Picking the wrong primary in Helldivers 2 is the fastest way to spend a mission feeling useless. With nearly 50 primaries spread across Warbonds and the Superstore, knowing which guns actually work against each faction separates competent Helldivers from dead weight. After testing weapons extensively across all three factions, here's the definitive breakdown of what to bring and why.
What makes a primary weapon worth using?
Your primary is one slot in a 10-slot loadout, but it's the slot you spend the most time with. The factors that matter most are armor penetration, damage output, magazine capacity, and how the weapon behaves under pressure. A gun that performs well on paper can fall apart when you're kiting three Chargers and a Bile Titan simultaneously.
Armor penetration is the single most important stat to understand. Helldivers 2 uses a hidden 0-10 armor scale where your weapon's AP (Armor Penetration) value must meet or exceed an enemy's AV (Armor Value) to deal full damage. Light armor penetration handles most chaff enemies, medium AP opens up mid-tier threats, and anything short of heavy AP or explosive damage will bounce off the biggest foes. You can check the Helldivers Wiki's game mechanics page for a full breakdown of how the AP vs AV system works in practice.
Red sparks mean your shots are dealing damage. Blue sparks or no sparks at all mean your weapon isn't penetrating the armor. Switch weapons or stratagems immediately.
The best primary weapons right now
The PLAS-101 Purifier from the Polar Patriots Warbond is the current top-tier pick against all three factions. It was genuinely terrible at launch, but Arrowhead has since turned it into a flexible, high-damage weapon with medium armor penetration and a charging mechanic that rewards deliberate play. S-tier across the board.
If you don't have the Purifier, the PLAS-1 Scorcher (available from the base Helldivers Mobilize pass) is the next best thing. It fires explosive energy bolts that deal high damage in a small area, making it excellent against Automatons in particular. The catch: don't fire it at enemies within arm's reach unless you want to kill yourself.
The Coyote from the Dust Devils Warbond earns S-tier against Terminids and Illuminate thanks to its high-capacity magazine, medium armor penetration, and incendiary rounds. There's very little it can't handle in a horde scenario. The Stoker SMG from the Entrenched Division Warbond works similarly, pairing punchy bullets with an underbarrel flamethrower that makes it lethal against soft targets and swarms.
For Automaton missions specifically, the Censor marksman rifle stands out. It's a suppressed variant of the Diligence that lets you one-shot Devastators with headshots without pulling every patrol on the map. Stealth matters against bots in a way it simply doesn't against bugs.
Helldivers 2 primary weapon tier list by faction
Tier ratings below reflect performance against each specific faction. A weapon that's S-tier against Terminids might be D-tier against Automatons, so read the full row before committing to a loadout.
- S-Tier: Loadout staples. Excellent against the specified faction with minimal drawbacks.
- A-Tier: Strong options with minor limitations or niche strengths.
- B-Tier: Solid performers that reward the right supporting gear and playstyle.
- C-Tier: Functional but outclassed. Use if nothing better is available.
- D-Tier: Avoid for this faction specifically.
The Double-Edge Sickle can kill you when overheated. Build your loadout around its heat mechanic or you'll be dying to your own gun on higher difficulties.

Sickle heat threshold warning
How should you pick a primary for each faction?
Against Terminids, you want either high fire rate to handle swarms or fire damage to melt organic enemies. The Coyote, Stoker, and Torcher all excel here because bugs have no resistance to burning. Explosive weapons like the Eruptor are also strong for clearing nests and clusters. Avoid anything that relies on precision against a faction that rushes you in groups of 30.
Against Automatons, medium armor penetration is the baseline requirement. Bots have armored heads and chassis that will eat your light-AP rounds for breakfast. The Scorcher, Purifier, and Censor all deal with Devastators efficiently. Suppressed weapons like the Censor become genuinely strategic here since Automatons have detection mechanics that bugs largely ignore.
Against the Illuminate, versatility matters most. Voteless swarm like Terminids but Overseers and Harvesters require AP to crack. The Purifier, Coyote, and Stoker all handle the full range. The Torcher is also strong against Voteless mobs specifically.
Tips for getting more out of your primary
A few mechanics that many players miss even after dozens of hours:
- Reload before empty. Reloading a partially spent magazine is faster than reloading from zero. This applies to most weapons and makes a real difference in sustained fights.
- Shotgun reload tricks. Weapons like the Slugger and Punisher reload per shell. Fire one shot, reload one shell, fire again. You can maintain near-constant output this way.
- First-person aiming increases accuracy. Switching to first-person mode reduces recoil and tightens your shot grouping, especially useful on marksman rifles.
- Environment affects energy weapons. The LAS-5 Scythe and LAS-16 Sickle cool faster in cold biomes and overheat faster in hot ones. Adjust your playstyle for the planet.
- Eruptor animation skip. Quickly swapping to another weapon and back after firing the Eruptor skips the bolt drawback animation for faster follow-up shots.
- Target specific body parts. Each large enemy body part has its own health pool. Focusing fire on a Bile Titan's head rather than spreading damage around kills it faster.

Eruptor animation cancel method
What's coming in the 2026 content roadmap?
Arrowhead confirmed their content roadmap through June in a Steam post, with updates 6.1 through 6.3 each including new Warbonds. That means new primary weapons are coming, and the meta will shift. Update 6.1 (March) adds new enemies alongside a new Warbond, while 6.2 (April) brings two new biomes, a new enemy variant, and another Warbond. June's 6.3 update rounds things out with yet another Warbond and further rebalances.
Each rebalance pass has historically moved weapons up and down the tier list significantly. The Purifier went from genuinely unplayable at launch to the best primary in the game. Keep that in mind before spending Super Credits on a Warbond specifically for one weapon.
You can find Super Credits in hidden vaults and loot zones during missions. Explore side areas before extracting, as these can fund Premium Warbond purchases without spending real money.
For more loadout strategies and the latest on what Arrowhead is adding to the game, browse more guides on GAMES.GG.


