Helldivers 2 Terminids: Every Bug and the Answer to It
Terminids are a melee swarm with a few ranged exceptions and a breach system that punishes standing still. The unit list and what breaks each one.
The unit list
Scavengers and Pouncers are the chaff. Individually harmless, collectively the reason you cannot stand still. Any primary clears them. Hunters leap and slow you. They are the most dangerous Minoris because the slow is what lets everything else catch up. Warriors are the mid-tier melee unit, and Brood Commanders are the same idea with more health and the ability to call a breach. Killing a Commander before it calls is worth more than killing five Warriors. Bile Spitters, Spewers, and Nursers are the ranged exceptions. They lob artillery at range, and a Nest of Spewers is the closest the bugs get to a firing line. Stalkers are the unit that kills experienced players: fast, mostly invisible until close, and they hunt rather than wander. Chargers are the armoured battering ram — the counter is breaking a leg and then hitting the exposed flesh, covered in the Charger page. Bile Titans are the faction’s tank. They soak stratagems that would kill anything else, and the fight is about angles and patience — see the Bile Titan page.
The breach is the actual enemy
Bugs call reinforcements through breaches, which spawn at a point and pour out over a few seconds. Two consequences: Kill the caller first. Brood Commanders, and the patrol leaders that spot you, are worth more than the swarm around them. Move away from the breach. A breach spawns where the call happened. Standing your ground means fighting the spawn point forever; walking out of it means fighting a stream of bugs that arrives in a line you can shoot. The full mechanic — how breaches are triggered and how to suppress them — is in the breach page.
Weapons that work
Bugs are soft and numerous. That means fast-firing primaries, wide-area stratagems, and enough anti-armour for the Chargers and Titans rather than for the swarm. The mistake is building entirely for the chaff and then having nothing for the one armoured thing. Armour penetration matters less against bugs than against bots, because most of the faction has light armour. The armour penetration page explains the values; the short version is that a high-penetration weapon is wasted on Gaunts and essential on a Titan.
Playing against them
Keep moving, keep a stratagem for the armoured units, and treat the breach as the objective rather than the swarm. Fire is strong here — it spreads through a packed group — and sentries do well on defence because bugs come to them. The sentry page covers placement, and the difficulty page explains where the spawn pressure stops being manageable.
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 — patch notes, current season, and authoritative game data.