This is your loadout cheat sheet. Every primary in the game, broken down by front. Stop second-guessing your attachments and start wiping bugs and bots. We tested every combo, crunched the hidden stats, and cut the fluff. One clean reference.
Overview & Hidden Stats
Understand the invisible mechanics first. Muzzle attachments jack up weapon sway: Compensator adds 25%, Muzzle Brake 20%, Suppressor 10%. Angled Grip cuts sway by 25%. Sway is the reticle’s idle wobble – most obvious when you’re out of stamina. Armor compounds this.
- Light Gunner Armor (Fortified): +50% melee damage, +30% weapon ergonomics (faster ADS, better handling).
- Explosive Resistant Armor (Fortified): 50% explosive resist, and when crouched or prone, cuts recoil by another 30%.
This is your foundation. Don’t skip it.
Assault Rifle Modifications
Assault rifles are the workhorses, but they perform differently on each front.
Liberator:
- West Front: 4x scope, Vertical Grip, Muzzle Brake, Drum Magazine.
- East/South Front: Iron Sights, Drum Magazine, Vertical Grip.
- Key: Vertical recoil is easier to manage than horizontal. Fortified armor helps. But the Liberator is statistically a weak gun – don’t expect miracles.
Penetrator Liberator:
- West Front: 4x scope, Vertical Grip, Muzzle Brake, Extended Magazine.
- East/South Front: Drum Magazine, Iron Sights, Compensator, Vertical Grip.
- Only useful on the West Front for consistent headshots. Its stats are trash elsewhere.
Stun Liberator:
- East Front only. Vertical Grip, Iron Sights, Extended Magazine. A Drum or short mag can work as a brake. Weak but functional.
M-12:
- East/South Front. Iron Sights, no muzzle mod. Needs at least 35 ergonomics to feel smooth. Good for destroying nests and self-defense, but ammo is tight.
Adjudicator:
- East Front: 4x scope, any muzzle (Muzzle Brake recommended), Vertical Grip. Strong self-defense weapon. Don’t bring it to the West Front.
Wild Wolf:
- Strong on all fronts. 4x scope, Vertical Grip, Muzzle Brake (Compensator works too). Shines on the South and East Fronts.
Meat Hammer:
- 4x scope, Vertical Grip, Muzzle Brake. High DPS but crippled by a 35-round mag and slow reload. Poor sustained damage.
Liberator Carbine:
- All fronts: 4x scope, Vertical Grip, Drum Magazine, Muzzle Brake. If recoil is a problem, swap to Compensator or Suppressor.
Suppressed Liberator:
- East/South Front: Iron Sights, Vertical Grip, Drum Magazine.
- West Front: 4x scope, Vertical Grip, Extended Magazine.
- Lower damage than the Carbine, with severe projectile drop.
Adjudicator (again):
- West Front: 4x scope, Compensator, Angled Grip (or Vertical Grip with Light Gunner Armor). Keeps 35+ ergonomics with manageable recoil. Weak on East and South Fronts.
Marksman Rifle & SMG Modifications
Precision and volume fire need different setups.
Marksman Rifles:
- Corrector + Eagle Eye (+ Constitution): 10x scope only. Corrector works on all fronts; Eagle Eye is let down by slow reload and low damage.
- Inspector: 10x scope, Vertical Grip, Extended Magazine. Top-tier stealth primary. High DPS, big mag, low recoil, built-in suppressor.
- Small Diligence: 4x scope, Vertical Grip, Compensator or Muzzle Brake. Outclassed by the Inspector and Corrector.
- Large Diligence: West Front only: 10x scope, Angled Grip, no muzzle. Good against Scout Striders.
SMGs:
- Knight: 2x scope, Vertical Grip, Compensator, Extended Magazine (70 rounds).
- Stove: 2x (or 4x) scope, Muzzle Brake, Short Magazine (Extended is fine). Focus on flamethrower mode – one-shots a Devastator head.
- Reprimand: 1.5x scope, Vertical Grip, Compensator. Pain in the ass to control. Try Suppressor or Muzzle Brake with Fortified armor. Decent on the West Front.
- Valiant: Same as Knight: 2x scope, Vertical Grip, Compensator, Extended Magazine.
- Defender: Vertical Grip, Compensator, optional Drum Magazine. Slow fire rate makes it good for run-and-gun on the West Front.
- Stun Baton: Vertical Grip, Compensator. Like the Defender, but weak – low damage, high drop-off.
Shotgun & Explosive Weapon Modifications
Shotguns need specific choke setups to keep their range.
Shotguns:
- Punisher: MUST use Full Choke. Without it, you can’t one-shot Warrior bugs.
- Heavy Gunner: 1.5x scope. Can be used as a sniper on the West Front.
- Campfire & Extinguisher: Iron Sights. For East Front self-defense. Weak against big groups.
- Sweeper: 4x scope, Full Choke. High fire rate, high damage. Works on West and East Fronts.
- Double Freedom: Vertical Grip. Fun but weak. Good for spraying Commanders.
- Breaker: Iron Sights, Vertical Grip, Full Choke. Non-negotiable. Drum Magazine recommended with reload armor.
- Bird Shot (Hitscan): Iron Sights, Vertical Grip, Full Choke. High ammo capacity. Good for backpack weapon self-defense.
- Fire Shot (High Burn): Half Choke. Use Full Choke if you lack anti-Commander capability. Short mag gives four three-round bursts before tactical reload.
Explosive Weapons:
- Eruptor: Iron Sights, Angled Grip (hit 35 ergonomics). Strong for nests and Commanders.
- Explosive Crossbow: Similar to Eruptor. Can use scopes with Light Gunner Armor. Strong on West and East Fronts; South Front favors the Eruptor.
Energy & Special Weapon Modifications
Energy weapons have unique handling.
Energy Weapons:
- Plasma Punisher: Iron Sights. High stagger, area damage.
- Arc Thrower: Iron Sights. Poor self-defense weapon – slow fire rate, can lock onto corpses.
- Scythe: Angled Grip, High Capacity Magazine. Infinite ammo, strong fire application, low direct damage. Good on South and East Fronts.
- Sickle: 4x scope. Funny on the West Front.
- Double-Edged Sickle: 4x scope. Needs Fire Armor. Weak on East Front due to low durability damage.
- Trident: 2x scope, no underbarrel. Excellent laser weapon – high DPS, no reload, no damage drop-off. Strong on East and West Fronts.
- Scorcher: Iron Sights, Vertical Grip. Strong on all fronts. Scope is optional.
- Evolver: Iron Sights, Vertical Grip. High theoretical damage, terrible handling.
Special Weapons:
- Variable: Use non-high magnification scopes. Only 25 ergonomics. Used on East Front to one-shot a Charger’s butt and a Bile Titan. Watch out – the Charger’s charge animation change messes with this weapon.
- Dominator: East/South Front: Iron Sights, Angled Grip (40 ergonomics) or just Iron Sights (35 ergonomics). West Front: 4x scope (33 ergonomics). High damage, high stagger, no damage drop-off. But the projectile speed is weird – get used to it.
More Guides:
- HELLDIVERS 2: Weapons Tier List
- HELLDIVERS 2: All Stratagems List
- HELLDIVERS 2: Orbital Cannons Stratagem Codes
- HELLDIVERS 2: SEAF Artillery Guide
- HELLDIVERS 2: Tips and Tricks