannon or the Railgun. Save the fire for the bugs!
How important are the secondary weapons and grenades?
Super important! They are your immediate problem-solvers. The P-4 Senator is fantastic for dealing with medium-armored enemies that get too close, and the G-16 Impact grenade is a non-negotiable must-have for instantly closing Bug Holes or Bot Fabricators under pressure. Don’t neglect your sidearm; it will save your life.
Conclusion
So there you have it: a rundown of where the firepower lands after all the smoke has cleared and the balance patches have settled. The biggest lesson here is that Helldivers 2 isn’t a game about finding the one broken gun to carry you. It’s a game about teamwork and loadout synergy.
The best Helldivers 2 weapon tier list will always change, because the folks at Arrowhead are always tinkering. But right now, embracing the Quasar Cannon, respecting the Autocannon, and knowing which primary works best for your personal playstyle is the key to dispensing true managed democracy across the galaxy. Now get out there and show those enemies of Super Earth what happens when a Helldiver is properly equipped!
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