Important Information
As of March 2026 – Patch 6.1.0 – Helldivers 2 has 27 Armor Passives.
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Armor Passive
▼Stats
Med-KitS+
S+
S+
- +2 stim capacity.
- +2.0s stim effect duration.
Reduced SignatureS+
B
S
- -50% noise when moving.
- -40% enemy detection range.
Siege-ReadyS
S
S
- +30% primary reload speed
- +20% ammo capacity (all weapons, excluding backpacks)
Engineering KitS
S
S
- -30% recoil when crouching/prone.
- +2 throwables capacity
Concussive Padding, ReinforcedS+
B
A
- +50% explosive dmg resist.
- +30 armor rating.
Desert StormerA
S+
A
- +40% resistance to fire/gas/acid/electrical dmg.
- +20% throwing range
Adreno-DefibrillatorB
B
A
- Revive upon death if body is still intact. Timed death shortly after revive.
- +2.0s stim effect duration.
- +50% electrical dmg resist.
Ballistic PaddingS
A
A
- +25% chest dmg resist.
- +25% explosive dmg resist.
- Prevents all bleeding dmg.
AcclimatedA
S+
A
- +50% resistance to fire/gas/acid/electrical dmg.
UnflinchingA
A
A
- Reduces flinching when hit.
- +25 armor rating.
- Map marker radar.
Peak PhysiqueA
A
A
- +40% melee damage.
- +30 ergonomics (weapon handling)
Electrical ConduitD
D
A
- +95% electrical dmg resist.
Democracy ProtectsA
A
A
- +50% chance to not die when taking lethal damage.
- Prevents all bleeding dmg.
Concussive Padding, HazmatS+
B
B
- +50% explosive dmg resist.
- +25% gas dmg resist.
- -30% sidearm recoil
Concussive Padding, GrenadierS+
B
B
- +50% explosive dmg resist.
- +2 throwables capacity
Rock Solid▼B
B
B
- Reduces ragdolling
- +40% melee damage
Useful passive for melee builds.
Reinforced EpaulettesB
B
B
- +30% primary reload speed.
- 50% chance to avoid limb injury.
- +20% melee damage.
GunslingerB
B
B
- +40% sidearm reload speed.
- +50% draw/holster speed.
- -70% sidearm recoil.
FortifiedS+
C
B
- +50% explosive dmg resist.
- -30% recoil when crouching/prone.
ScoutA
C
B
- Map marker radar.
- -40% enemy detection range.
Extra PaddingB
B
B
Supplementary AdrenalineB
B
B
- Gain stamina upon taking dmg.
- +25 armor rating.
Feet FirstB
D
C
- -50% noise when moving.
- +30% POI detection range
- Immunity to leg injuries
Integrated ExplosivesC
C
C
- Armor explodes 1.5s after death.
- +2 throwables capacity.
Advanced FiltrationC
C
C
InflammableB
S+
C
Servo-AssistedC
B
C
- +30% throwing range
- +50% limb health.
Which Type of Armor Should I Wear: Light, Medium, or Heavy?
Armor choice ultimately comes down to personal preference and, much like support weapons and stratagems in the game, depends on your playstyle.
Medium armor is the baseline, a balance between mobility and survivability, though in some missions it can feel like an awkward middle ground compared to the extreme contrast between Light and Heavy.
Compared to Medium armor:
- Heavy armor makes you 10% slower but gives 25% damage reduction.
- Light armor makes you 10% faster but you take 25% additional damage.
These values are averages, as some armor pieces have odd stats or may be affected by their passive abilities.
For Terminid and Illuminate (Mindless Masses) missions, Light armor can help you outrun many of their melee units or reposition quickly when being swarmed. For the Terminid Predator and Rupture strains, it can be beneficial to use Heavy armor, as you’re more likely to be hit by those variants, and the extra tankiness can improve your chances of surviving.
For Automaton missions, Medium or Heavy armor is often safer (many bots are ranged, and incoming fire is harder to avoid on higher difficulties). The extra damage reduction can keep you alive in open areas where cover is sparse.
Medium armor remains a reliable all-around choice for SOS calls or random matchmaking when you’re unsure of what you’ll be up against.