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There are various damage types and status effects which have special effects on Helldivers and their enemies.

Fire[ | ]

Any target that is damaged will be ignited, dealing damage over time. Illuminates cannot teleport as long as they are on fire. Helldivers can go prone or utilize the LIFT-850 Jump Pack to put out the flames. Shielded units and vehicles are immune to being set on fire.

Poison[ | ]

Poisoned targets will be slowed and take damage over time. The M-25 Rumbler, TOX-13 Avenger and Missile Barrage inflict much more serious poison damage and any Helldiver that is not helped off the ground three times in a row will die within seconds. Shielded units and vehicles are immune to being poisoned.

Slow[ | ]

The Static Field Conductors Stratagem or AR-14D Paragon Weapon, well as the orbs fired by Illuminate Apprentices, cause slowdown. Shielded units and vehicles are immune to being slowed.

Stun[ | ]

Enemies hit by stunning attacks will be unable to move for a short time. Shielded units and vehicles are immune to stunning.

Mini-Stun[ | ]

Any damaging hit on an enemy will cause them to be stuck in place for a very short time. Only the SMG-45 Defender, MP-98 Knight SMG and the AD-334 Guard Dog drone can be upgraded to do mini-stun damage. Shielded units and vehicles are immune to mini-stun.

Confusion[ | ]

Illuminate Illusionists, Council Members and Great Eyes can fire orbs that will cause the player's controls to be reversed. Movement, aiming and even the stratagem input on the d-pad will be inverted for a short time. Shielded units and vehicles are immune to this effect.

Armor-Piercing[ | ]

Armor-Piercing (or AP) attacks deal more damage to light and medium armor. It is useless versus heavy tank armor, though.

Explosive[ | ]

Dealing increased damage against light and medium armor, generally in a sizable area of effect. Mostly used for anti-personnel purposes.

Anti-Tank[ | ]

Capable of eliminating heavily armored targets and (usually) also able to destroy certain mission objectives.

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