The automatons are a socialist robotic faction that primarily fights from close to medium range using projectile weapons. Automatons do not create large swarms, but their enemies have high armour ratings and fight with ranged weapons.
Primarily comes in reinforced and scout variants. The top hull boasts heavy armour, with medium armoured legs. Heavy armour-penetrating weapons can attack the trooper directly through the hull, which will instantly kill. Medium penetration is able to attack the hip joints, which will instantly kill the Scout Strider. A well-placed shot at the exposed trooper from behind will also kill. A single shot to the rockets will instantly kill a Reinforced Strider.
The standard foot soldier of the Automaton faction, appearing in several variants including the Trooper, Marauder, and Raider — differentiated mainly by their weapons, ranging from machine guns to rocket launchers and cannons. All variants share a lightly armored frame, with the chest being the most efficient target for center-mass fire. Any primary weapon can deal with them effectively. Headshots will drop them quickly, and their backpacks can be shot to cause an explosion, useful when they are grouped together. Commissar variants should be prioritised immediately, as they can call in Automaton dropship reinforcements if left alive.
Berserkers are fast, aggressive melee units equipped with dual chainsaws, built entirely around closing distance and overwhelming Helldivers. Their upper torso carries light armour, making them vulnerable to virtually any weapon, while the head and stomach are entirely unarmoured and serve as prime targets. Despite their threatening appearance, they are among the easier heavies to deal with provided you maintain distance. Aiming for the open shoulder joints accelerates kills. Destroying the arms individually will disarm them before finishing with shots to the head or stomach.
Devastators come in several variants: the standard Devastator with a machine gun, the Rocket Devastator with a back-mounted missile pod, and the Heavy Devastator equipped with a ballistic shield. All variants are heavily armoured across the body, making the head the primary weak point, though it is protected by extra plating and harder to hit consistently. Shooting out the arms completely disarms them, leaving them essentially harmless. For Rocket Devastators, a well-placed shot to the missile pack on the back will detonate it instantly. Heavy Devastators should be flanked — destroying the backpack from the rear bypasses the shield entirely. A fully charged Railgun shot to the glowing red chest piece will instantly kill a standard Devastator.
Hulks are slow-moving heavy units that come in three variants — the Bruiser (minigun/rockets), the Obliterator (dual rocket launchers), and the Scorcher (flamethrower) — with later additions including the Firebomber. Their entire body is covered in heavy armour, making primary weapons largely useless against the chassis. Two exploitable weak points exist: the glowing heat sink vents on the back, which are unarmoured and can be damaged by any weapon with sufficient sustained fire, and the small red eye on the head, which requires at least medium armour penetration but will kill the Hulk outright when destroyed. A single Thermite Grenade stuck anywhere on a Hulk's body will kill it regardless of angle. Anti-tank weapons such as the Recoilless Rifle, EAT-17, or Quasar Cannon fired at the eye will one-shot any variant. Destroying both legs will also kill a Hulk outright. The Scorcher variant should never be engaged at close range due to its flamethrower's wide coverage.
Tanks appear in three variants: the Annihilator, which fires a heavy laser cannon; the Shredder, which unleashes a rapid barrage of laser machine gun fire; and the Barrager, which launches mortar-style rockets in high arcs capable of clearing cover. All variants share the same critical weakness — the orange heat sink on the rear of the turret, which can be destroyed with focused anti-tank fire for a swift kill. Primary weapons and most secondaries will have no effect on tank armour. Dedicated anti-tank support weapons such as the Recoilless Rifle, Quasar Cannon, or Railgun are required. The Barrager becomes ineffective at very close range due to its arc-based fire, making aggressive flanking a viable option against it.
War Striders are large bipedal walkers that begin appearing on Extreme difficulty and above, armed with twin fusion culverins and grenade projectors capable of lobbing volleys that bypass cover entirely. Heavy armour covers all body parts, requiring anti-tank penetration for most attacks. The main weak points are the eye and the rear heat vent, both of which are fatal when destroyed — a single Railgun shot in unsafe mode or three AMR shots can destroy either. The hip joints carry only medium armour, allowing weapons like the Machine Gun to target them. Destroying a single leg kills the War Strider outright, making the legs a practical target for dedicated anti-tank weapons. The grenade and arm cannon systems are destructible and will neutralise the War Strider as a ranged threat if removed, though this does not kill it.
Tanks appear in three variants: the Annihilator, which fires a heavy laser cannon; the Shredder, which unleashes a rapid barrage of laser machine gun fire; and the Barrager, which launches mortar-style rockets in high arcs capable of clearing cover. All variants share the same critical weakness — the orange heat sink on the rear of the turret, which can be destroyed with focused anti-tank fire for a swift kill. Primary weapons and most secondaries will have no effect on tank armour. Dedicated anti-tank support weapons such as the Recoilless Rifle, Quasar Cannon, or Railgun are required. The Barrager becomes ineffective at very close range due to its arc-based fire, making aggressive flanking a viable option against it.
Cyborgs are a sub-faction of the Automaton front found exclusively on Cyberstan, consisting of three units: the Radical, the Agitator, and the Vox Engine. Unlike standard Automatons, Cyborgs function as a force multiplier — any nearby Troopers, Devastators, or Berserkers under Cyborg command will have glowing orange eyes, move faster, and attack more aggressively. The universal weak point shared by Cyborg infantry units is the flashing red generator on the chest. Radicals are lightly armoured but fast melee-oriented rushers who deal heavy close-range damage with arm-mounted shotguns and powerful kicks — maintain distance and focus fire to drop them before they close in. Agitators are heavily armoured field commanders that hang back and direct Automaton forces using a laser cannon; killing an Agitator briefly stuns all nearby units it was commanding, making it the highest-priority target in any engagement. Medium to heavy armour penetration is recommended for Agitators.
The Vox Engine is the most heavily armed and durable unit in the Automaton roster, functioning as a massive tracked war machine armed with dual plasma macro-culverins, an Icarus missile launcher array, and undercarriage-mounted plasma duster miniguns. It begins appearing from Suicide Mission difficulty on Cyberstan and can be found in patrols, bot drops, and Megafactory missions. Its main body carries tank-level armour throughout, requiring anti-tank penetration for any meaningful damage. Glowing weak points on the torso and underside carry lower armour values and should be targeted for more efficient damage. The minigun turrets on the treads can be individually destroyed to reduce its flanking firepower. The Vox Engine can withstand three Thermite Grenades and three Bastion tank shots to the main body, so coordinated anti-tank fire and stratagem use is strongly recommended. One player should draw aggro while teammates focus on weak points. It can be heard broadcasting propaganda before it comes into view, providing an early audio warning of its approach.
Terminids are bug like aliens who primarily rely on swarms of both light, and medium strength enemies. Weapons with anti-horde potential and stagger will excell on this front due to the terminids nature of overwhelming Helldivers by constant aggression, and swarms.
The weakest and most common Terminid unit, appearing in large clusters, particularly on lower difficulties. Their entire body is unarmoured, meaning any weapon can dispatch them with ease. The head is the most efficient target, but centre-mass fire from any primary will drop them instantly. On higher difficulties they are largely replaced by Warriors and Hunters, making them less of a concern. Their main danger is purely in numbers — when swarming in groups, they can quickly overwhelm an unprepared Helldiver. Bile Spitter variants carry the same fragile body but can launch short-range acid blobs that slow movement by 30% and explode upon death, so do not ignore them or stand close when they die. Diving immediately removes the slowing effect.
Fast, leaping medium infantry that represent a significant threat through sheer aggression and speed. Despite their intimidating appearance, their entire body is unarmoured — the issue is that damage spread across their many independent limbs (claws, paws, wings) can create a false impression of toughness. Aim for the head to maximise damage efficiency rather than hitting the limbs. Hunters can leap large distances to deliver lethal melee strikes and use their tongue to knock Helldivers off their feet. Their attacks apply an acidic slowing effect that refreshes on each hit, making it critical not to let them close distance. Keep mobile, maintain range, and prioritise them in a swarm before they can pile on.
A heavily armoured and faster variant of the Brood Commander, identifiable by their distinct head crest and fiery orange carapace. Alpha Commanders first appear on Impossible difficulty and completely replace Brood Commanders at that tier. They share the same weak points as their standard counterpart — the head and unarmoured legs — but carry noticeably more health and slightly thicker armour on the head, claws, and body, reducing the effectiveness of light penetration weapons. Medium armour-penetrating weapons and explosives are recommended. Destroying both claws will kill one outright. Shooting the unarmoured legs will significantly slow their movement and charge speed. Critically, Alpha Commanders must be eliminated as a top priority — they can call in Bug Breaches and summon faster Alpha Warriors even after being decapitated, so do not assume a headshot has neutralised the threat.
Large, heavily armoured Terminids that function as battering rams, capable of instantly killing a Helldiver with a direct charge. Heavy armour covers the face and forward leg plates, bouncing most standard weapons. The most efficient kill is a single anti-tank shot to the face from a Recoilless Rifle, EAT-17, or Quasar Cannon, which strips the front leg armour entirely and exposes the soft flesh underneath for any weapon to finish. The pale, fleshy underside of the tail is lightly armoured and can be targeted while the Charger passes or turns. A Stun Grenade stops a charge mid-run and holds it in place long enough for focused fire. The Charger Behemoth variant has a darker carapace and requires two anti-tank shots to the face rather than one — do not attempt to solo a Behemoth without anti-tank backup. Destroying both legs will also kill a Charger outright.
A uniquely dangerous Terminid that fights primarily through ground-erupting tentacles, making it difficult to engage directly while mobile. While moving, the Impaler keeps its face folded behind heavy armour and is nearly invulnerable — do not waste anti-tank rounds trying to force a kill during this phase. The kill window opens when it burrows into the ground and becomes stationary: the face and neck drop to light armour and become fully exposed. One or two anti-tank shots to the exposed face during the burrowed phase will destroy it. If the tentacles emerge and begin targeting the squad during this phase, destroy the tentacles to force the Impaler to retract and restart the cycle, then reposition for the next window. Prioritise distance and mobility at all times, as the tentacles are fast and difficult to outrun at close range.
Medium-sized Terminids built around area-denial through acid projection. On lower difficulties they appear as Nursing Spewers and can only fire at close range, but from difficulty 7 onwards the full Bile Spewer variant appears and gains long-range mortar-style bile bombardment, transforming them into artillery units. The head is the primary weak point and can be killed in two shots from a JAR-5 Dominator. The glowing belly sac is a secondary target — destroying it removes their ability to fire bile entirely, though the sac is a squishy part that takes heavily reduced damage from non-explosive weapons, so aim for the head or use explosives aimed at the ground beneath them for best results. A single well-placed shot from the Eruptor aimed at the ground underneath the body can one-shot them outright. Do not stand close when they die, as they explode.
The largest standard Terminid enemy and one of the primary threats on higher difficulties, capable of stomping, swiping with claws that one-shot a Helldiver, and spewing massive columns of corrosive bile with a wide area of effect. Their entire body requires heavy armour-penetrating weapons to deal any meaningful damage. Two anti-tank shots to the head will kill a Bile Titan, though the head is a small target and misfires into the body are common. The green, glowing abdomen on the underside is a reliable secondary target — the Autocannon, Anti-Materiel Rifle, or MG-206 Heavy Machine Gun can all destroy the bile sac, which stops acid attacks permanently, though the Titan becomes more aggressive once this is removed. An Eagle 500kg Bomb placed accurately on the head is the fastest single-stratagem kill. Cannot be stunned by Stun Grenades. Maintain significant distance at all times and dive to the side when it prepares to spit.
Currently the largest and most durable enemy in the game, a colossal worm-like Terminid with 150,000 health and tank-level armour across most of its body. It appears on Hive Worlds from Suicide Mission difficulty onwards and should be treated as a raid boss requiring full squad coordination and anti-tank firepower. Standard anti-tank weapons cannot penetrate its primary armour — only Thermite Grenades and the Ultimatum can pierce the main body as personal weapons. The primary strategy is to concentrate all fire on a single glowing orange armour segment as it surfaces from the ground, targeting the lowest section visible for the most consistent hit registration. Once an armour plate is cracked, the light-armoured soft tissue beneath becomes exposed and can be shredded by any weapon. The mouth, when open during an acid spit attack, is also lightly armoured and can be targeted by any penetrating weapon. Eagle Strafing Runs and Orbital Gatling Barrages are highly effective as they can damage multiple segments simultaneously. The Recoilless Rifle and Quasar Cannon are the most ammo-efficient anti-tank options for sustained damage. Keep moving at all times — the Hive Lord burrows and resurfaces to slam, and its tremors slow all nearby units. Do not cluster as a squad. When it rears back to spew bile, use that window to focus all available firepower on a single exposed segment.
Illuminates are a cult like alien faction that utilize large swarms of light armoured enemies. Weapons with anti-horde potential should be brought, aswell as weapons capable of single target damage from range.
The bulk infantry of the Illuminate faction — former Super Earth citizens forcibly mutated by the Squ'ith into mindless, zombie-like thralls. They are entirely unarmoured and can be killed by any weapon, but are considerably more durable than they look, absorbing several hits before going down. Their sole attack method is melee, and while slow on approach, they can lunge at random intervals and kill a Helldiver in two or three hits if allowed to swarm. Do not engage a Voteless horde with sustained primary fire on higher difficulties — area tools such as incendiary weapons and gas stratagems are far more efficient, with the Orbital Gas Strike capable of turning them against each other. Blocking a chokepoint with a Grenadier Battlement will halt an advancing horde entirely, as Voteless lack the ability to climb or break through it. They spawn in far greater density under the Mindless Masses subfaction. On the Appropriators front, Voteless do not appear at all, replaced instead by Obtruders.
Small, floating Illuminate scout drones that patrol in search of Helldivers. They project a blue light cone while on patrol, which shifts to purple the moment they detect a target. Watchers carry no meaningful armour — one or two shots from any weapon will destroy them instantly. The danger is not their combat ability but their role: a Watcher that completes its alert will immediately fire a burst of white signal flares into the sky, calling in a Warp Ship reinforcement drop within seconds. Watchers must be the first priority kill on any Illuminate mission. If they cannot call for reinforcements, they will instead stalk the detected Helldiver from a distance and periodically fire stun bolts that briefly immobilise their target. They also explode on death, dealing near-lethal damage to anyone standing immediately next to them. The Obtruder is the Appropriators variant of the Watcher, exclusive to planets where the Appropriators are active. Unlike standard Watchers, Obtruders cannot call for reinforcements and are pure combat drones — they spawn in swarms of up to eighteen, fly directly toward detected Helldivers, and fire slow, inaccurate plasma blasts from Plasma Torches. Individually they pose little threat, but their numbers can escalate rapidly if not cleared quickly. They are darker and smaller than standard Watchers and never travel alone. Like standard Watchers, they explode on death, and large groups can chain-react into one another.
Fleshmobs are the result of failed or extreme Illuminate experimentation on Super Earth citizens — grotesque amalgamations of multiple Voteless bodies fused together into a single lurching mass. They are far more durable than individual Voteless and hit considerably harder at close range, functioning as a heavy infantry unit within the Mindless Masses subfaction. Like their constituent parts, they carry no significant armour, making any weapon capable of damaging them — but their high health pool means sustained fire or explosives are recommended to put them down efficiently. They appear most frequently under the Mindless Masses subfaction, where they spawn alongside dense Voteless hordes, and do not spawn at all on Appropriators planets. Incendiary and explosive weapons are particularly effective at dealing with Fleshmobs and the Voteless swarms they accompany simultaneously.
Large tripodal war machines and the primary heavy threat of the Illuminate faction, capable of firing an extremely long-range sweeping death laser from their singular cyclopean eye that can kill a Helldiver in seconds. The Illuminate's defining mechanic — the energy shield — applies fully to Harvesters, and any stratagems or high-damage weapons fired into an active shield will be absorbed entirely. The correct engagement sequence is always to strip the shield first with sustained rapid-fire from any weapon, then apply anti-tank weapons to the exposed unit. Skipping the shield-strip phase wastes the squad's heaviest ordnance. The shield is powered by a horn-like generator on the top of the Harvester's head — destroying this with a single Anti-Materiel Rifle shot or medium-penetrating weapon permanently disables the shield for the rest of the fight, eliminating the need to strip it repeatedly. Once the shield is down, the upper leg joints where the legs connect to the body are the most efficient kill — one anti-tank shot to a joint instantly destroys the entire Harvester. The eye is the lowest-armoured point on the body and a valid target for a direct anti-tank shot, though the hitbox is small. The Arc Thrower is highly effective for stun-locking a de-shielded Harvester while teammates target the leg joints. At close range, Harvesters swap from their sweeping laser to an electrical arc attack that can chain between nearby Helldivers — maintain distance and stay spread out.
The true soldiers of the Illuminate faction, coming in three variants: the standard Overseer, the Elevated Overseer, and the Crescent Overseer. Standard Overseers are medium infantry armed with a Lightspear that functions as both a precision ranged weapon and a devastating melee staff. At range they fire single, high-damage plasma bolts after a brief charge-up; at close range they swing in wide arcs that ragdoll Helldivers and chain into follow-up kills before targets can recover. When under heavy fire, they raise an energy shield that covers their upper and mid body — crucially the shield does not cover their legs, so keep firing below it. Once the shield drops, the head is the primary target, with the Senator sidearm capable of one-shotting any Overseer with a clean headshot — the only secondary able to achieve this. Destroying the jetpack on the Elevated variant instantly grounds it, removing its mobility advantage. The Crescent Overseer replaces the energy shield entirely with a plasma mortar, firing arc-trajectory shots that can bypass cover — prioritise them when present. A CQC-19 Stun Lance reliably interrupts shield raises in close quarters across all shielded variants.
Exclusive to the Appropriators subfaction, Piloted Constructs come in two variants — the close-quarters Veracitor and the ranged Gatekeeper — both sharing the same core anatomy and kill method. Each houses an Overseer pilot in a cockpit suspended underneath the chassis, protected by a rechargeable energy shield bubble. The kill condition for both is identical: destroy the glowing shield node on top of the construct to permanently disable the pilot's shield, then eliminate the exposed pilot, which instantly destroys the entire mech regardless of remaining limb health. The Arc Thrower bypasses the cockpit shield entirely, hitting the pilot directly through it, and stun grenades freeze both variants to provide a clean firing window. The Veracitor is the close-quarters variant with golden armour and long grabber claws — deceptively fast in a straight line but exploitable by circling around its slow turn speed, with its arms disarmable via medium-penetrating weapons if a pilot shot is not immediately available. The Gatekeeper is the heavier ranged variant whose shield node carries heavy armour, requiring anti-tank weapons such as the Quasar Cannon, EAT-17, or Recoilless Rifle to destroy it permanently — it fires two types of plasma attacks, a large telegraphed charged blast capable of ragdolling Helldivers behind cover, and a rapid-fire tracking volley that chains knockdowns, making open-field engagement against it a death sentence.