TERMINIDS


BILE TITAN
The Bile Titan is a massive, heavily-armored Terminid superheavy, appearing to be the final growth stage of a Bile Spitter. Despite its colossal size, it is surprisingly fast, capable of catching up to Helldivers while spewing lethal bile similar to a Bile Spewer. In close quarters, it can also crush Helldivers with its powerful claws.
ABILITIES
Bile Titans use their bile-spewing attack to saturate large areas, dealing immense damage over time. Helldivers caught in the full stream can be quickly incapacitated.
When forced into close-range combat, Bile Titans rely on their hulking claws to crush enemies.
Bile Titans remain stationary for several seconds while preparing their bile attack, creating a vulnerable window for Helldivers to strike.
TACTICS
- Orbital Railcannon Strike provides a guaranteed kill, but its long cooldown makes it an expensive option.
- Eagle 110mm Rocket Pods can deal significant damage, but multiple direct headshots are required to ensure a kill.
- The Eagle 500kg Bomb can effectively eliminate a Bile Titan if caught within the blast radius. However, accurate timing is crucial, as Bile Titans may move out of the impact zone before detonation.

IMPALER
The Impaler is a large, heavily-armored Terminid, returning from Helldivers 1. It burrows its tentacle-like head into the ground, causing it to emerge near Helldivers to trap and attack them.
ABILITIES
Impalers attack by plunging their three bladed tentacles into the ground, causing them to reappear at multiple locations, surrounding Helldivers.
Before attacking, they arch their tentacles slightly upward before rapidly striking the ground.
They can also bat at sentry Stratagems with their legs if placed too close.
While attacking, Impalers expose their unarmored head, making it a critical weak point for Helldivers to target.
TACTICS
- Shooting their tentacles forces them to retract, temporarily disrupting their attack, though this does not kill them.
- The best time to eliminate an Impaler is when its head is exposed during a tentacle attack.
- High-damage support weapons, such as the AC-8 Autocannon, or offensive Stratagems like the Eagle 500kg Bomb, are highly effective against exposed Impalers.

CHARGER
The Charger is a large, heavily-armored Terminid known for its devastating charge attacks, attempting to bash or trample Helldivers, dealing massive damage. Its charge can concuss or launch Helldivers, making it a high-impact battlefield threat. At close range, Chargers also use their claws for melee attacks.
ABILITIES
Chargers rush headlong into combat, using their charge attack to crush Helldivers. They can make tight turns, making their charge harder to predict.
At close range, they switch to claw attacks, making them dangerous in confined spaces.
They tend to focus on one target at a time, making it possible for squads to coordinate attacks.
TACTICS
- Dodge the charge by moving diagonally or perpendicular to its path. Avoid dodging too early, as Chargers can adjust their direction mid-charge.
- Anti-vehicle weapons like the EAT-17 Expendable Anti-Tank, GR-8 Recoilless Rifle, and LAS-99 Quasar Cannon can instantly kill a Charger with a headshot.
- Direct torso hits from the FAF-14 Spear or GR-8 Recoilless Rifle will immediately kill a Charger.

BILE SPEWER
The Bile Spewer is a moderately armored, medium-sized Terminid that appears starting from Medium difficulty and higher. It resembles a mature Bile Spitter, distinguished by its enlarged abdomen.
ABILITIES
Bile Spewers attack by spraying streams of bile, which slow Helldivers and can prove fatal if exposed to a full blast. When preparing to spit bile, they rear their heads back, providing a brief window to dodge before the attack lands.
TACTICS
- Avoid shooting or rupturing Bile Spewer abdomens, including their corpses, as they explode on death, damaging nearby organisms.
- Headshots are their primary weak spot, but on Extreme difficulty and higher, Medium armor-penetrating weapons are required to effectively damage them.
- Spinal plates and the abdomen can be targeted with explosives for an efficient takedown.

WARRIOR
The Warrior is a sturdy, medium-sized Terminid built for close-quarters combat, offering greater resilience than its smaller kin.
ABILITIES
Warriors relentlessly pursue Helldivers, climbing over obstacles to engage them in melee. They strafe sideways to block escape routes and will actively cut off fleeing targets.
If their head is destroyed, they enter a berserk state, where they move faster but gradually bleed out.
On rare occasions, when a target is out of reach, a Warrior may burrow underground and suddenly resurface for an ambush attack.
Additionally, Warriors can emit pheromones, potentially triggering a Bug Breach that summons reinforcements.
TACTICS
- While any weapon can take down a Warrior, rapid-fire or explosive weapons are highly effective against multiple enemies.
- The fastest way to kill a Warrior is by destroying its head, but this triggers its berserk mode. Helldivers can either finish it off immediately or let it bleed out over time.
- Shooting its legs prevents it from gaining speed after losing its head, making it easier to avoid.

HUNTER
The Hunter is a medium-sized Terminid capable of using its wings to flank enemies and pounce on Helldivers, making it a highly mobile threat.
ABILITIES
Hunters primarily flank and surround Helldivers, moving faster than most other Terminids. While advancing, they can strafe sideways or execute short jumps, making them harder to hit.
At a distance of 15-20 meters, they will pounce onto a Helldiver, dealing damage and immediately following up with claw or tongue attacks.
Hunters can use their tongue attack at short to medium range, inflicting Acid burn, which slows Helldivers’ movement. Their claws are used at extremely close range, typically when right next to a Helldiver.
TACTICS
- Compared to Warriors and other medium-sized Terminids, Hunters are relatively weak and can be quickly dispatched with headshots.
- Shooting their legs significantly slows them down and prevents them from executing a pounce.
- While weak individually, Hunters should be prioritized within swarms, as their ability to close distances quickly makes them a high-priority target.
- Melee attacks can temporarily stun and knock back a Hunter. Skilled Helldivers can even melee them mid-pounce to stop their attack.
AUTOMATONS


FACTORY STRIDER
The Factory Strider is a massive, tank-level armored Automaton vehicle, serving as a mobile deployment platform for Devastators. It is equipped with twin gatling lasers and a modified cannon, making it a formidable force on the battlefield.
ABILITIES
The Factory Strider can fire up to three rounds, provided its target is within line of sight and not too close.
The gatling lasers, mounted on the Factory Strider’s head, have a limited rotation but fire at a lethal 1200 RPM, making them deadly at close range.
Its massive frame can knock down and damage Helldivers as it moves.
Every 50-55 seconds, the Factory Strider deploys four Devastators, signaled by a distinct mechanical door sound.
When destroyed, the Factory Strider lets out a shriek before violently exploding, with its collapsing body crushing nearby Helldivers.
TACTICS
- The Factory Strider has an enormous health pool, making it resistant to most weapons and Stratagems.
- Effective Stratagems include the Eagle 500kg Bomb, Orbital Precision Strike, Eagle Strafing Run, and Orbital 380mm HE Barrage, which can weaken or destroy the Strider.
- Gatling lasers are its biggest short-range threat. Helldivers should prioritize destroying them first using Medium armor-penetrating Support .
- Stims can allow Helldivers to survive its gatling laser fire, unless hit in the head.
- Oddly, the Factory Strider’s gatling lasers do not target Exosuits, but its cannon still does.

TANK
The Annihilator Tank is a large, heavily armored main battle tank, equipped with a devastating anti-armor laser cannon as its primary weapon. A direct hit from this weapon is capable of vaporizing nearly anything in its path.
ABILITIES
Equipped with a devastating anti armor laser cannon as its primary weapon.
TACTICS
- Annihilator Tanks possess “anti-tank”-level armor on the front and sides of their chassis, rendering them immune to all but dedicated anti-vehicle weaponry in a direct fight.
- Both Annihilator and Shredder Tanks have anti-tank armor on the front of their turrets, but only the Annihilator has anti-tank armor on its turret sides.

HULK
Hulks are heavily-armored siege walkers deployed by the Automatons, functioning as walking tanks with varied weapon configurations. Regardless of loadout, their primary role is that of a heavy weapons platform, designed to break enemy defenses and suppress Helldivers with overwhelming firepower.
ABILITIES
- Bruiser – Equipped with a rocket burst launcher and a rapid-fire pulse laser cannon, allowing it to gun down enemies with precision at mid-range.
- Scorcher – Armed with a flamethrower and a buzzsaw, this variant aggressively closes the distance rather than engaging from afar.
- Obliterator – Featuring twin rocket burst launchers, these Hulks are distinguished by an Automaton flag mounted on their back, specializing in long-range bombardment.
TACTICS
- Hulks are heavily armored on all sides, except for their rear, which houses heat sinks that are completely unarmored and vulnerable to full damage from any weapon.
- Upon death, Hulks explode, posing a serious hazard to nearby units, including friendly Automatons.
- Their primary weak spot is the glowing red visor on their head, which erupts in flames upon a successful hit, instantly killing the Hulk. However, this can be difficult to target in combat.
- Most anti-tank weapons can eliminate a Hulk with a direct hit to the visor or body.

TROOPER
The Trooper, also known as the Raider, is a light infantry Automaton equipped with a laser assault rifle, making it a common but persistent threat on the battlefield.
ABILITIES
Troopers and Raiders engage Helldivers from a distance, firing their laser assault rifle in five-round bursts when a target is in sight. They require four seconds to cool down before firing again.
They maintain distance from Helldivers, backing away if approached, but will punch in melee combat if a Helldiver gets too close.
If a Helldiver takes cover, they will toss a grenade to force them out.
TACTICS
- Troopers and Raiders appear to be identical in function, though pinging them may label them as Raiders instead of Troopers.
- All light infantry Automatons can be suppressed by sustained gunfire, briefly reducing their accuracy.
- All light infantry Automatons have a built-in flare launcher in their left arm, allowing them to call in Dropships.
- Killing them before they finish launching a flare will prevent reinforcements from arriving.
- Grenades and headshots will reliably one-shot all light infantry Automatons.

BERSERKER
The Berserker is a melee-focused, medium infantry Automaton, armed with chainsaw-equipped arms, making it a brutal close-range threat.
ABILITIES
Berserkers move directly toward Helldivers, seeking to engage them in melee combat with their chainsaw arms.
If a Helldiver is on the ground or has lost both arms, Berserkers will stomp them, dealing additional damage.
TACTICS
- While Berserkers are not a threat at range, their danger lies in their tendency to attack in swarms, forcing Helldivers out of cover where they become vulnerable to other enemies.
- Their chainsaw attacks deal significant damage, often maiming Helldivers in a single hit.
- Though faster than Devastators, Berserkers remain predictable, allowing Helldivers to outrun or evade them by sprinting, diving, or using elevated terrain.
- Their upper torso is protected by Light armor, making it the most durable part of their body and a poor target for Light armor-penetrating weapons.
- The weakest points of a Berserker are its Unarmored II head and glowing stomach.
ILLUMINATE


HARVESTER
The Harvester is a large mechanical tripod created by the Illuminate, equipped with a durable shield that absorbs incoming damage. It utilizes a continuous long-range laser attack from its single eye and unleashes an arcing electrical shock at close range to eliminate threats.
ABILITIES
Harvesters do not activate their shields until alerted.
Their primary attack is a sweeping death ray, which they charge momentarily before firing. This near-instantaneous laser beam is capable of eliminating Helldivers on impact.
At close range, Harvesters switch to an electrical arc attack, discharging high-voltage energy from their eye to incapacitate and kill Helldivers.
TACTICS
- Harvester shields regenerate shortly after breaking, requiring constant firepower to keep them down.
- The shield generators are located above and below the Harvester’s eye. Destroying either will permanently disable the shield.
- A single shot from the APW-1 Anti-Materiel Rifle can destroy a shield generator, making it a strategic choice for long-range engagements.
- If the Harvester is not yet alerted, Helldivers can disable the generators before the shield activates. However, missing the shot will alert the Harvester.
- Despite their thin frame, Harvesters are highly durable, making Orbital and Eagle stratagems unreliable against them due to their small hitbox compared to similarly sized enemies.

OVERSEER
The Overseer is a medium infantry unit of the Illuminate, wielding an energy staff that functions as both a ranged and melee weapon. It also carries a directional energy shield on its left arm, which it deploys for protection when not attacking.
ABILITIES
At long range, Overseers fire powerful single-shot energy projectiles from their staves after a brief charge-up delay.
When under sustained fire, Overseers raise their collapsible energy shields, which protect their upper and middle body from frontal attacks.
At close range, Overseers rush toward Helldivers, swinging their staff in fast, sweeping melee strikes.
Additionally, if an Overseer spots a Helldiver, it will point its staff and command nearby Voteless to attack.
- Overseers are highly dangerous in close combat, as their melee combos knock Helldivers to the ground.
- Follow-up attacks are often lethal before Helldivers can recover.
- If an Overseer has taken enough armor damage, a Helldiver’s melee attack can stagger them, which can be life-saving in close quarters.
- Explosive weapons, such as the PLAS-1 Scorcher, are highly effective, as they bypass armor and deal direct damage to health.
- High fire-rate weapons, like the MG-43 Machine Gun and AR-23 Liberator, are effective at stripping armor and tearing through exposed flesh.

ELEVATED OVERSEER
The Elevated Overseer is a flying infantry unit of the Illuminate, armed with a rapid burst-firing energy weapon and grenades. Its high mobility and evasive maneuvers make it a difficult target to hit.
ABILITIES
Elevated Overseers hover above the ground, using sharp turns and evasive maneuvers to dodge incoming fire.
While advancing toward Helldivers, they fire quick bursts of energy projectiles and periodically throw grenades between attacks.
Their armor plating covers their bodies, offering protection against their respective AV category. Armor can be bypassed with higher penetration projectiles or destroyed to expose their weak points.
TACTICS
- Elevated Overseers are difficult to hit due to their flight patterns and evasive maneuvers. Stunning weapons can immobilize them, making them easy targets. Effective options include the ARC-12 Blitzer, ARC-3 Arc Thrower, and SG-20 Halt (with stun rounds).
- Once stunned, a precise headshot from weapons like the P-4 Senator or APW-1 Anti-Materiel Rifle will kill them instantly.
- Stunning an Elevated Overseer mid-grenade throw will cause them to drop their explosive, reducing their overall threat.
- The AX/AR-23 “Guard Dog” and AX/LAS-5 “Guard Dog” Rover are highly effective, as their perfect accuracy strips armor plating, making the Overseer vulnerable.

VOTELESS
The Voteless are horde-based enemies created by the Illuminate, designed to overwhelm Helldivers in close-quarters combat. While individually weak, their strength lies in their sheer numbers and speed, making them a persistent threat on the battlefield.
ABILITIES
Voteless charge directly at Helldivers, attacking with claw swipes once within melee range.
If a target is just beyond reach, they can lunge forward to close the gap and strike.
TACTICS
- Individually, Voteless pose little threat, as their attacks are weak and require close proximity. However, their true danger comes in numbers, often soaking up fire to protect stronger Illuminate enemies.
- Slightly more durable than other chaff units, such as Scavengers and Troopers.
- Weapons with high fire rates or area-of-effect damage are ideal for clearing out Voteless hordes.
- Poison Gas effects work particularly well against large groups, as they cause confusion among Voteless.
- Defensive Stratagems, such as the A/ARC-3 Tesla Tower and A/FLAM-40 Flame Sentry, are highly effective due to their wide-area damage capabilities.
- Some Voteless may continue crawling and attacking after losing their legs.

WATCHER
The Watcher is a scouting enemy created by the Illuminate, designed to identify threats and call for reinforcements. It is the only Illuminate enemy capable of launching flares to summon Warp Ships for reinforcements.
ABILITIES
Watchers are flying drone units that roam the battlefield aimlessly until alerted by:
- Direct line of sight with Helldivers
- Nearby attacks
- Taking damage
TACTICS
- Watchers should be eliminated before they can call for reinforcements, making high-precision weapons ideal choices.
- The ARC-12 Blitzer and ARC-3 Arc Thrower are effective for interrupting reinforcement calls, preventing further enemy deployments.
- Watchers can survive losing multiple fins, so Helldivers should aim for center mass to conserve ammo.
This guide is issued by Super Earth High Command. Failure to comply may result in disciplinary action.







