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Helldiver’s 2 Ultimate Guide to fighting in Super Earth’s Metropolis – Heart of Democracy Update

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U.GG

Posted Wednesday, May 21 2025

The new biome “Super Earth Metropolis“, is exclusive to Super Earth and is not the colony-sized backwater towns we’re used to, but a true mega-city. Towering skyscrapers stretch into the sky, and endless concrete extends past the map’s outer bounds.

Each of the seven cities under siege is named, and their survival is critical. If all seven fall before the Illuminate fleet is defeated, Super Earth is lost. But if even one endures, we will claim victory, though it may be a pyrrhic one.


Build: Super Earth Support

This Super Earth Support build is specifically designed to assist your team in the new urban sprawl map. View Full Build

GL-21 Grenade Launcher
M-102 Fast Recon Vehicle
AX/AR-23 Guard Dog
A/MG-43 Machine Gun Sentry

Recommended Weapon:

SG-225 Breaker

The Breaker is capable of doing 1650 DPS, making it perfect for killing Fleshmobs (the fgiant Illuminate bullet-sponges), and Voteless.

It won’t kill Overseers because of their medium armor, which is why you’ll have the Guard Dog (which has medium pen).

We also recommend either the P-113 Verdict or P-4 Senator as your Secondary, specifically to deal with the Overseers.

Inefficient Orbitals and Eagles

Aerial stratagems like Eagles and Orbitals are heavily affected by the towering skyscrapers of the Metropolis biome. Much like the swamp biome’s tree canopy, these structures block incoming support but unlike the trees, they don’t go down easily.

While certain parts of the buildings are destructible, the main structures typically aren’t. Most orbital strikes and Eagle payloads will detonate on impact with concrete, often long before reaching their intended target. This makes precise placement and ground-based tactics more important than ever.

We have an entire builds page with Illuminate-tuned builds, including a one designed specifically for Super Earth.

Our general recommendation if you would like to craft your own build is to avoid Orbitals and Eagles entirely on Metropolis missions. Focus on bringing a variety of Support Weapons that can tackle different threats. Sentries and Vehicles such as the M-102 Fast Recon Vehicle and Patriot Exosuit can be incredibly effective.


Explosives and CQC

The Voteless and Overseers roam the narrow alleyways of the Metropolis in packs. The streets are cluttered with abandoned vehicles, all of which can be destroyed by both Helldivers and the Illuminate. When destroyed, they will explode and deal massive area damage, devastating any lightly armored targets nearby (including Helldivers, so don’t stand next to burning cars).

Enemy patrols can close in fast, so we recommend bringing a Stalwart, MG-43, or another highly efficient primary capable of mowing down Voteless quickly. You’ll also want a weapon with medium armor penetration to deal with Overseers effectively.

Fleshmobs are another threat. They are light armored, huge bullet-sponge enemies that can tank an absurd amount of damage before going down. To handle them, bring a strong primary, a backpack drone like the Guard Dog, and a reliable support weapon to stay ahead.

While it’s tempting to go all-in on explosives, the tight urban layout makes that risky. We recommend bringing only one explosive weapon (such as the Eruptor), paired with two bullet or energy-based single-target weapons, to reduce the chance of accidentally blowing up you, or your own team.


Leviathans are more of a gimmick than a real threat

Leviathans are the new enemy type introduced in metropolis, and they’re more of a gimmick than an actual threat. They begin spawning on Hard difficulty, and there can be up to 3 spawned at a time. They move around the map and don’t actively pursue players. Their cannons are invincible and cannot be disabled.

Leviathans have three weak spots, glowing blue circles highlighted on their underside. When destroyed, each one bursts into blue flames as a visual cue. Take out all three, and the Leviathan will crash to the ground.

The issue? Hitting those weak spots isn’t easy. Leviathans tend to drift behind and into buildings, fly off into the distance, and move erratically, making them hard to target. They behave more like Factory Striders, slow, passive threats that are best ignored unless they’re directly in your way.

Sure, you don’t want to take a hit from their cannons, but their attacks are slow and heavily telegraphed. They often wander off the map on their own and chasing them down usually isn’t worth the effort.

If one does hover over an objective, it might add to the chaos with suppressive fire. But as long as you’re taking proper cover (especially behind the towering skyscrapers) they’re more of a background annoyance than a real threat.


Best Primary Weapons for Metropolis

With tight alleyways, long-range firefights along city streets, and wide-open plazas, Metropolis delivers the most unique combat encounters seen in any Helldivers 2 biome so far. Here are the best primary weapons to bring into this map.

PLAS-101 Purifier

Warbond: Polar Patriots

Fully Charged it can:

  • Kill Overseers in 2 shots
  • Clear entire clusters of Voteless
  • Take down Stingrays

Tip: If a Voteless is close enough to you that you’ll take splash damage from your own shot, aim slightly behind them.

SG-225 Breaker

Warbond: Helldivers Mobilize

Hardly a surprise that this makes the list, as it’s one of the highest DPS weapons in the game. You can also go for the Incendiary variant if you have the Steeled Veterans Warbond.

The Breaker is very effective vs Fleshmobs, the new Illuminate bullet-sponge that has 6,000 health, can’t be staggered, and loves to charge Helldivers head on. Luckily, they are light armored, and the Breaker makes short work of them.

R-36 Eruptor

Warbond: Democratic Detonation

The R-36 Eruptor is capable of taking out those pesky Stingrays in just two shots, though with projectile travel time you’ll need to lead it a bit.

It fires an explosive round that either explodes on impact (hitting an enemy), or after 1s of travel time. This gives it a maximum range of 180m.

It can also destroy grounded Warp Ships in 3 shots, Harvesters in 3 shots (1 to the shield, 2 directly to the leg joint), and 1-tap Overseers with headshots. Finally, Fleshmobs can be taken out in 2-4 shots depending on shot placement.

It can be used to clear hordes of Voteless, though we don’t recommend firing point blank, and would delegate such a responsibility to a handy Secondary or Support weapon.

This is an incredibly slow firing weapon, running the Siege-Ready passive can improve the weapon performance dramatically.

SG-225IE Incendiary Breaker

Warbond: Steeled Veterans

Does slightly less damage per shot than the regular Breaker, but it has the added effect of igniting enemies and dealing damage over time (Duration: 3 seconds, at 100 damage per second).

Considering Voteless only have a maximum of 160 health, hitting them with even a single pellet will almost always guarantee a kill, making the 225IE very ammo-efficient.

AR-23P Liberator Penetrator

Warbond: Helldivers Mobilize

Capable of dispatching Overseers with 4-5 well placed headshots and capable of downing a Stingray in around half a mag.

This is a solid anti-armor primary choice against the Illuminate, though you may want to bring a Sentry or two to deal with the Voteless and Fleshmobs.