Helldivers 2‘s best armor in 2026 is split between a multitude of passives that will buff the Light, Medium, or Heavy armor that you bring into battle. Each armor in Helldivers 2 has a unique passive buff, indicated by the symbol shown when you inspect it. Across countless Warbonds, there is a near-endless supply of armor passives in Helldivers 2, but which is the best?
We’ve gone through all armor passives in Helldivers 2 and created a tier list, allowing you to see what they do, where you can get them, their strengths, and their weaknesses. Check out where we’ve ranked each armor passive so you can have a better idea of what to bring into your next mission!
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All Armor Passives in Helldivers 2 (& What They Do)
There are 24 armor passives in Helldivers 2 with the release of the Siege Breakers Warbond. Each passive will play an important role in the playstyle you take in the missions ahead, and we’ve listed them all below from newest to oldest, along with what armor comes with each passive, so you know what to buy:
|
Armor Passive |
Description |
Warbond |
|---|---|---|
|
Supplemental Adrenaline |
When the wearer takes damage, they regain some stamina. Provides a higher armor rating. |
Siege Breakers |
|
Reduced Signature |
Wearer makes 50% less noise when moving. Reduces range at which enemies can detect the wearer by 40%. |
Redacted Regiment |
|
Rock Solid |
Helps prevent Helldivers from ragdolling when hit. Increases melee damage by 40%. |
Python Commandos |
|
Desert Stormer |
Provides 40% resistance to fire, gas, acid, and electrical damage. Increases throwing range by 20%. |
Dust Devils |
|
Feet First |
Wearer makes 50% less noise when moving. Increases point-of-interest identification range by 30%. Provides immunity to leg injuries. |
Obedient Democracy Support Troopers |
|
Adreno-Defibrillator |
Provides one-time, short-lived resuscitation upon death, given that the Helldiver’s body is still intact. Increases stim effect duration by 2.0s. Provides 50% resistance to arc damage. |
Control Group |
|
Ballistic Padding |
Provides 25% resistance to chest damage. Provides 25% resistance to explosive damage. Prevents all damage from bleeding if chest hemorrhages. |
Force of Law |
|
Reinforced Epaulettes |
Increases reload speed of primary weapons by 30%. Gives wearer a 50% chance to avoid grievous limb injury. Increases melee damage by 20%. |
Masters of Ceremony |
|
Gunslinger |
Increases sidearms reload speed by 40%. Sidearm draw/holster speed increased by 50%. Sidearm recoil reduced by 70%. |
Borderline Justice |
|
Integrated Explosives |
Armor explodes 1.5s after the wearer dies. Increases initial inventory and holding capacity of throwables by +2. |
Servants of Freedom |
|
Acclimated |
Provides 50% resistance to fire, gas, acid, and electrical damage. |
Righteous Revenants |
|
Siege-Ready |
Increases reload speed of primary weapons by 30%. Increases ammo capacity of all weapons by 20%. Does not affect weapon backpacks. |
Urban Legends |
|
Unflinching |
Helps prevent Helldivers from flinching when hit. Provides a higher armor rating. Markers placed on the map will generate radar scans every 2.0s. |
Truth Enforcers |
|
Advanced Filtration |
Provides 80% resistance to gas damage and effects. |
Chemical Agents |
|
Inflammable |
Provides 75% damage resistance to fire, allowing bearer to rest assured in their inflammability. |
Freedom’s Flame |
|
Peak Physique |
Increases melee damage by 40%. Improves weapons handling with less drag on weapon movement. |
Viper Commandos |
|
Servo-Assisted |
Increases throwing range by 30%. Provides +50% limb health. |
Polar Patriots Steeled Veterans |
|
Electrical Conduit |
Provides 95% resistance to arc damage. |
Cutting Edge |
|
Fortified |
Further reduces recoil when crouching or prone by 30%. Provides 50% resistance to explosive damage. |
Helldivers Mobilize! Democratic Detonation Polar Patriots |
|
Scout |
Markers placed on the map will generate radar scans every 2.0s. Reduces range at which enemies can detect the wearer by 30%. |
Helldivers Mobilize! Polar Patriots |
|
Engineering Kit |
Further reduces recoil when crouching or prone by 30%. Increases initial inventory and holding capacity of throwables by +2. |
Helldivers Mobilize! Democratic Detonation |
|
Med-Kit |
Increases initial inventory and holding capacity of stims by +2. Increases stim effect duration by 2.0s. |
Helldivers Mobilize! |
|
Democracy Protects |
50% chance to not die when taking lethal damage. Prevents all damage from bleeding if chest hemorrhages. |
Helldivers Mobilize! |
|
Extra Padding |
Provides a higher armor rating. |
Default Armor |
Helldivers 2 Armor Passive Tier List
The following armor passive tier list is based on the 6.0.1 game version of Helldivers 2. It ranks all the passives based on their overall value, utility, and effectiveness across missions and enemy types:
|
Armor Passive |
Why? |
|
|---|---|---|
|
S Tier |
Med-Kit |
Being able to hold 6 Stims means less time spent scavenging for them, and the increased duration effect ensures your health continues to rise in the middle of a fight. |
|
Peak Physique |
The melee damage isn’t too impressive, but being able to greatly improve the ergonomics of weapons means less sway for heavier guns, which allows for perfect movement while shooting. |
|
|
Siege-Ready |
More ammo for all weapons and an increased reload speed for primary weapons ensure that you’re always ready for the fight against incoming enemy units. |
|
|
A Tier |
Reduced Signature |
Perfect for Commando missions and other missions where you want to avoid fighting enemies, and want to just focus on the objectives instead. |
|
Rock Solid |
The anti-ragdoll paired with extra melee damage is perfect for those who want to indulge in a melee weapon build, as they will no longer be thrown around by enemy units. |
|
|
Adreno-Defibrillator |
When you die (and your body hasn’t been exploded), you will be able to stay alive, but your health slowly deteriorates without Stims. This means you have a longer time in the fight, or to run to your destination, before you ultimately die without Stims. It’s great for hoarding Reinforcements. |
|
|
Fortified |
A 50% resistance to explosive damage is great against Automatons, and the reduction to recoil when crouching or prone will allow for greater suppressing fire against flying units that are hard to hit. |
|
|
Supplemental Adrenaline |
A free bonus to armor rating, paired with being able to generate stamina when taking damage, means you’re always on the move and shrugging off enemy fire. |
|
|
B Tier |
Extra Padding |
A +50 to armor rating is great, but it’s the only bonus to come from this passive. |
|
Feet First |
The less noise while moving is nice for stealth, and being able ot increase POI identification range means you will have an easier time locating sub objectives and samples for those farming. |
|
|
Advanced Filtration |
Practically become immune to gas, which is effective against all enemies as they get confused, allowing you to constantly gas them and then shoot them while you remain safe in the stink cloud. |
|
|
Acclimated |
A 50% resistance to all elemental damages allows you to use or get hit by any weapon with only minor injuries to heal, instead of near instant death. |
|
|
Integrated Explosives |
If you’re in combat, dying means that your armor can explode to deal a great deal of damage to enemies, perfect for Helldivers who want to blow up anti-tank enemies. However, if you’re already dead, a Hellpod can do the trick just as well. |
|
|
Ballistic Padding |
Resistance to chest and explosive damage will help on the battlefield to ensure you’re not killed by a rogue explosive that will ragdoll you while you bleed out without a Stim to stop it. |
|
|
Gunslinger |
Sidearms like Pistols and SMGs have an increased use through a fast reload and draw, with a reduction in recoil to make them more accurate when you need them most. |
|
|
C Tier |
Democracy Protects |
It’s a 50/50 if you live or die from an attack, but either way, you’ll be put on 1HP, meaning one rogue bullet or landing impact from an explosion means you’re dead before you can Stim. |
|
Servo-Assisted |
Throwing items doesn’t need a buff that warrants a whole passive, and limbs are still going to get destroyed either way. |
|
|
Engineering Kit |
Having 2 more throwables isn’t effective when you can resupply, and grenades are never the core kit of anyone’s arsenal. |
|
|
Unflinching |
A +25 to armor rating isn’t too bad, but having map scans from markers will be useless unless you’re desperate to avoid enemy patrols, and the flinch reduction isn’t enough, as you will still miss precision shots when hit. |
|
|
Reinforced Epaulettes |
The reload speed bonus to primary weapons is nice, but the 50% to avoid a limb injury won’t be necessary, and the same can be said for the increase to melee damage. |
|
|
Inflammable |
The fire resistance is only nice if you intentionally set yourself on fire with the weapons you’re using by staying at a close-range. |
|
|
Desert Stormer |
The resistance to fire, gas, acid, and electrical damage is unimpressive, as is an increase to throwing range, which rarely comes in handy. |
|
|
Scout |
Place markers on the map to generate scans to detect patrols, which is pretty much useless, as is the underwhelming 30% reduction that enemies can detect you, as they can still hear your footsteps. |
|
|
Electrical Conduit |
A great resistance to arc damage, but it’s still not enough to stop you from getting murdered by arc towers from Illuminates and allies. |
- Released
-
February 8, 2024
- ESRB
-
Mature 17+ / Blood and Gore, Intense Violence, In-Game Purchases, Users Interact
- Developer(s)
-
Arrowhead Game Studios, Nixxes
- Publisher(s)
-
Sony Interactive Entertainment, PlayStation Publishing
