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Super Earth Knight

A fun and surprisingly effective Illuminate melee build, even on higher difficulties.
MP-98 Knight
MP-98 Knight
Primary
CQC-2 Saber
CQC-2 Saber
Secondary
G-23 Stun
G-23 Stun
Throwable
Peak Physique
Peak Physique
Armor Passive
Experimental Infusion
Experimental Infusion
Booster

Super Earth Knight

A fun and surprisingly effective Illuminate melee build, even on higher difficulties.
MP-98 Knight
MP-98 Knight
Primary
CQC-2 Saber
CQC-2 Saber
Secondary
G-23 Stun
G-23 Stun
Throwable
Peak Physique
Peak Physique
Armor Passive
Experimental Infusion
Experimental Infusion
Booster
SH-20 Ballistic Shield Backpack
MG-206 Heavy Machine Gun
Orbital 120MM Barrage
A/MG-43 Machine Gun Sentry

The Heavy Machine Gun, Orbital Precision Strike, and MG-43 Sentry allow it to be viable even on higher difficulties. Unfortunately, the actual TR-62 Knight armor is a pre-order exclusive, and it doesn’t have the Peak Physique passive either, so we’ll be recommending the PH-202 Twigsnapper. You could run the medium PH-56 Jaguar, but you won’t be as durable, and you’ll have to shell out some Super Credits.

Recommended Weapon

MP-98 Knight

The MP-98 Knight, like all SMGs and pistols, can be fired while holding a ballistic shield in block mode. It boasts an impressive DPS of 1,610, making it incredibly effective at shredding through Fleshmobs and other lightly armored targets.

It does struggle a bit against Overseers, but that’s where your Heavy Machine Gun comes in.

StA-11 SMG

If you don’t have the MP-98 Knight, we recommend the StA-11 SMG instead.

Core Stratagems

SH-20 Ballistic Shield Backpack

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Cost: 6,000, Unlocked at Level 12.

The Ballistic Shield is able to block most ranged attacks, and will negate damage from melee attacks. It can take up to 600 damage before breaking!

Fleshmobs and Overseers will still knock you down and deal damage, making this slightly less effective vs them.

MG-206 Heavy Machine Gun

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Cost: 6,000, Unlocked at Level 12.

The MG-206 is a powerful heavy machine gun equipped with level 4 armor-piercing rounds. It’s slow to reload and turn and has extremely high recoil making it difficult to handle. However, the Peak Physique passive will help you with weapon handling, allowing you to turn to new targets more easily. The only downside is the recoil which is difficult to manage.

Aiming for Harvester leg joints or their eye allows you to take them out.

Fleshmobs are better left to your primary (Knight) as they will take half of the Heavy Machine Gun’s magazine to kill.

Recommended Stratagems

Orbital 120MM Barrage

Cost: 4,000, Unlocked at Level 5.

The 120mm HE Barrage fires off several volleys of shots capable of destroying most enemy outposts entirely, making it a powerful Stratagem for clearing static targets.

With a large area of effect, it can easily take out several landed Warp Ships. Though if they’re too close to a skyscraper, your Super Destroy may take a few seconds to reposition before firing.

A/MG-43 Machine Gun Sentry

Cost: 1,500, Unlocked at Level 1.

The Machine Gun Sentry has a slower rate of fire compared to its Gatling Sentry counterpart but compensates with medium-armor penetrating rounds, higher damage-per-shot and superior ammo efficiency.

Deploying Sentries when securing objectives or deploying them to provide covering fire during an escape are just a few ways they can be invaluable during a mission.