Helldivers Field Manual
Role-based weapon guide

HELLDIVERS 2 Weapons

Choose a weapon for the job your full loadout is missing, then check current patch impact and acknowledged issues before copying an older recommendation.

Current build
7.0.2
Last verified
Status
Editorial recommendation
Quick answer

Start with role and faction—not a universal damage ranking

A primary should protect the rest of the kit: clear light pressure, reach a weak point, or create room for a support-weapon reload. The secondary and grenade should cover the failure case, not duplicate the same comfortable shot.

Selection framework

Ask five questions before spending Medals

01

What faction is this for?

Close swarms, ranged armor, and the Illuminate Void punish different gaps.

02

Which job does the support weapon own?

If it already handles heavy armor, the primary can protect reloads and light pressure.

03

What happens at close range?

Precision and explosive weapons need a secondary or squad plan when enemies reach the player.

04

What closes objectives?

Grenades, explosive secondaries, and stratagems can preserve the primary slot for combat.

05

Is a current issue affecting the pick?

A bug can make a sound recommendation behave differently from its intended state.

Slot job

Primary

Own the repeatable combat loop and protect the support weapon's downtime.

Slot job

Secondary

Solve the close, empty, mobile, or penetration case the primary handles poorly.

Slot job

Support weapon

Define the kit's main specialist job: sustained pressure, armor, weak points, or structures.

Slot job

Grenade

Reserve a pocket answer for control, armor, structures, or an interrupted objective.

7.0.0 weapon impact

Ammo changes that can invalidate an older loadout note

These figures come from Arrowhead's Devoid of Liberty patch notes.

ItemOfficial changeCurrent caution
R-2124 ConstitutionAn empty magazine can use a full stripper-clip reload.No item-specific issue is listed in the current Known Issues article.
AR-23 Liberator short magazinesSpare magazines 12 to 16; starting magazines 7 to 9.Attachment values, not a universal base-weapon ranking.
AR-23P Liberator Penetrator short magazinesSpare magazines 12 to 16; starting magazines 7 to 9.Attachment values.
AR-23C Liberator Concussive short magazinesSpare magazines 12 to 16; starting magazines 7 to 9.Attachment values.
AR-23A Liberator Carbine short magazinesSpare magazines 12 to 16; starting magazines 7 to 9.Attachment values.
AR-59 Suppressor short magazinesIntended spare magazines 12 to 16; intended starting magazines 7 to 9.Arrowhead says this buff did not apply; the weapon remains at pre-patch values.
SMG-37 Defender short magazinesSpare magazines 9 to 12; starting magazines 6 to 8.Attachment values.
SMG-72 Pummeler short magazinesSpare magazines 9 to 12; starting magazines 6 to 8.Attachment values.
SMG/FLAM-34 Stoker short magazinesSpare magazines 10 to 13; starting magazines 6 to 7; reload 2.8 to 2.3 seconds.Attachment values.
SG-225 Breaker short magazinesSpare magazines 9 to 11; starting magazines 6 to 7.Attachment values.
SG-225IE Breaker Incendiary short magazinesSpare magazines 9 to 11; starting magazines 6 to 7.Attachment values.
SG-225SP Breaker Spray&Pray short magazinesSpare magazines 16 to 20; starting magazines 11 to 12.Attachment values.
P-113 VerdictMaximum spare magazines increased from 8 to 10; starting magazines increased from 4 to 6.No item-specific issue is named in the current official list.
M6C/SOCOM PistolMaximum spare magazines increased from 8 to 10; starting magazines increased from 5 to 6.No item-specific issue is named in the current official list.
P-19 RedeemerSpare magazines increased from 4 to 6.Useful context for older loadouts that assumed the previous reserve.