Helldivers 2 Weapons Tier List 2026: S-Tier Primaries, Secondaries and Stratagems Ranked After April Patch

The LAS-16 Sickle sat at the top of every Helldivers 2 tier list for the better part of 2025. Patch 6.1.0 (March 17, 2026) ended that run — two weapons from the Entrenched Division Warbond dropped into S-tier immediately on release, the Autocannon received a meaningful reload buff, and the Laser Cannon’s beam range was extended from 200 to 1,000 meters, changing how it functions on bot missions entirely. This tier list covers the current state of primaries, secondaries, and support weapons against all three enemy factions: Terminids, Automatons, and the Illuminate. If you’re pushing Difficulty 7 and above, these are the picks that separate controlled missions from four-body extractions.

How to Read This Tier List

Rankings are verified on Patch 6.1.0 and hotfix 6.1.1 (April 2026). Weapon performance in Helldivers 2 is faction-dependent — a weapon that tears through Terminid swarms can be nearly useless against Automaton armor. Every entry includes a Best Against note for that reason. Tiers: S = clear meta choice | A = strong in its role | B/C = avoid at high difficulty.

TierWeaponTypeBest AgainstHow to Get
SPLAS-101 PurifierPrimaryAll factionsPolar Patriots Warbond
SSMG/FLAM-34 StokerPrimaryTerminids, IlluminateEntrenched Division Warbond
SAR-2 CoyotePrimaryTerminids, IlluminateDust Devils Warbond
SR-36 EruptorPrimaryAutomatonsDemocratic Detonation Warbond
ALAS-16 SicklePrimaryAll factionsCutting Edge Warbond
APLAS-1 ScorcherPrimaryAll factionsDemocratic Detonation Warbond
ASG-451 CookoutPrimaryTerminidsPremium Warbond
SGP-31 Grenade PistolSecondaryAll factionsRequisition unlock
ALAS-58 TalonSecondaryAll factionsCutting Edge Warbond
AP-11 Stim PistolSecondarySupport roleRequisition unlock
SLAS-99 Quasar CannonSupportAll factionsEngineering Bay, 7,500 Req (Lv 18)
SAC-8 AutocannonSupportAutomatonsEngineering Bay requisition
ALAS-98 Laser CannonSupportAll factionsEngineering Bay requisition
SCrematorSupportTerminidsEntrenched Division Warbond
Helldivers 2 three factions — Terminids Automatons and Illuminate require different weapon strategies
Each faction calls for a different weapon strategy — fire-based primaries dominate vs Terminids but fall short against Automaton armor

S-Tier Primary Weapons

PLAS-101 Purifier — Best All-Faction Primary

The Purifier fires charged plasma bolts that deal 350 damage per shot with explosive splash. The explosive damage type is the key mechanic: it bypasses the standard armor calculation on Brood Commanders, Overseers, and Scout Striders, letting you one-shot priority targets without needing to land on an exposed weak spot. At medium range — the typical engagement distance on Helldive difficulty — nothing competes with it for single-target elimination efficiency across all three factions.

Charge time is approximately 0.75 seconds per shot. In close-quarters tunnels or when enemies are already at melee range, that half-second charge becomes a liability. The Purifier rewards players who maintain positioning discipline; it punishes those who let enemies close to melee distance before firing.

Best against: All three factions. Specifically S-tier vs the Illuminate — explosive damage shreds both shielded Overseers and voteless swarms in two to three shots.
When NOT to use: Dense bug breach rushes where charging Hunters and Warriors are already in melee range. Swap to the Coyote or Stoker for close-quarters control.
How to get: Polar Patriots Premium Warbond, page 3 (80 Medals)

SMG/FLAM-34 Stoker — Best vs Terminids and Illuminate

The Stoker combines an 780-RPM primary fire mode with medium armor penetration, and an underbarrel flamethrower on the secondary. That dual-mode setup is why it’s S-tier — most Helldivers 2 players use their primary to handle light-to-medium enemies and rely on support stratagems for heavies. The Stoker does both without burning a stratagem slot.

Against Terminids, the majority of the enemy roster has fire vulnerability — Hunters, Warriors, Brood Commanders, and Bile Spewers all take increased damage from the flamethrower and panic when lit, breaking their attack patterns mid-charge. Against the Illuminate, the 780-RPM primary staggers voteless swarms while the flamethrower shreds Harvester leg joints. Patch 6.1.0 added a physics reaction to flamethrowers: small and medium enemies now physically slow down or attack randomly when set on fire, rather than continuing their original movement. That change alone makes fire-based weapons significantly more reliable than pre-patch. For a full breakdown of which Illuminate units fire counters, see our Helldivers 2 Illuminate enemy guide.

Best against: Terminids (fire vulnerability on majority of roster), Illuminate (stagger plus panic combo on grouped enemies).
When NOT to use: Automaton missions. Fire has limited effect on mechanical chassis, and the 780 RPM burn rate drains your magazine before reaching critical components on Devastators or Hulks.
How to get: Entrenched Division Premium Warbond

AR-2 Coyote — Best Entry-Level S-Tier

The Coyote fires incendiary rounds with medium armor penetration from a high-capacity magazine, sustaining 426 DPS with ignite-on-hit that continues dealing damage after you reposition. It’s the most forgiving weapon in the S-tier bracket: the large magazine means you’re not counting shots in a firefight, the incendiary DoT finishes off stragglers without additional rounds spent, and medium armor penetration handles the majority of enemy types below heavy classification.

A new player running the Coyote on Difficulty 4 to 6 will consistently outperform a new player running the Purifier, purely because the Coyote requires zero timing discipline. You hold the trigger and move — the DoT handles cleanup. At higher difficulties, experienced players still bring it to Terminid missions specifically because the ignite procs across an entire bug breach, letting fire damage clear the swarm while you reposition for the next wave.

Best against: Terminids and Illuminate — ignite applies to every enemy hit, DoT kills stragglers while you move.
When NOT to use: Automaton missions above Difficulty 6. Incendiary rounds have no mechanism against Hulk chassis or Fabricator shields. Use the Eruptor instead.
How to get: Dust Devils Premium Warbond, page 1 (35 Medals)

R-36 Eruptor — Automaton Specialist

The Eruptor fires explosive bolts with heavy armor penetration (455 damage per shot). Heavy AP is the differentiator — it punches through Devastator faceplate armor and hits Hulk weak spots without needing a support stratagem callout. On Automaton missions at Difficulty 7 and above, the Eruptor functions as both your primary and an anti-armor fallback, which frees your support stratagem slot for utilities like a Sentry or Eagle Strike that complement a bot-clearing strategy.

The bolt-action fire rate is the real constraint. In swarm scenarios, you cannot clear chaff fast enough — a single bug breach will overwhelm you if your squad isn’t covering light enemies. On Automaton missions, the linear attack patterns of Bots mean you’re almost always shooting at targets in formation rather than swarming clusters, which plays directly to the Eruptor’s single-shot precision.

Best against: Automatons — two shots to the torso drops Devastators, reliable weak-spot hits on Hulks from range.
When NOT to use: Terminid swarm missions. The fire rate cannot keep pace with a bug breach, and self-splash becomes hazardous in dense swarms.
How to get: Democratic Detonation Premium Warbond, page 2 (60 Medals)

A-Tier Primary Weapons

LAS-16 Sickle

Still 687 DPS with heat-managed near-infinite ammo. The Sickle hasn’t been nerfed — it was outpaced by weapons with stronger faction-specific advantages. It remains the best primary for players without access to premium warbonds and its all-faction coverage makes it reliable regardless of mission type. The main failure point: sustained fire in close quarters causes overheat before the heat sink regenerates, leaving a two-to-three-second window with no primary output.

PLAS-1 Scorcher

At 1,166 DPS, the Scorcher posts the highest sustained damage output of any primary in the game. It falls to A-tier not from a nerf but because the Purifier addresses the same all-faction use case with better armor penetration per shot. Where the Scorcher excels: Difficulty 5 to 7 missions where raw kill speed matters more than precision target elimination — clearing Devastator groups faster than any other primary, for example.

SG-451 Cookout

Full-auto incendiary pellets make the Cookout S-tier in Terminid-only operations. It falls to A-tier overall because it has no mechanism against Automaton armor. In a premade squad running a Terminid campaign, the Cookout competes with the Stoker for the best primary slot — the Stoker’s dual-mode gives it a slight edge on flexibility, but the Cookout’s fire rate is higher for pure swarm control.

B-Tier and Below: What to Avoid at High Difficulty

The GL-21 Grenade Launcher lost its brief stint with heavy armor penetration — Patch 6.1.0 reverted it to medium AP, making it less reliable against Devastators and Hulks than it was for approximately three weeks post-6.0. The ARC-12 Blitzer deals high theoretical DPS but cannot reliably hit specific enemy components (Hulk heat sinks, Devastator faceplates) required for efficient kills above Difficulty 6. The AR-23 Liberator and its standard variants remain adequate at lower difficulties but lack the armor penetration needed once enemies begin fielding medium and heavy armor consistently.

Secondary Weapons

The secondary slot is the most underutilized in most Helldivers 2 loadouts. These three picks change that:

GP-31 Grenade Pistol

Eight explosive shots that destroy Terminid bug holes and Automaton fabricators from safe distances — without spending a stratagem slot. For squads not running the Crossbow or Eruptor as primary, the Grenade Pistol replaces the need for grenade stratagems on most objective types. The ammo count is genuinely limited: treat it as a precision objective tool, not a combat sidearm.

LAS-58 Talon

Medium armor penetration with heat-managed ammo means the Talon handles situations where your primary runs dry mid-firefight or when you need a finishing shot on a priority target without cycling a reload. The core advantage over the Grenade Pistol: the Talon remains useful in sustained combat, not just on structures.

P-11 Stim Pistol

Patch 6.1.0 doubled healing output and increased muzzle velocity from 200 to 300. A clean hit now heals nearly a full health bar. For support-focused players in coordinated squads, the Stim Pistol reduces death frequency more than any other secondary — you’re essentially carrying a portable revival tool that bypasses the stim animation delay entirely.

When to use the Senator instead: if your primary lacks heavy AP — running the Coyote or Stoker on an Automaton mission, for example — the Senator’s heavy armor penetration covers Devastator faceplates that neither the Talon nor the Grenade Pistol can crack from secondary range.

For a complete breakdown of the latest warbond additions and whether they’re worth buying, see our Helldivers 2 April 2026 Warbond guide.

Support Weapons: Best Stratagems

LAS-99 Quasar Cannon — S-Tier, All Factions

No backpack required, no ammo limit, and each fully charged shot one-shots Chargers, Hulks, and Illuminate Harvesters with a direct hit. The approximately 45-second recharge window is the trade-off: you’re committing to one confirmed heavy kill per call-in rotation rather than reactive fire. Experienced players plan the shot around enemy positioning — you fire at a Charger that’s already lined up, not at one that’s charging you. Unlocked at the Patriotic Administration Center (Engineering Bay node) for 7,500 Requisition Slips at Level 18. The no-backpack requirement is the most strategically important feature: it frees your teammate from carrying your ammo supply, which has an outsized impact in two-player squads.

AC-8 Autocannon — S-Tier vs Automatons

Patch 6.1.0 cut the full reload from 5.5 to 4.5 seconds — a change that shifts the Autocannon from manageable to fluid in sustained bot engagements. It handles Devastators in two torso shots, destroys fabricators in two vent hits, and kills Hulks with three to four precision shots to the heat sink. The only genuine constraint is backpack dependency: in co-op, a teammate carries the drum magazine. For Automaton missions on Difficulty 7 and above, no support weapon is more reliable than the Autocannon on a coordinated team.

LAS-98 Laser Cannon — A-Tier, All Factions

The standout support buff in Patch 6.1.0: beam range extended from 200 meters to 1,000 meters. The Laser Cannon now destroys Automaton fabricators from across the entire engagement zone without terrain restrictions — a functional change that makes it competitive on bot missions in a way the 200-meter limit prevented. No backpack required, infinite ammo via heat management, strips Charger leg armor in seconds. Falls to A-tier only because the Quasar Cannon beats it on single heavy kills when the shot is available.

Cremator — S-Tier vs Terminids

Continuous flame output with heavy armor penetration. On Terminid missions at Difficulty 7 and above, the Cremator kills Chargers faster than the Quasar Cannon by targeting leg joints with sustained fire rather than relying on a single charged shot with a 45-second recharge. The Patch 6.1.0 flamethrower panic mechanic means Chargers that are lit will break their charge path, reducing the most dangerous attack they have. Requires a backpack slot. Avoid on Automaton and Illuminate missions — fire damage is largely ineffective against mechanical chassis and shielded units.

Loadout by Player Type

These loadouts assume you’re adjusting your primary when faction changes — the secondaries and support weapons carry across most mission types.

Player TypePrimarySecondarySupportWhy This Works
New PlayerAR-2 CoyoteGP-31 Grenade PistolLAS-99 Quasar CannonForgiving mag, no timing required on primary; Grenade Pistol handles objectives; Quasar reliably kills heavies with one shot
CasualLAS-16 SickleGP-31 Grenade PistolAC-8 AutocannonNear-infinite ammo primary covers all factions; Autocannon handles Devastators and Hulks without complex aim
HardcorePLAS-101 PurifierLAS-58 TalonLAS-99 Quasar CannonMaximum single-target damage; Talon infinite ammo sidearm; Quasar for one-shot heavies on demand
Terminid SpecialistSMG/FLAM-34 StokerGP-31 Grenade PistolCrematorDouble fire damage stacks; Cremator panic clears Charger charges; Grenade Pistol closes bug holes
Bot SpecialistR-36 EruptorP-11 Stim PistolAC-8 AutocannonHeavy AP on primary and support; Stim Pistol keeps the team topped up; Eruptor + Autocannon covers all Automaton armor tiers

For customizing your stratagem inputs and weapon swap binds around these loadouts, our Helldivers 2 keybinds guide covers the stratagem layout and squad comms setup used at higher difficulties.

Frequently Asked Questions

Is the Sickle still worth using in 2026?

Yes — A-tier and genuinely competitive. It hasn’t been nerfed; the S-tier shift happened because three new weapons entered the meta with stronger faction-specific advantages. If you haven’t purchased premium warbonds, the Sickle remains the most reliable all-faction primary available. The Cutting Edge Warbond that contains it is one of the better value purchases for new players.

What is the best secondary weapon in Helldivers 2?

The Grenade Pistol is the most useful across all mission types because it handles objective destruction without spending a stratagem slot — closing bug holes and destroying fabricators from a safe distance. If you already carry the Eruptor or Crossbow as your primary (which both handle structures), the LAS-58 Talon is a better secondary for pure fighting utility, since it stays effective throughout the mission rather than running out of shots mid-operation.

Do I need premium warbonds to compete at Difficulty 9?

No. The LAS-99 Quasar Cannon (Engineering Bay, 7,500 Requisition Slips, Level 18), the LAS-16 Sickle (Cutting Edge Warbond), and the AC-8 Autocannon are all competitive at Helldive difficulty without a single premium warbond purchase. The Stoker and Cremator from the Entrenched Division Warbond have situational advantages on specific faction missions — they don’t lock players out of the endgame.

Sources

Michael R.
Michael R.

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.