You shoot a Charger leg. White hitmarker. It staggers slightly and keeps charging. You pump three more rounds in. Same result. The problem is not your aim — it is your AP value hitting equal armor, landing 65% damage instead of 100%. One weapon swap to AP5 converts every one of those shots to full damage and the Charger drops in two hits instead of seven. This guide gives you the complete armor penetration system, enemy armor values for every heavy threat, and a decision framework so you never fire the wrong weapon again.
All data verified against patch 6.1.0 (March 17, 2026) and the official Helldivers Wiki. Charger and Bile Titan AV values reflect the post-1.001.100 nerf.
Quick Start: The 5 Rules of Armor Penetration
Before anything else — here is what you need to know to stop getting ricochets:
- Every weapon has an Armor Penetration (AP) value — from Light (AP2) to Anti-Tank III (AP7).
- Every enemy body part has an Armor Value (AV) — from Unarmored (AV0) to Tank (AV5+).
- AP greater than AV: red hitmarker, 100% damage.
- AP equal to AV: white hitmarker, 65% damage — you are chipping, not killing.
- AP less than AV: ricochet, zero damage.
That white hitmarker on a Charger leg is not lag — it means your weapon has AP4 hitting AV4 armor, landing 65% of potential damage. Switching to an AP5 weapon converts that to full damage. Verified on patch 6.1.0, March 2026.
How the AP System Works
Armor Penetration in Helldivers 2 is a direct numerical comparison. Each named armor tier maps to a specific AV number:
| Armor Tier Name | AV Value | AP Needed for 100% Damage | AP Needed for Any Damage |
|---|---|---|---|
| Unarmored I | AV0 | AP1+ | Any |
| Unarmored II | AV1 | AP2+ | AP1+ |
| Light | AV2 | AP3+ | AP2+ |
| Medium | AV3 | AP4+ | AP3+ |
| Heavy | AV4 | AP5+ | AP4+ |
| Anti-Tank I | AV5 | AP6+ | AP5+ |
| Anti-Tank II | AV6 | AP7+ | AP6+ |
The practical implication: most heavy enemies in the game — Chargers, Bile Titans, Hulks — have their toughest body parts at AV4 (Heavy). You need AP5 to deal full damage to those parts, or AP4 to chip at 65%. Before patch v1.001.100 (September 2024), Chargers had AV5 on their front armor — AP4 weapons did zero damage. After the nerf to AV4, AP4 weapons like the Autocannon now deal 65% per shot to Charger legs instead of bouncing off entirely.

Enemy Armor Values: What You Are Actually Shooting At
Most Helldivers die to heavy enemies not because they lack damage, but because they are targeting the wrong body part. The table below shows AV values per body part for the four heaviest threats you will face across all three factions.
| Enemy | Head/Faceplate | Front Legs/Arms | Torso/Body | Belly/Underside | Butt/Rear |
|---|---|---|---|---|---|
| Charger | AV4 (Heavy) | AV4 (Heavy) | AV4 (Heavy) | AV2 (Light) | AV0 (Unarmored) |
| Bile Titan | AV4 (Heavy) | AV4 (Heavy) | AV4 (Heavy) | AV2 (Light) | AV4 (Heavy) |
| Hulk | AV4 (Heavy, eye) | AV4 (Heavy) | AV4+ (Heavy) | — | AV2 (exposed vents) |
| Automaton Tank | AV5 (Anti-Tank I) | — | AV5 (front) | — | AV3 (rear) |
Key takeaway: The Charger’s butt is AV0 — every weapon in the game deals full damage there. The Bile Titan’s bile sacs and underside are AV0 and AV2 respectively. You do not always need anti-tank firepower — you need to know where to aim.
AP4 Weapons: Heavy Armor Penetration
AP4 is the point where weapons start mattering against the game’s heaviest enemies. At AP4 hitting AV4 armor, you land 65% damage — enough to kill a Charger with sustained fire, but slow. Against AV3 and below, AP4 deals full damage.
If you are looking for a well-rounded support weapon setup for missions up to Difficulty 6–7, AP4 is your baseline. For Difficulty 8 (Helldive) and above, plan around AP5+.
AC-8 Autocannon — AP4, 325 ballistic + 150 explosion per shot, 190 rpm. The most versatile AP4 support weapon: it staggers Hulks, punishes exposed Charger weak spots, handles fabricators, and clears medium infantry simultaneously. Unlocks at Level 10 for 7,000 Requisition Slips.
APW-1 Anti-Materiel Rifle — AP4, 450 ballistic damage. Available from Level 1 for 5,000 RS. Best used against Hulk eye shots at close range (one-shot <30m, two-shot beyond). Against Chargers, it damages all AV4 parts at 65% — not efficient as a primary AT tool, but effective when you need a support slot for something else.
MG-206 Heavy Machine Gun — AP4, high sustained fire rate. Best choice when the priority is suppression and stagger rather than burst kill. Will chip Charger legs steadily in coordinated fire but needs ammo discipline.
LAS-98 Laser Cannon — AP4, infinite ammo with heat management. Solid sustained pressure against Charger exposed weak points; no resupply dependency makes it strong in long missions.
Primary to know: The R-36 Eruptor is one of the few primary weapons with AP4. It cannot efficiently solo a Charger, but it deals 65% to AV4 armor parts and is useful for cracking medium-armor patrols without spending a support weapon slot.
Patch note: The GL-21 Grenade Launcher had its AP raised to Heavy in a prior patch, then reverted to Medium (AP3) in patch 6.1.0 (March 2026). Arrowhead’s note: “We pulled the trigger too quickly.” Do not rely on the GL-21 for heavy armor anymore — the GL-28 Belt-Fed now holds the AP4 grenade launcher role.
AP5 Weapons: Anti-Tank I — Full Damage on Chargers
AP5 crosses the threshold for full 100% damage on AV4 enemies — every Charger body part, every Bile Titan body part except underside (which AP2 already handles). If you want to kill a Charger with body shots instead of waiting for weak point opportunities, AP5 is the minimum requirement.
RS-422 Railgun — AP5 in both Safe and Unsafe modes. In Unsafe mode at full charge: 1,500 ballistic damage per shot. At that output against a Charger’s AV4 head (1,200 HP), a single fully-charged Unsafe shot is a one-shot kill. For Bile Titans, target the head (1,500 HP) — a fully-charged Unsafe shot is right at the threshold. The Railgun excels because it combines AP5 penetration with near-zero shot deviation, letting you reliably hit moving Charger heads at range. Unlocks at Level 20 for 10,000 RS.
GR-8 Recoilless Rifle — AP5 with HEAT rounds, slower fire rate but higher burst damage. One-shot Bile Titan headshots are reliable with the Recoilless, making it the cooperative AT weapon of choice: one Helldiver loads, the other fires.
PLAS-45 Epoch — AP5, more recent addition to the roster. Useful for squads that need AP5 coverage without occupying the traditional AT backpack slot.
AP6 Weapons: Anti-Tank II — The Reliable Bile Titan Killers
AP6 weapons deal 100% damage to AV5 targets (Automaton Tank front, Charger Behemoth armor) and 65% to AV6. For the standard Charger and Bile Titan at AV4, they are overkill in terms of penetration — but overkill translates to one-shot-kill reliability.
EAT-17 Expendable Anti-Tank — AP6, free resupply (two launchers per call-in, no backpack slot). One-shot to a Bile Titan’s head is confirmed. One-shot to a Charger’s head is confirmed. The strongest AP6 argument for randoms and solo players: no coordination required, no backpack dependency. Call it in, pick it up, fire, repeat.
LAS-99 Quasar Cannon — AP6, laser-based with a charge time and thermal cooldown instead of ammo. No backpack needed, unlimited shots. The best AP6 option for solo Helldivers or when your squad runs multiple support weapons that need the backpack slot. One-shot Bile Titan and Charger headshots confirmed.
MLS-4X Commando — AP6, four rockets per call-in. Two-shot Bile Titan heads. Best for coordinated squads that want area AT coverage — fire two at one Bile Titan, save two for the next.
FAF-14 Spear — AP7. Auto-lock on enemy structures and superheavy targets. For players who want guaranteed AT output without manual aim against fast-moving Chargers, the Spear eliminates human error from the equation at the cost of lock-on reliability in dense terrain.
Secondary to know: The GP-20 Ultimatum is a secondary weapon with AP6 — a single-shot pistol that one-shots Bile Titan heads. Extremely situational but genuinely meta-defining when it works. Available only from certain Warbonds.
Decision Guide: Which Weapon for Which Enemy
Use this as your pre-mission loadout checklist. Enemy faction changes which threats dominate.
| Enemy | AV (Hardest Part) | Best Weapon | Budget Option | Exploit the Weak Spot Instead |
|---|---|---|---|---|
| Charger | AV4 (head, legs, torso) | EAT-17 or Railgun (unsafe) | Autocannon sustained fire | Butt (AV0) — any weapon works |
| Bile Titan | AV4 (head, legs, body) | EAT-17 or Quasar to head | Recoilless Rifle | Underside (AV2) — expose it first |
| Hulk (Automaton) | AV4 (faceplate, arms) | Railgun to eye at <30m | AMR eye shots (2 at range) | Back vents (lower AV) |
| Charger Behemoth | AV5 (upgraded plating) | AP5+ required (Railgun, RR) | AP6: EAT-17 (overkill but reliable) | Butt (AV0) still works |
| Automaton Tank | AV5 (front armor) | EAT-17 or Quasar (AP6) front | Recoilless (AP5) to sides | Rear armor (AV3 — AP4 sufficient) |
| Factory Strider | AV5–AV6 | Spear (AP7, auto-lock) | Multiple AP6 shots | Mini-gun under-chin (lower AV) |
Recommendations by Player Type
Not every player wants the same tradeoff between ease of use and maximum efficiency. Here is the honest breakdown:
| Player Type | Best AT Choice | Why |
|---|---|---|
| New player (Level <10) | EAT-17 | AP6, free resupply, no backpack, no coordination needed. Works at any level. No unlock cost beyond Level 1 stratagem access. |
| Casual (Diff 4–6) | AC-8 Autocannon | AP4 handles most of the threats you face. Staggers, suppresses, and clears light armor all from one support slot. Unlocks Level 10. |
| Hardcore optimiser (Helldive) | Railgun (Unsafe) | AP5 with the highest damage ceiling of any controllable AT weapon. Fully charged unsafe shots one-shot Charger and Bile Titan heads. Requires Level 20 and discipline — overcharging kills you. |
| Solo player | LAS-99 Quasar | AP6, unlimited ammo, no backpack slot, 1-shot Bile Titan heads. The lone Helldiver’s answer to heavy armor — no resupply, no squad required. |
FAQ
Does the Railgun one-shot a Charger?
Yes — but only in Unsafe mode at full charge, aimed at the head. The Charger head has 1,200 HP; a fully charged Unsafe Railgun delivers up to 1,500 ballistic damage at AP5, which is full damage against AV4 armor and exceeds the head HP pool. In Safe mode or partial charge, expect two to three shots. Targeting the butt (AV0) at 950 HP is a faster two-shot kill in Safe mode if you cannot get a head angle.
Can any primary weapon kill a Charger?
Not solo — but they can contribute. The R-36 Eruptor (AP4) deals 65% damage to AV4 Charger parts, meaning it chips the armor without bouncing. Aim for the exposed butt (AV0) and any primary can deal full damage. In practice, stripped Charger legs (after removing plating with a support weapon) expose AV1 flesh — at that point, almost any primary becomes viable. The P-4 Senator (AP4 secondary) is also effective on exposed weak points.
What is the best anti-tank weapon for Automaton missions?
The EAT-17 for randoms; the Railgun for coordinated squads. Automaton Tanks have AV5 on the front — AP6 from the EAT punches through cleanly. Hulks are more common than Tanks, and the Railgun’s AP5 one-shots Hulk eyes at close range while also handling Charger-equivalent threats. If you run into Factory Striders regularly on high-difficulty Automaton missions, consider the Spear (AP7) — its auto-lock removes the difficulty of hitting a moving weak point under fire.
Did the GL-21 Grenade Launcher get its heavy armor penetration back after patch 6.1.0?
No. Arrowhead reverted the GL-21’s AP boost to heavy armor in patch 6.1.0 (March 2026), restoring it to Medium (AP3). The GL-28 Belt-Fed Grenade Launcher took over the AP4 grenade launcher role — it has 120-round capacity and retains heavy armor penetration. If you were using a patched GL-21 for Charger chipping, switch to the GL-28 or the Autocannon instead.
Key Takeaways
- AP greater than enemy AV = red hitmarker = 100% damage. AP equal to AV = white hitmarker = 65%. Anything less = ricochet.
- Chargers, Bile Titans, and Hulks all have AV4 (Heavy) on their toughest parts — you need AP4 to chip them or AP5 to deal full damage.
- The Charger was nerfed from AV5 to AV4 in September 2024. AP4 weapons like the Autocannon and AMR can now deal 65% damage to Charger legs — they used to bounce entirely.
- For new players: EAT-17 (AP6, free, no backpack). For optimisers: Railgun Unsafe (AP5, highest DPS on Chargers). For solos: Quasar Cannon (AP6, unlimited ammo).
- Always check the weak spot first — Charger butt and Bile Titan underside are AV0/AV2, meaning any weapon deals damage there.
For full weapon rankings across all categories, see our Helldivers 2 weapons tier list, and for optimised loadouts that combine the right AP weapons with stratagems, check our best loadouts guide.
Sources
- Damage — The Helldivers Wiki (helldivers.wiki.gg/wiki/Damage)
- Charger — The Helldivers Wiki (helldivers.wiki.gg/wiki/Charger)
- Bile Titan — The Helldivers Wiki (helldivers.wiki.gg/wiki/Bile_Titan)
- AC-8 Autocannon — The Helldivers Wiki (helldivers.wiki.gg/wiki/AC-8_Autocannon)
- APW-1 Anti-Materiel Rifle — The Helldivers Wiki (helldivers.wiki.gg/wiki/APW-1_Anti-Materiel_Rifle)
- RS-422 Railgun — The Helldivers Wiki (helldivers.wiki.gg/wiki/RS-422_Railgun)
- Weapons — The Helldivers Wiki (helldivers.wiki.gg/wiki/Weapons)
- Helldivers 2 Patch 6.1.0 Changes — FandomWire
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
