Helldivers 2 Best Armors Guide

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U.GG

Posted Tuesday, July 23 2024

Updated for Patch 01.000.405

When it comes to Armor Stats variety, Helldivers 2 doesn’t have much to offer. There are a lot of armors, and they can look drastically different, but there are a lot of armors that have the same exact stats. For example, every Heavy Armor in game with the Fortified passive sport the same stats, 150 Armor, 450 Speed, 50 Stamina.


Best Armors vs Terminids

The best armors against the Terminids usually either have the Med-Kit or Engineering Kit passives, as other passives that focus on defenses aren’t very good against claw or acid damage. Heavy Armor with Extra Padding won’t stop a Bile Titan from killing you in one hit, but a Light Armor with more Stamina and Speed will help you gain some distance between you and their lethal claws.


SC-30 Trailblazer Scout

50 | Armor: 50 | Speed: 550 | Stamina: 125 | Passive: Scout | Light Armor

Found on Page 7 of the Helldivers Mobilize Warbond

CE-07 Demolition Specialist

50 | Armor: 64 | Speed: 536 | Stamina: 118 | Passive: Engineering Kit | Light Armor

Found on Page 2 of the Democratic Detonation Warbond

CM-09 Bonesnapper

70 | Armor: 100 | Speed: 500 | Stamina: 100 | Passive: Med-Kit | Medium Armor

Found on Page 4 of the Helldivers Mobilize Warbond


Best Armors vs Automatons

The best armors against the Automatons have the Med-Kit or Fortified passives. Heavy Armor is effective at helping you survive Automaton small arms fire, but you’ll still get rag-dolled by rockets and cannon shots.


FS-05 Marksman

06 | Armor: 150 | Speed: 450 | Stamina: 50 | Passive: Fortified | Heavy Armor

Found on Page 2 of the Helldivers Mobilize Warbond

CM-09 Bonesnapper

70 | Armor: 100 | Speed: 500 | Stamina: 100 | Passive: Med-Kit | Medium Armor

Found on Page 4 of the Helldivers Mobilize Warbond

SA-32 Dynamo

64 | Armor: 150 | Speed: 450 | Stamina: 50 | Passive: Servo-Assisted | Heavy Armor

Found on Page 3 of the Steeled Veterans Warbond

CE-35 Trench Engineer

10 | Armor: 100 | Speed: 500 | Stamina: 100 | Passive: Engineering Kit | Medium Armor

Found on Page 3 of the Helldivers Mobilize Warbond


Armor Passives

Fortified

–  Further reduces recoil when crouching or prone by 30%.

–  Provides 50% resistance to Explosive damage.

The Fortified passive is extremely useful when fighting Automatons, especially when dodging rockets from Rocket Devastators, Rocket Raiders, or Obliterator Hulks.

Extra Padding

–  Provides a higher armor rating.

This passive is built into a handful of armors, including the base Tactical armor set.

Servo-Assisted

–  Increases throwing range by 30%.

–  Provides +50% limb health.

Fantastic passive when dealing with Terminids, as it allows you to call down Stratagems further out, and their claw attacks won’t immobilize you as easily.

Med-Kit

–  Increases initial inventory and holding capacity of stims by +2.

–  Increases stim effect duration by 2.0s.

By far one of the best armor passives in game.

When combined with the Experimental Infusion booster, stims are essentially godmode, providing increased speed, infinite stamina, significant damage reduction, and continuous healing, and Med-Kit extends that by 2 seconds.

Democracy Protects

–  50% chance to not die when taking lethal damage.

– Prevents all damage from bleeding if chest hemorrhages.

Definitely a nice passive to have. It allows you to survive Cannon Turrets and Bile Titans, if you’re lucky. However, we recommend the Med-Kit over this passive.

Scout

–  Markers placed on the map will generate radar scans every 2.0s.

–  Reduces range at which enemies detect the wearer by 30%.

Combined with other modifiers such as nighttime, being prone or crouched, and sitting in large vegetation, you can essentially become undetectable by enemy patrols, allowing for much more interesting stealth gameplay.

The radar effect is useful for revealing enemy positions, but it will not reveal POIs or side objectives.

Engineering Kit

–  Further reduces recoil when crouching or prone by 30%.

–  Increases initial inventory and holding capacity of grenades by +2.

You absolutely can’t go wrong with extra grenades. Close more bug holes or destroy more fabricators, or take Stun Grenades and easily stun lock Chargers and Hulks, think of the possibilities.

Electrical Conduit

–   Provides 95% resistance to arc damage.

This is absolutely useless versus Terminids and Automatons.

However if you have a trigger happy teammate equipped with an arc weapon, or that likes to deploy Tesla towers, this might be the passive for you.

Peak Physique

–   Increases melee damage by 50%.

–  Improves weapons handling with less drag on weapon movement.

Gimmick armor passive. Fun to use on lower difficulties but not practical.