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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.
Medallas de Warbond
Medals earned through operations, so Warbond pages like Steeled Veterans and Ironclad Democracy open with the weapons inside.
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.
| Tier | Arma | Category | Armor pen | Number that earns the tier | Where to get it |
|---|---|---|---|---|---|
| S | SG-225IE Breaker Incendiary | Shotgun | Light | 240 damage per shot plus 100 fire damage per second; short-mag spare 9→11 in 7.0.0 | Steeled Veterans (premium Warbond), page 2 (opens after 60 Medals spent there), 60 Medals |
| S | AR-23P Liberator Penetrator | Assault rifle | Medium | 65 damage at 640 RPM, Medium pen on every bullet; short-mag spare 12→16, starting 7→9 in 7.0.0 | Helldivers Mobilize (Standard), page 6 (opens after 260 Medals spent there), 40 Medals |
| A | SG-225 Breaker | Automatic shotgun | Light | 330 damage per shot at 300 RPM; short-mag spare 9→11 in 7.0.0 | Helldivers Mobilize (Standard), page 4 (opens after 75 Medals spent there), 20 Medals |
| A | LAS-13 Trident | Energy shotgun | Light | 360 damage per shot (6 beams × 60), heat-limited; vertical climb recoil 12→2 in 7.1.0 | Siege Breakers (premium Warbond), page 1, 35 Medals |
| A | AR-23A Liberator Carbine | Assault rifle | Light | 920 RPM, the fastest-firing Liberator | Viper Commandos (premium Warbond), page 1, 20 Medals |
| B | AR-23C Liberator Concussive | Assault rifle | Light | 75 damage, 60-round drum, staggers enemies | Steeled Veterans (premium Warbond), page 1, 20 Medals |
| B | AR-11 Arbitrator | Assault rifle + underslung shotgun | Light (rifle) / Medium (shotgun) | 70 damage at 1,200 RPM; underslung shotgun 9 pellets × 50 at Medium pen | Ironclad Democracy (premium Warbond), page 1, 35 Medals |
| B | AR/GL-21 One-Two | Assault rifle + grenade launcher | Light (rifle) / Medium (grenades) | 95 damage at 650 RPM; grenades 250 + 400 explosive, starting 2→3, spare 3→5 in 7.1.0 | Python Commandos (premium Warbond), page 1, 35 Medals |
| B | GL-15 Evictor | Pump-action grenade launcher | Medium | 50 + 440 explosive damage per shot, 4-round tube, 60 RPM | Ironclad Democracy (premium Warbond), page 3 (opens after 225 Medals spent there), 65 Medals |
| C | AR-23 Liberator | Assault rifle | Light | Light pen only; struggles against Hive Guards and Devastators | Free after completing training |

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.
| Tier | Arma | Category | Armor pen | Number that earns the tier | Where to get it |
|---|---|---|---|---|---|
| S | P-4 Senator | Revolver | Heavy | 225 damage per shot, 6-round cylinder, 40 spare rounds | Steeled Veterans (premium Warbond), page 1, 15 Medals |
| A | P-34 Breacher | Special secondary, single shot | Anti-Tank III | 60 + 2,000 explosive damage in one sticky thermite shot; 1 round + 2 spare | Ironclad Democracy (premium Warbond), page 2 (opens after 135 Medals spent there), 50 Medals |
| A | P-19 Redeemer | Machine pistol | Light | 70 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 7.0.0 | Helldivers 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

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.
| Faction | What the data says about armor | Our pick from armor pen (editorial) |
|---|---|---|
| Terminids | Light-only rifles struggle against armored Hive Guards | AR-23P Liberator Penetrator, for Medium pen |
| Automatons | Light-only rifles struggle against Devastators | AR-23P Liberator Penetrator; take the P-4 Senator when you need Heavy pen |
| Illuminate | Wretch 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.
| Arma | Slot | Confirmed function | Where to get it | Our tier |
|---|---|---|---|---|
| AR-11 Arbitrator | Primaria | Assault rifle: 70 damage at 1,200 RPM, Light pen, 45-round mag; underslung 10g shotgun: 9 pellets × 50, Medium pen | Page 1, 35 Medals | B |
| GL-15 Evictor | Primaria | Pump-action grenade launcher: 50 + 440 explosive damage, Medium pen, 4-round tube, 32 spare, 60 RPM | Page 3 (opens after 225 Medals spent), 65 Medals | B |
| P-34 Breacher | Secondary | Sticky thermite round: 60 + 2,000 explosive damage, Anti-Tank III pen, 1 + 2 spare; one-handed, so it works with the Ballistic Shield | Page 2 (opens after 135 Medals spent), 50 Medals | A |
Desbloqueo y subida de nivel de Warbond
The Ironclad Democracy pass opened and worked through to the last page, so the Arbitrator, Evictor and Breacher sit unlocked.
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 list | Warbond | Sum of weapon prices (page unlocks not included) | Medals from a fresh Warbond (page unlocks included) |
|---|---|---|---|
| Liberator Penetrator + P-19 Redeemer | Helldivers Mobilize (Standard) | 40 + 5 = 45 Medals | At least 300 Medals: page 6 opens after 260 spent (the Redeemer counts), then 40. No Super Credits. |
| Breaker Incendiary + P-4 Senator | Steeled Veterans (premium) | 60 + 15 = 75 Medals | At least 120 Medals: page 2 opens after 60 spent (the Senator counts), then 60. Plus 1,000 Super Credits. |
| Arbitrator + Evictor + Breacher | Ironclad Democracy (premium) | 35 + 65 + 50 = 150 Medals | At least 290 Medals: page 3 opens after 225 spent (Arbitrator and Breacher count), then 65 for the Evictor. Plus 1,000 Super Credits. |
If the hours are the obstacle rather than the fight itself, Boosting de Helldivers 2 is run hands-on by a booster from your region.
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.
| Claim | Where it comes from | Estado |
|---|---|---|
| 7.1.0: One-Two grenade ammo 2→3 / 3→5 / 3→5; Trident climb recoil 12→2 | Steam (Arrowhead official announcements) | Official |
| 7.1.1 is a crash-fix hotfix with no weapon changes | Steam (Arrowhead official announcements) | Official |
| 7.0.0: Constitution stripper-clip reload (listed under Primaries), short-magazine pass for the Liberator family, SMGs, Stoker, Breakers, sidearms | Steam (Arrowhead official announcements) | Official |
| 6.3.0 included weapon, stratagem and enemy balancing, lower enemy durable damage | Steam (Arrowhead official announcements) | Official |
| Ironclad Democracy adds AR-11 Arbitrator, GL-15 Evictor, P-34 Breacher | PlayStation Blog | Official |
| Base weapon stats, armor penetration and Medal costs per weapon | helldivers.wiki.gg (community-maintained) | Game data (community-maintained) |
| Warbond page unlock thresholds; Premium Warbonds cost 1,000 Super Credits | helldivers.wiki.gg (Warbond pages: Steeled Veterans, Ironclad Democracy) | Game data (community-maintained) |
| Medal cap of 250 | helldivers.wiki.gg | Game data (community-maintained) |
| Medals from a fresh Warbond; theoretical burst DPS (70 × 1,100 ÷ 60) | Calculated by Neonsect from the rows above | Derived |
| Tiers and the close calls | Neonsect editors, reasoned from the stats; no in-game timed tests | Editorial |
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Servicios de Helldivers 2
Subida de nivel
Subida de nivel
Your level and primary weapons pushed together · Unlocks gear and ship slots as it goes
Medallas de Warbond y muestras
Paquetes de muestras
Common, Rare and Super Samples farmed · Funds the ship module upgrades they gate
Subida de nivel
Partidas — 50 misiones
50 missions played with you in the squad, on your own account · Around 500,000 experience by the end
