Helldivers 2 Anti-Tank: Which Weapon Actually Kills Armor
Anti-tank is a cooldown question, not a damage question. The four real options, what each costs, and the weak points that make them work.
The four options
Expendable launchers are single-shot and come back on a short cooldown. The value is not one rocket, it is that you can leave them everywhere โ drop one, fire it, call another. They are the least intrusive anti-tank in the game and the best choice for a squad where nobody wants to be the designated launcher. Crew-served launchers hit harder and can be reloaded, with the option of a teammate speeding the reload. This is the highest sustained anti-tank output available, and it costs a player their primary weapon slot plus the discipline to stay together. Lock-on launchers trade flexibility for reliability: they hit what they lock, which makes them excellent against a moving target and poor against a crowd. Charge-up energy launchers never run out of ammunition but need a window to fire. Against a target that is already shooting at you, that window is the whole problem.
The weak points matter more than the weapon
Anti-tank works because several units have a specific place to hit:
- Hulks take critical damage through the eye slit from the front, or into the vents on the back. A shot at the torso is a waste of a rocket.
- Tanks want the rear vents, not the front plate.
- Bile Titans want the sacs and the underside rather than the armoured carapace facing you.
- Fabricators and spawners want the vent or the opening, not the wall. This is why the same launcher feels useless to one player and decisive to another: one is aiming at armour, the other at a seam. The armour values page gives the numbers, and the Hulk counter covers the angles.
Stratagems as anti-tank
The heaviest armour is often better answered from orbit. A precision orbital strike kills a Hulk without exposing anyone, and a 500kg solves most problems in one press. The cost is the cooldown, which is why squads that lean on stratagems for anti-tank need two sources. The trade-off: a rocket can be used three times in a fight, an orbital once. Against a pair of Hulks, the rocket wins; against one, the orbital is safer.
The build rule
One anti-tank source, one anti-infantry source, and one area denial. That covers everything a mission will ask, and it stops the classic failure of a squad that brought four anti-infantry builds and met a Tank. Support weapon choice is the support weapon page; stratagem choice by faction is the best stratagems page. If you are still choosing a warbond to unlock these, the warbond order page explains which one actually contains them.
Sources & References
This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.
- HELLDIVERS 2 on Steam โ patch notes, current season, and authoritative game data.