Support Weapon Stratagem Tier List
Dominate the battlefield with the ultimate Helldivers 2 support weapon tier list. Maximize firepower and ensure you have the perfect tools for suppressing enemies, destroying armor, and achieving victory.
Support Weapons
Cost: Free, Unlocked at Level 1.
A machine gun sporting Medium-armor penetrating rounds and a high rate of fire. Capable of mowing down most Terminids and Automatons with ease. The MG-43 is one of the most fun weapons to use in the game.
Be mindful of your ammo, as the MG-43 has a very slow reload process, which leaves you vulnerable as they kneel in place to change the magazine.
Cost: 5,000, Unlocked at Level 1.
High powered, high-caliber sniper rifle. Capable of precision destruction with a few well placed headshots.
Cost: 3,500, Unlocked at Level 1.
Extremely fun to use, fires light-armor penetrating rounds up to 1150 RPM.
Unlike its bulkier MG-43 and MG-206 counterparts, the Stalwart can be reloaded on the move, making it a much better choice against the Terminids.
Cost: 3,000, Unlocked at Level 3.
Calls down two disposable rocket launchers that are capable of killing Chargers, Bile Titans, and Hulks with an accurate headshot. One major advantage is that it does not require an ammunition backpack, allowing you to still wear a Shield, Jump, or Supply pack.
While it does less damage than other anti-tank weapons, you can quickly fire the first launcher and pick up and fire the second launcher without the need for reloading.
Its low cooldown time allows you to call down an additional two launchers every minute. We recommend calling down 2-4 launchers before starting an objective, allowing you to quickly cycle through them as threats arrive.
Cost: 6,000, Unlocked at Level 5.
Calls down a rocket launcher and an accompanying ammo backpack, which can be worn by the user or an ally.
If an ally wears the backpack, they can use the team reload system to rapidly reload the launcher, allowing the team to send a large amount of firepower down range in a short amount of time, easily taking out any heavies in their sights.
The Recoilless Rifle deals significantly more damage compared to the Expendable Anti-Tank and Quasar Cannon, guaranteeing a headshot kill on any enemy except the Factory Strider.
Cost: 6,000, Unlocked at Level 10.
The Flamethrower is an extremely effective Support Weapon, even capable of burning through the thick armors of the Charger and Hulk.
Aiming the flamethrower at the ground will create a pool of residual fire that will torch anything walking through it.
Cost: 7,000, Unlocked at Level 10.
Fires armor-piercing, explosive shells. It can switch between semi-automatic and full auto. The Autocannon is capable of dealing significant damage to enemy weak points and is a very efficient precision weapon. Its explosion radius is quite small, so it struggles against groups of spread-out enemies.
The Autocannon has a capacity of 10 rounds. It is reloaded with 5-round clips from its ammo backpack, making it impossible to reload if more than 5 rounds remain in the magazine.
Reloading takes 2 seconds per clip or 5 seconds when empty, due to cycling the bolt. To minimize reload time, avoid shooting untilempty.
Due to its explosive rounds, avoid firing at point-blank range as the blast can instantly kill the user.
Cost: 6,000, Unlocked at Level 12.
The MG-206 is a powerful heavy machine gun equipped with level 4 armor-piercing rounds. It boasts immense damage and high recoil, making it difficult to handle and slow to reload. However, its firepower more than compensates for these drawbacks, making it a formidable weapon against Automatons.
It excels at destroying Hulks and Gunships and can shred smaller Automatons effortlessly. While the MG-206 is bulky and challenging to use, its destructive potential makes it incredibly satisfying to use.
Be mindful of your ammo, as the MG-206 has a very slow reload process, which leaves you vulnerable as they kneel in place to change the magazine.
Cost: 8,000, Unlocked at Level 15.
Fires a cluster rocket that disperses bomblets over a wide area, making it easy to accidentally kill allies. Use with caution and ensure enemies are far enough away to avoid friendly fire.
It’s ideal for eliminating patrols of weaker enemies, but medium and heavy-armored targets will remain largely unaffected.
Cost: 8,000, Unlocked at Level 15.
Equipped with four rockets, the Commando is a powerful laser-guided anti-tank rocket launcher that can easily destroy many of the Automaton’s armored units and buildings.
A single rocket can down a Gunship by aiming at a thruster, making it one of the more effective Support Weapons for engaging them. Dropships, on the other hand, require two shots to any one of their thrusters.
Hulks can be taken down with a single, careful shot to their eye.
Automaton Tanks can Cannon Turrets can be eliminated with 2-3 hits to the side or vents. However, a tank will require all 4 shots if you’re shooting the heavily armored frontside.
Unlike the Recoilless Rifle, it doesn’t require a backpack, offering more flexibility.
Cost: 10,000, Unlocked at Level 20.
An extremely powerful support weapon in the right hands. It is capable of obliterating even the largest enemies in just a few shots.
It holds a capacity of 20 rounds and can take down Hulks with a single headshot and eliminate Bile Titans in just three.
Cost: 9,000, Unlocked at Level 20.
Calls down a homing missile launcher and an accompanying ammo backpack, which can be worn by the user or an ally.
If an ally wears the backpack, they can use the team reload system to rapidly reload the launcher, allowing the team to send a large amount of firepower down range in a short amount of time.
Fires the strongest anti-tank rocket among support weapons, though it requires you to lock-on to the target. It can only be used against heavily armored enemies, vehicles, and Automaton structures.
The Spear is highly effective against Automatons. It can destroy nearly any unit or building, including Hulks, Tanks, Cannon Turrets, and side objective in a single shot.
Cost: 6,000, Unlocked at Level 5.
The Grenade Launcher is a highly satisfying and effective Support weapon, perfect for clearing waves of bots and bugs. Aim behind Hive Guards and Striders to bypass their front armor.
You can use it to quickly destroy bug holes, bot fabricators, and side objectives like Mortar Nests and Spore Spewers with just a few grenades.
Cost: 7,500, Unlocked at Level 18.
The Quasar Cannon is an energy-based alternative to the Recoilless Rifle, comparable in power to the Expendable Anti-Tank. It consistently delivers one-hit kills on headshots for most enemies, including Bile Titans and Chargers.
One major advantage is that it does not require an ammunition backpack, allowing you to still wear a Shield, Jump, or Supply pack.
Although it deals less damage than other anti-tank options, its lack of ammo dependency makes it perfect for support roles or when playing with randoms who tend to deplete resupply packs quickly.
Cost: 7,000, Unlocked at Level 15.
The Arc Thrower excels at handling large swarms of smaller enemies, instantly eliminating Terminids like Scavengers, Warriors, and Hunters, and holding off hordes with its arcing lightning. Against Automatons, it can one-shot Troopers and quickly dispatch groups of Devastators and Berserkers. Its Level 7 penetration allows it to damage even large, armored targets like Bile Titans, while its stun effect can completely lock down enemies such as Chargers and Hulks.
To increase accuracy:
- Gain high ground for a better angle.
- Aim slightly above the target.
- Avoid shooting at enemies moving horizontally across your line of sight.
- Steer clear of obstacles between you and the target, such as mines or structures.
The arc targets specific areas depending on position: head-on shots hit the head, while side shots target the body. Against Automatons, aim for the head when possible.
With its infinite ammo, it’s a highly self-sufficient weapon, making it ideal for energy-based builds, and eliminating the need for resupply.
Cost: 4,000, Unlocked at Level 5.
A powerful energy-based weapon that builds heat instead of using traditional ammo. Its precise hitscan beam excels at piercing armor and igniting targets, making it effective against both light and heavily armored enemies. With infinite potential ammo when managed properly and the ability to adjust performance based on environmental conditions, the Laser Cannon offers great flexibility in combat. However, its reliance on heat sinks means careful management is crucial to avoid downtime.
- Uses heat buildup instead of ammo; if overheated, requires a reload to replace the heat sink.
- Automatically cools down when not firing, providing infinite ammo if used carefully.
- Full cooldown takes 15 seconds. Extreme Cold reduces this to 10 seconds; Intense Heat increases it to 20 seconds.
- Requires a short warm-up when switching to it from another weapon.
- Beam can ignite targets, dealing damage over time