Warbonds are catalogs that serve as one of the main progression systems in Helldivers 2. The vast majority of usable equipment can be found inside a Warbond, and while there’s one Warbond that’s free for all players, the rest must be bought with Super Credits.
Earning Super Credits without spending real money takes a lot of time and effort, and if you want to get the best weapons in Helldivers 2, you need to spend your Super Credits on the right Warbonds. In this guide, we’ll be ranking all the available Warbonds in the game based on their practical value to help players make a more informed decision on which ones they should buy first.

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Updated August 27, 2025 by Marc Santos: The launch of the Xbox version for Helldivers 2 also introduced the game’s first legendary Warbond, featuring iconinc weapons and armor from Halo: ODST. As such, we’ve updated this guide to include this and the other Warbonds that were released for the game prior to the Xbox update.
Best Warbonds in Helldivers 2
Helldivers 2 Warbond Tierlist |
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Tier |
Warbonds |
S |
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A |
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B |
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C |
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D |
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The mini-reviews below cover weapons, throwables, noteworthy armor perks and boosters, and stratagems (when available). Many armor perks are also available from the sets sold in the Super Store.
Democratic Detonation
As its name suggests, this Warbond is all about explosions. It includes the following:
Both the Eruptor and Crossbow are excellent for taking out priority targets, and the Adjudicator is a stellar battle rifle that can chew through medium armor with ease. If heavily-armored enemies are pestering you, throw a Thermite Grenade and watch the fireworks (preferably from a safe distance). Everything in this Warbond is useful on all fronts, making it one of the best ones to buy first.
Polar Patriots
While this Warbond has a snow/arctic theme, it doesn’t really do much to help players fighting on frigid biomes. Still, nearly every piece of practical equipment in it is worth using, especially if you’re a fan of conventional small arms weaponry. Polar Patriots includes:
The Purifier is arguably the best weapon in this Warbond. It used to be one of the worst in the game, but after several balance patches, it is now well worth using on every front.
Cutting Edge
Cutting Edge is another high-value Warbond that contains fan-favorite weapons. They’re tons of fun to use, and if you like having lasers, this is definitely the Warbond for you. Cutting Edge contains the following weapons:
The Sickle is a fully-automatic laser assault rifle that uses heat sinks — players can either reload like a normal gun, or they can wait until the heat sinks cool off, essentially giving them infinite ammo if weapon heat is managed effectively. Meanwhile, the Blitzer is a lightning shotgun that’s devastating in close range, and it’s got infinite ammo too (but without the heat management thing).
Continuing the trend among S-rank Warbonds, every weapon in this Warbond is useful on all fronts. Its booster (Localization Confusion) isn’t as useful as it sounds, but it doesn’t make Cutting Edge any less valuable than it already is.

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Truth Enforcers
Truth Enforcers contains two of the strongest close-range weapons in the game, as well as a very powerful sidearm for dealing with armored enemies:
- SMG-32 Reprimand Heavy SMG
- SG-20 Halt Shotgun
- PLAS-15 Loyalist Plasma Pistol
The Reprimand is an SMG that fires powerful AP rounds. It can punch through heavy infantry and blast away anything with light armor in just a few hits. Meanwhile, the Halt Shotgun can switch between armor-piercing Flechette ammo and Stun rounds.
The Loyalist is basically a miniature Purifier. It’s not as strong as its big brother, but if you want to take out heavy infantry like Devastators in a pinch, then this is more than enough to get the job done.
Helldivers Mobilize
This is the free Warbond that everyone has access to, and it is also the most extensive. Helldivers Mobilize has significantly more content than other Warbonds, and among its many pages, the most important things you can unlock from this are:
Everything in this Warbond is decent, but the ones listed above standout as some of the best in the game.
Steeled Veterans
Steeled Veterans contains one of the most beloved weapons in the game: the SG-225IE Breaker Incendiary. This shotgun is capable of tearing through big hordes of enemies with ease thanks to its high-damage projectiles that can set things on fire. The Warbond also contains the
P-4 Senator, a revolver that packs a mean, armor-penetrating punch.
The other two weapons in this Warbond are situational, at best. The AR-23E Liberator Explosive(now called the Liberator Concussive) is good at stunning large enemies like Stalkers and Brood Commanders, while the
JAR-5 Dominator is good at killing them. However, while these weapons are good in their own right, they pale in comparison to others.

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Viper Commandos
The Viper Commandos Warbond is deceptively good despite the weapons it has to offer. The AR-23A Liberator Carbine might not seem like much, but it’s perfectly capable of taking down most enemies thanks to its blistering fire rate and high accuracy (which can be further improved via Weapon Customization).
The SG-22 Bushwhacker is pretty good too for close-quarter emergencies, and while the K-2 Throwing Knife seems like a novelty item, it’s perfectly capable of killing even Factory Striders.
Viper Commandos falls under A-tier simply because of how small its selection is compared to the ones in S-tier. All weapons here are great, but since there’s only two guns and a throwable here, you might want to get something else first (unless you really like the jungle themed gear, of course).
Servants of Freedom
While Servants of Freedom might seem like a novelty Warbond with its martyr-themed gear, it’s actually a very good pick for new players. The LAS-17 Double Edged Sickle is the regular Sickle but without the safety features — it can fire for longer than its regular counterpart, and as the gun gets hotter, its DPS and armor penetration ramps up tremendously (it will set you on fire too if it gets hot enough).
The GP-31 Ultimatum is an anti-tank weapon for the secondary slot that can destroy enemy vehicles in one hit. However, its low range and huge blast radius makes it very risky to use, as you’ll either miss your shot or get caught in the explosion as well.
Lastly, Servants of Freedom has the notorious Portable Hellbomb backpack. Wear it on your back, push the button, and say your prayers as it counts down to a glorious explosion.
Urban Legends
Urban Legends contains only one weapon: the CQC-19 Stun Lance, which is basically a taser on a stick. As its name implies, it can stun most enemies if you poke them enough times, and you can even pair it with a Ballistic Shield.
The true value of this Warbond is in its stratagems. The Directional Shield provides mobile cover, the Flame Sentry holds chokepoints against enemy swarms, and the Anti-Tank Emplacement lets players destroy enemy vehicles and buildings from a safe distance.
The contents of Urban Legends are useful on all fronts, but considering that most of its offerings are stratagems, players are better off getting other Warbonds first.
Borderline Justice
The western-themed Borderline Justice Warbond comes with the very lethal R-6 Deadeye lever-action rifle and the LAS-58 Talon pistol, which is essentially a laser handcannon. Both of these weapons are very powerful if you can hit weakspots, but that’s also where their weaknesses lie.
Both the Deadeye and the Talon have low magazine size and slow fire rates, making them less than ideal for Terminids and Illuminate, but more so for Automatons. Also, while the TED-63 Dynamite is good against crowds, it doesn’t quite standout enough compared to the other grenades.
Borderline Justice is a fun Warbond, but if you want to spend your Super Credits on something practical, check the S or A-tier Warbonds first.

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Freedom’s Flames
Freedom’s Flames is dedicated to all the pyromaniacs out there. If you aren’t satisfied with using a flamethrower as a support weapon, this Warbond will let you use flamethrowers for primary and secondary weapon slots. The Torcher and Crisper work almost exactly the same as the FLAM-40, except they deal slightly lower DPS and have smaller fuel tanks.
One weapon that does stand out here is the Cookout. It’s an incendiary version of the Punisher shotgun, and it can definitely cook. This Warbond is worth getting for the Cookout alone, but if its value you want, you best look elsewhere.
The Torcher and Crisper are not terrible, but since their effective ranges are so short, players may have a hard time using them. They’re impractical against Automatons, and while they’re decent against Illuminate melee units, they won’t be of much help against Elevated Overseers.
Chemical Agents
Chemical Agents is a low-priority purchase due to it having no primary or secondary weapons to offer. While it does have the Stim Pistol, its use is limited to healing other players only, and it’s essentially useless to wielders themselves.
What this Warbond does offer are chemical-based stratagems and throwables. The Sterilizer chem thrower is great for controlling crowds, and so is the “Guard Dog” Dog Breath, which is basically a Guard Dog drone equipped with a Sterilizer. Out of all the items here, the G-4 Gas Grenade is arguably the most useful, though you’ll be sacrificing demolition for crowd control by choosing it over an explosive grenade.
Masters of Ceremony
Masters of Ceremony is the game’s first true novelty Warbond. Its main attractions are:
- The R-2 Amendment Marksman Rifle with fixed bayonet
- Two melee weapons (CQC-2 Saber and CQC-1 One True Flag)
- The G-142 Pyrotech Grenade
None of these weapons particularly stand out from other options. The Amendment is slightly better than the Diligence, the Saber is effectively the same as other one-handed melee weapons, and the One True Flag is more or less the same as the Stun Lance, if not slightly stronger.
The Pyrotech Grenade does have some value, though. It sprays sparks that can ignite enemies before detonating, and the detonation itself can ignite even more enemies. Still, the Incendiary Impact grenade or regualr Incendiary Grenade can do both of these things just as well.
This Warbond is purely for the fun of roleplay. Getting it is only recommended after you’ve bought one or two of the other Warbonds first.
Force of Law
The Force of Law Warbond features some of the coolest-looking armor and weapons in the game, but unfortunately, the weapons are rather underwhelming:
- The AR-32 Pacifier is a med-pen assault rifle that fires stun bullets. It can stop enemies in their tracks before killing them, but it deals low damage and often runs into ammo issues. Good against Predator Strain, but so-so against everything else.
- The GL-52 De-Escalator is amazing for crowd control, but it lacks the demolition force to destroy objectives.
- The ARC-3 Guard Dog has a very high chance of killing teammates and its own user (though this can be mitigated by withdrawing the drone when enemies/allies or near).
- The G-109 Urchin can stun large targets for a long duration, but it has a very small area of effect.
- The Ballistic Padding armor perk is amazing; it provides resistance to explosive damage and any damage taken to the chest, and it prevents players from bleeding out.
All items in the Force of Law Warbond are perfectly viable, but they will get out-performed by other weapons and stratagems. The Ballistic Padding perk is arguably the best part of this Warbond, though the Grand Juror armor from the Super Store also has this.
The effectiveness of stun weapons in Helldivers 2 is up for debate, and whether or not they’re useful is purely up to the players to decide — some enjoy it, while others don’t.
Control Group
The Control Group Warbond isn’t horrible by any means, but it does have room for improvement. Its primary offerings are fairly decent, but the lackluster armor passive it provides leaves a lot to be desired. This Warbond includes:
- VG-70 Variable Assault Rifle: Light penetration weapon that fires in full-auto, seven-shot volley, and full-magazine burst modes.
- PLAS-45 Epoch: Plasma Cannon that must be charged to fire. Can be overcharged to deal significantly increased damage, but it can explode and kill its user.
- LAS-98 Laser Sentry: Sentry turret equipped with a Laser Cannon. The turret is destroyed if it fires for too long.
- LIFT-182 Warp Pack: A backpack that allows users to teleport along the x-axis. Can be used multiple times in quick succession, but each use increases the chance for the pack to malfunction and atomize the user.
- Adreno-Defibrilator Armor Passive: Resuscitates Helldivers upon dying, provided their body is intact. Health will rapidly decrease while in this state. Additionally, it provides two seconds of bonus Stim duration and +50% Arc Damage resistance.
Out of all the items in this Warbond, the Variable AR and Warp Pack are easily the best. The Variable, while having only light armor penetration, is excellent against the Illuminate and non-armored Terminids, and it is surprisingly good against lightly-armored Automatons as well (mostly Berserkers). Meanwhile, the Warp Pack is basically a get-out-of-jail free card that can get a Helldiver out of many sticky situations.
The Epoch Plasma Cannon can destroy heavily-armored targets and is fairly good against groups of enemies, but it is inaccurate at long distances, it is much slower to use compared to the Recoilless Rifle, and it has an unforgiving charge mechanic that can be a little tricky to use at first. It works fine if players can work around its drawbacks, and it works somewhat like a jack of all trades — it’s not the best at the things it does, but it can do many things relatively well.
The Laser Sentry is quite strong, but it has a very short lifespan compared to other turrets. It’s a nice alternative to the MG and Gatling Sentry, but like those, it will still shoot at medium/large targets. This sentry has a fire limit of 20-25 seconds, and once it overheats, it will self-destruct.
The Adreno-Defibrilator armor passive is an interesting one. The bonus Arc Damage resistance is negligible, but the extra Stim duration and the pseudo-undying passive allows for some epic last stand or blaze of glory moments.
Obedient Democracy Support Troopers (Halo: ODST) Warbond
The Halo ODST crossover Warbond is great not just for fans of the classic FPS series, but also for general use in Helldivers 2 as well. It’s not exactly as special or well-rounded as the ones in the higher tiers, but the weapons are fun to use, the armor passive is good, and the armor sets themselves are beautifully recreated. This includes:
- MA5C Assault Rifle: Medium penetration with a 32-round magazine, high handling, and moderate rate of fire.
- M7S SMG: Two-handed SMG with light penetration, 48-round magazine, and high rate of fire.
- M6C SOCOM Pistol: Light-pen pistol with a built-in flashlight, laser, and suppressor.
- M90A Shotgun: Light-pen weapon that deals extreme damage up-close.
- Feet First Armor Passive: Reduces movement noise by 50%, increases radar POI detection range by 30%, and completely prevents the wearer’s legs from breaking.
Out of all the weapons in this Warbond, only the MA5C Assault Rifle has medium armor penetration. All the rest are only good for lightly-armored targets, but thanks to their good base damage, they can be brought to any front and do just fine (provided players aim for weakspots).
Still, it’s worth mentioning that every weapon in the Helldivers 2 x Halo ODST Warbond overlaps with other existing firearms, such as the Liberator Penetrator and Adjudicator ARs, Punisher Shotgun, and Knight SMG. The Halo weapons are essentially side-grades to these guns, and if you already have them, you likely won’t get as much practical value from this Warbond compared to others.
Apart from the weapons being side-grades, we’ve pinned this in B-tier because the Halo: ODST Warbond in Helldivers 2 is 50% more expensive than every other non-legendary Warbond in the game so far. Every item in it feels great to use, but players who want to get more value out of their Super Credits can get the same performance (if not better) from items in other Warbonds.
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