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On live patch 7.1.1 (24 September 2026), a crash-only hotfix per Arrowhead’s patch notes, our editorial picks for strongest Helldivers 2 primaries are the SG-225IE Breaker Incendiary and the AR-23P Liberator Penetrator, and our pick for strongest secondary is the P-4 Senator (see how we rank below). 7.1.1 only fixes crashes. The last weapon balance pass was 7.1.0 on 22 September 2026, and 7.0.0 came before it on 12 August 2026. This is a shortlist, not a ranking of the whole Armory: it ranks 13 weapons whose stats we could source (10 primaries and 3 secondaries). It explains how we compare them, gives one table for primaries and one for secondaries, shows what each really costs in Medals, covers the patch changes that moved weapons, and places the three new Ironclad Democracy weapons.

En resumen

  • Live patch: 7.1.1 (24 September 2026). It only fixes crashes, so the weapon numbers come from 7.1.0 (22 September) and 7.0.0 (12 August).
  • 13 weapons ranked, not the full Armory. Our S tier: Breaker Incendiary and Liberator Penetrator for primaries, P-4 Senator for secondaries. These tiers are our judgement, not Arrowhead’s ranking.
  • 7.1.0 buffed the One-Two’s underbarrel grenades (start 2→3, max spare 3→5, refills 3→5) and cut the Trident’s vertical climb recoil from 12 to 2.
  • Ironclad Democracy: P-34 Breacher A (one Anti-Tank III shot), AR-11 Arbitrator and GL-15 Evictor B.
  • A weapon’s Medal price is not what it costs a new player: Warbond pages open only after you spend Medals on earlier pages. From a fresh Warbond the Liberator Penetrator takes at least 300 Medals (40 is its price), and Premium Warbonds also cost 1,000 Super Credits. The base AR-23 Liberator is free after training.
Medals for Ironclad and Steeled Veterans Helldivers 2

Medallas de Warbond

Medallas de Warbond y muestras

Medals earned through operations, so Warbond pages like Steeled Veterans and Ironclad Democracy open with the weapons inside.

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What This List Covers and How We Compare Weapons

Our tiers are the Neonsect editors’ judgement based on four inputs. They are not an Arrowhead ranking and they are not a community poll.

  • Armor penetration: the Light / Medium / Heavy class. You can read it in-game from hitmarkers: red means full penetration, white means reduced damage, and a deflect means no penetration.
  • Damage and damage per magazine: taken from helldivers.wiki.gg, a community-maintained game-data wiki whose Primary Weapons page was edited on 23 September 2026.
  • Ammo economy: starting and spare magazines as they stand after the 7.0.0 short-magazine pass.
  • Special function: stagger, fire, explosive rounds or an underbarrel attachment.

What we compare for: one general-purpose loadout for a squad member, fighting at close to mid range, used against all three factions, without a supply backpack. We did not run timed in-game tests. Every rank is reasoned from the numbers in the tables, and the close calls are explained under each table.

Coverage: 13 weapons, 10 primaries and 3 secondaries. Everything else in the Armory is left out because we couldn’t source its stats, so treat this as a ranked shortlist, not a verdict on every gun. Arrowhead’s 6.3.0 “Machinery of Oppression” patch (16 June 2026) came before these changes. Arrowhead’s 6.3.0 summary mentions weapon, stratagem and enemy balancing, including lower enemy durable damage.

Best Primary Weapons in Patch 7.1: Tier Table

Stats come from helldivers.wiki.gg (community-maintained game data). Magazine changes come from Arrowhead’s 7.0.0 and 7.1.0 notes. Tiers are our editorial call.

Here’s our reasoning. The Breaker Incendiary’s fire keeps doing damage after the trigger pull, and the Penetrator is the only Liberator variant on this list that reaches Medium armor. The Trident is effective against large groups of lightly armored enemies at close range, but it is weak at hitting small weak points at range. That keeps it at A even after the recoil fix. The Carbine fires fast but burns ammo quickly and only penetrates Light armor. The AR/GL-21 One-Two sits at B: its rifle is Light-pen only, and the 7.1.0 grenade buff gives it more Medium-pen shots, not a new role. The R-2124 Constitution is also a primary and got a 7.0.0 reload change, but we don’t have its base stats, so it isn’t ranked.

The close calls, criterion by criterion:

  • Liberator Penetrator S, AR-11 Arbitrator B. Every Penetrator bullet is Medium pen. The Arbitrator’s rifle is Light pen. It reaches Medium armor only through its underslung shotgun, which holds 4 shells, reloads one shell at a time and carries 20 spare (helldivers.wiki.gg). On armor pen and ammo economy the Penetrator wins for a whole mission. The Arbitrator’s faster rifle (1,200 vs 640 RPM) doesn’t change that.
  • Breaker Incendiary S, Breaker A. The plain Breaker hits harder per shot (330 vs 240), and both are Light pen. We rank the Incendiary higher on special function: its fire keeps damaging groups after you stop shooting. That is a judgement call. If you mostly fight single tough targets, the plain Breaker is the better pick.
  • GL-15 Evictor B despite Medium pen. 50 + 440 explosive damage per shot is strong. But it fires at 60 RPM from a 4-round tube, so it can’t hold a general-purpose slot the way the Penetrator does.
  • LAS-13 Trident A, not S. 360 damage per shot, but Light pen and heat-limited, and it’s weak at small weak points at range.
TierArmaCategoryArmor penNumber that earns the tierWhere to get it
SSG-225IE Breaker IncendiaryShotgunLight240 damage per shot plus 100 fire damage per second; short-mag spare 9→11 in 7.0.0Steeled Veterans (premium Warbond), page 2 (opens after 60 Medals spent there), 60 Medals
SAR-23P Liberator PenetratorAssault rifleMedium65 damage at 640 RPM, Medium pen on every bullet; short-mag spare 12→16, starting 7→9 in 7.0.0Helldivers Mobilize (Standard), page 6 (opens after 260 Medals spent there), 40 Medals
ASG-225 BreakerAutomatic shotgunLight330 damage per shot at 300 RPM; short-mag spare 9→11 in 7.0.0Helldivers Mobilize (Standard), page 4 (opens after 75 Medals spent there), 20 Medals
ALAS-13 TridentEnergy shotgunLight360 damage per shot (6 beams × 60), heat-limited; vertical climb recoil 12→2 in 7.1.0Siege Breakers (premium Warbond), page 1, 35 Medals
AAR-23A Liberator CarbineAssault rifleLight920 RPM, the fastest-firing LiberatorViper Commandos (premium Warbond), page 1, 20 Medals
BAR-23C Liberator ConcussiveAssault rifleLight75 damage, 60-round drum, staggers enemiesSteeled Veterans (premium Warbond), page 1, 20 Medals
BAR-11 ArbitratorAssault rifle + underslung shotgunLight (rifle) / Medium (shotgun)70 damage at 1,200 RPM; underslung shotgun 9 pellets × 50 at Medium penIronclad Democracy (premium Warbond), page 1, 35 Medals
BAR/GL-21 One-TwoAssault rifle + grenade launcherLight (rifle) / Medium (grenades)95 damage at 650 RPM; grenades 250 + 400 explosive, starting 2→3, spare 3→5 in 7.1.0Python Commandos (premium Warbond), page 1, 35 Medals
BGL-15 EvictorPump-action grenade launcherMedium50 + 440 explosive damage per shot, 4-round tube, 60 RPMIronclad Democracy (premium Warbond), page 3 (opens after 225 Medals spent there), 65 Medals
CAR-23 LiberatorAssault rifleLightLight pen only; struggles against Hive Guards and DevastatorsFree after completing training
Helldivers 2 — in-game screenshot

Best Secondary Weapons in Patch 7.1: Tier Table

Same method and same sources. The P-113 Verdict and M6C/SOCOM got 7.0.0 changes, but we don’t have their base stats, so they appear in the changes section instead of here. The Senator beats the Breacher for S on ammo economy: Heavy pen with 6 + 40 rounds against one Anti-Tank III shot plus two spare.

225Senator damage per shot
1,283Redeemer theoretical burst DPS
920Liberator Carbine RPM
TierArmaCategoryArmor penNumber that earns the tierWhere to get it
SP-4 SenatorRevolverHeavy225 damage per shot, 6-round cylinder, 40 spare roundsSteeled Veterans (premium Warbond), page 1, 15 Medals
AP-34 BreacherSpecial secondary, single shotAnti-Tank III60 + 2,000 explosive damage in one sticky thermite shot; 1 round + 2 spareIronclad Democracy (premium Warbond), page 2 (opens after 135 Medals spent there), 50 Medals
AP-19 RedeemerMachine pistolLight70 damage at 1,100 RPM, 31-round mag: 1,283 theoretical burst DPS (70 × 1,100 ÷ 60; ignores misses, armor and reloads); spare mags 4→6 in 7.0.0Helldivers Mobilize (Standard), page 2 (opens after 8 Medals spent there), 5 Medals

What Changed in 7.1.0 and 7.0.0 That Moves Weapons

Comparison card: tier, armor penetration, deciding stat and Medals from zero for 13 Helldivers 2 weapons after patch 7.1.1
Our 13 ranked weapons: tier, armor pen, the number that decides the tier, and the Medals to reach each one from a fresh Warbond.

El Devoid of Liberty 7.1.0 patch notes touched two primaries. The AR/GL-21 One-Two’s underbarrel grenade launcher now starts with 3 grenades instead of 2, holds up to 5 spares instead of 3, and refills 5 instead of 3. Arrowhead said the old grenade ammo “did not make it useful enough”. The LAS-13 Trident’s vertical climb recoil went from 12 to 2. That reverses an unintended increase introduced when Arrowhead coded the Meltagun’s beam into the shared beam system. 7.1.1 changed no weapons.

7.0.0 primaries: Constitution reload and the short-magazine pass

  • R-2124 Constitution (listed under Primaries): reloads a full stripper clip when the magazine is empty.
  • Liberator, Liberator Penetrator, Liberator Concussive, Liberator Carbine and AR-59 Suppressor: spare 12→16, starting 7→9.
  • SMG-37 Defender and SMG-72 Pummeler: spare 9→12, starting 6→8.
  • SMG/FLAM-34 Stoker: spare 10→13, starting 6→7, reload 2.8→2.3 s.
  • SG-225 Breaker and Breaker Incendiary: spare 9→11, starting 6→7. Breaker Spray&Pray: spare 16→20, starting 11→12.

7.0.0 secondaries

  • P-113 Verdict: spare 8→10, starting 4→6. M6C/SOCOM: spare 8→10, starting 5→6. P-19 Redeemer: spare 4→6.

Our editorial reading: the extra starting and spare magazines improve reserve-ammo economy for the Penetrator and both Breakers. These changes do not establish a larger magazine capacity or resolve every weapon tradeoff. You can find more on how 7.1.0 split-squad spawn pressure works if your squad spreads out and ammo runs low.

Faction Notes: What Armor Pen Tells You

We found no official per-faction weapon table and ran no per-faction tests, so this is not a faction ranking. The last column only reads armor penetration against the armored enemies our sources name.

FactionWhat the data says about armorOur pick from armor pen (editorial)
TerminidsLight-only rifles struggle against armored Hive GuardsAR-23P Liberator Penetrator, for Medium pen
AutomatonsLight-only rifles struggle against DevastatorsAR-23P Liberator Penetrator; take the P-4 Senator when you need Heavy pen
IlluminateWretch and Crusher armor requirements are not stated in the supplied sources. Patch 7.1.0 fixes their clipping through some structure floors.No pick: our sources don’t state Illuminate armor, so penetration can’t decide it

Ironclad Democracy Weapons: Where They Rank

The Ironclad Democracy Warbond was announced on 15 September 2026 and launched on 22 September, the same day as 7.1.0. Our full Ironclad Democracy Warbond item list covers the armor and cosmetics. Here we only rank the three weapons.

ArmaSlotConfirmed functionWhere to get itOur tier
AR-11 ArbitratorPrimariaAssault rifle: 70 damage at 1,200 RPM, Light pen, 45-round mag; underslung 10g shotgun: 9 pellets × 50, Medium penPage 1, 35 MedalsB
GL-15 EvictorPrimariaPump-action grenade launcher: 50 + 440 explosive damage, Medium pen, 4-round tube, 32 spare, 60 RPMPage 3 (opens after 225 Medals spent), 65 MedalsB
P-34 BreacherSecondarySticky thermite round: 60 + 2,000 explosive damage, Anti-Tank III pen, 1 + 2 spare; one-handed, so it works with the Ballistic ShieldPage 2 (opens after 135 Medals spent), 50 MedalsA
Ironclad Democracy Warbond pages Helldivers 2

Desbloqueo y subida de nivel de Warbond

Nave y Warbonds

The Ironclad Democracy pass opened and worked through to the last page, so the Arbitrator, Evictor and Breacher sit unlocked.

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Free vs Warbond Weapons: What Each Pick Costs in Medals

Most primaries and secondaries unlock on Warbond pages, which you pay for with Medals. You earn Medals by playing missions and operations. The Standard Helldivers Mobilize Warbond costs Medals only. Premium Warbonds such as Steeled Veterans, Viper Commandos and Ironclad Democracy cost 1,000 Super Credits each before you can spend Medals on them. The base AR-23 Liberator is free once you finish training. For farming routes, see our Samples and Medals farming guide.

Medal prices and page numbers come from helldivers.wiki.gg, so check the live Warbond page before you save up. Pages open in order: each one unlocks only after you have spent a set number of Medals on earlier pages of the same Warbond. So a weapon’s price is not what it costs a new player. From a fresh Warbond the Liberator Penetrator (page 6 of Helldivers Mobilize, which opens after 260 Medals spent) takes at least 300 Medals, and the Evictor (page 3 of Ironclad Democracy, opens after 225) at least 290. Both are above the 250-Medal cap, so you’ll spend in more than one round. The Medal gain per mission isn’t in our data, so we can’t turn these numbers into hours.

Loadout from this listWarbondSum of weapon prices (page unlocks not included)Medals from a fresh Warbond (page unlocks included)
Liberator Penetrator + P-19 RedeemerHelldivers Mobilize (Standard)40 + 5 = 45 MedalsAt least 300 Medals: page 6 opens after 260 spent (the Redeemer counts), then 40. No Super Credits.
Breaker Incendiary + P-4 SenatorSteeled Veterans (premium)60 + 15 = 75 MedalsAt least 120 Medals: page 2 opens after 60 spent (the Senator counts), then 60. Plus 1,000 Super Credits.
Arbitrator + Evictor + BreacherIronclad Democracy (premium)35 + 65 + 50 = 150 MedalsAt least 290 Medals: page 3 opens after 225 spent (Arbitrator and Breacher count), then 65 for the Evictor. Plus 1,000 Super Credits.

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Our Take: Is Chasing the Patch 7.1 Top Tier Worth It?

If you don’t want to buy Super Credits, unlock the Liberator Penetrator and Redeemer first. Treat the rest as upgrades, not requirements.

The Standard pair fixes the base Liberator’s biggest problem, which is Light-only penetration. It’s cheapest in Super Credits (none), not in Medals: the two guns cost 45, but page 6 opens only after 260 Medals spent on Helldivers Mobilize, so from a fresh start budget about 300. If you’ve already worked through Mobilize, it really is 45. The Senator’s Heavy pen justifies Steeled Veterans if you already want the Breaker Incendiary. In Ironclad Democracy the Breacher is the reason to buy: a one-shot Anti-Tank III sidearm. The Arbitrator and Evictor are solid B picks, not upgrades over the Penetrator.

Sources and Confidence

Patch changes come from Arrowhead’s notes on Steam, the Ironclad line-up from the PlayStation Blog, and weapon stats, Warbond page unlocks and Medal prices from helldivers.wiki.gg. The tiers and the derived numbers are ours.

ClaimWhere it comes fromEstado
7.1.0: One-Two grenade ammo 2→3 / 3→5 / 3→5; Trident climb recoil 12→2Steam (Arrowhead official announcements)Official
7.1.1 is a crash-fix hotfix with no weapon changesSteam (Arrowhead official announcements)Official
7.0.0: Constitution stripper-clip reload (listed under Primaries), short-magazine pass for the Liberator family, SMGs, Stoker, Breakers, sidearmsSteam (Arrowhead official announcements)Official
6.3.0 included weapon, stratagem and enemy balancing, lower enemy durable damageSteam (Arrowhead official announcements)Official
Ironclad Democracy adds AR-11 Arbitrator, GL-15 Evictor, P-34 BreacherPlayStation BlogOfficial
Base weapon stats, armor penetration and Medal costs per weaponhelldivers.wiki.gg (community-maintained)Game data (community-maintained)
Warbond page unlock thresholds; Premium Warbonds cost 1,000 Super Creditshelldivers.wiki.gg (Warbond pages: Steeled Veterans, Ironclad Democracy)Game data (community-maintained)
Medal cap of 250helldivers.wiki.ggGame data (community-maintained)
Medals from a fresh Warbond; theoretical burst DPS (70 × 1,100 ÷ 60)Calculated by Neonsect from the rows aboveDerived
Tiers and the close callsNeonsect editors, reasoned from the stats; no in-game timed testsEditorial

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Preguntas frecuentes

Did patch 7.1.1 change any weapons?
No. 7.1.1 (24 September 2026) is a crash-fix hotfix. The last weapon balance was 7.1.0 on 22 September 2026.
Is this tier list Arrowhead's official ranking?
No. It is the Neonsect editors’ judgement on 13 weapons whose stats we could source, not the whole Armory. We rank by armor penetration, damage, ammo economy and special function, using stats from helldivers.wiki.gg, without timed in-game tests.
What is the best primary on the free Standard Warbond?
Our pick is the AR-23P Liberator Penetrator: Medium pen on every bullet, 40 Medals on page 6 of the Standard Helldivers Mobilize Warbond. Page 6 opens only after you spend 260 Medals on that Warbond, so from a fresh start it takes at least 300 Medals. No Super Credits are needed.
How many Medals do these weapons really cost from scratch?
More than their price tags. Pages open only after you spend Medals on earlier pages of the same Warbond. From a fresh Warbond: Liberator Penetrator + Redeemer at least 300 Medals; Breaker Incendiary + Senator at least 120 plus 1,000 Super Credits; the three Ironclad Democracy weapons at least 290 plus 1,000 Super Credits. The Medal cap is 250, so the bigger ones take more than one round of saving.
Is the One-Two worth using after 7.1.0?
It is B in our table. The grenade launcher now starts with 3 grenades, holds up to 5 spares and refills 5 (7.1.0), but the rifle itself is Light-pen only.
Where do the Ironclad Democracy weapons rank?
By our method: the P-34 Breacher is A (60 + 2,000 explosive damage, Anti-Tank III, one round plus two spare), the AR-11 Arbitrator and GL-15 Evictor are B. Stats come from helldivers.wiki.gg, tiers are our judgement.