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BULLETIN
MAJOR ORDER · MAJOR ORDER · 3D 13H REMAINING 50K DIVERS DEPLOYED · PEAK 52K TODAYSUPER EARTH HOLDS 74% OF THE GALAXY · DAY 870 OF WAR 801TERMINID SPORES HAVE ENGULFED HEETH AND ANGEL'S VENTURE, SPAWNING HORDES OF TERMINIDS THAT OVERWHELMED OUR COLONIAL MILITIAS. CLEARLY, THE BNEW MAJOR ORDER TIEN KWAN IS HOME TO THE SOLE ARSENAL OF NEW EXOSUIT TECHNOLOGY. IT IS ONLY A MATTER OF TIME BEFORE THE AUTOMATONS DISCOVER MAJOR ORDER · MAJOR ORDER · 3D 13H REMAINING 50K DIVERS DEPLOYED · PEAK 52K TODAYSUPER EARTH HOLDS 74% OF THE GALAXY · DAY 870 OF WAR 801TERMINID SPORES HAVE ENGULFED HEETH AND ANGEL'S VENTURE, SPAWNING HORDES OF TERMINIDS THAT OVERWHELMED OUR COLONIAL MILITIAS. CLEARLY, THE BNEW MAJOR ORDER TIEN KWAN IS HOME TO THE SOLE ARSENAL OF NEW EXOSUIT TECHNOLOGY. IT IS ONLY A MATTER OF TIME BEFORE THE AUTOMATONS DISCOVER
WAR 801
SAT-LINK NOMINALDESIG HDS-OVERWATCH-7720OPERATOR A-1138CLEARANCE DELTA-3--:--:-- UTC
← ENEMIES·AUTOMATONS

BERSERKER

A primitive actualization of barbarity, the Berserker has CPUs in each chainsaw that are programmed to solve one problem: closing the space between saw and target as quickly as possible.

Berserker
FACTION
Automatons
ROLE
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ANATOMY

Per-body-part health, armor value, and damage flags. Captured from the wiki's Anatomy table verbatim; values like "300 [100/s]" mean a constitution pool with that regen rate. Fatal? = killing the part downs the unit; ExDR = explosive damage resistance.

PartHealthAVLocationDurable% to MainOverflowConstitutionFatal?ExDR
Main750Unarmored I0%--NoneYes0%
Head110Unarmored II
Head front view
Front
Head side view
Side
0%100%YesNoneYes100%
Chest425Light
Chest front view
Front
Chest side view
Side
40%100%YesNoneYes100%
Stomach350Unarmored II
Stomach front view
Front
Stomach side view
Side
0%100%YesNoneYes100%
Pelvis600Unarmored II
Pelvis front view
Front
Pelvis side view
Side
0%65%YesNoneYes100%
Shoulder (2)180Unarmored I
Shoulder (2) front view
Front
Shoulder (2) side view
Side
0%0%YesNoneNo100%
Arm (2)260Unarmored II
Arm (2) front view
Front
Arm (2) side view
Side
30%50%YesNoneNo100%
Leg (2)750Unarmored II
Leg (2) front view
Front
Leg (2) side view
Side
30%0%YesNoneYes100%

TACTICAL BRIEF

• While Berserkers pose no threat outside of melee range, the true threat of Berserkers is that they often approach in swarms of three or more at a time, and can force Helldivers out of cover where they can be shot by the Berserker's compatriots. Their meatsaws also inflict a significant amount of damage, being able to often maim Helldivers with just one hit, and they can absorb an immense amount of ammo before being destroyed. • While Berserkers are much faster than Devastators, they are still slow enough that their movements can be anticipated. Helldivers can stay outside of reach by sprinting, diving away, or placing elevated terrain between themselves and the Berserker. Their legs can be targeted to slow and destroy them, before they can inflict fatal damage on their target. • Berserkers are protected by Light armor on their upper torsos, which is also the only body part that possesses durability. This makes it the strongest part of the Berserker, and thus should be avoided with Light armor penetrating weaponry, and should be targeted with heavy machine guns like the BR-14 Adjudicator and MG-206 Heavy Machine Gun, to quickly destroy them without wasting too much ammo. • The weakest parts of the Berserker are its Unarmored II head and stomach. The head has the least amount of HP of all its body parts, but the Berserker's movements can make it a tricky target to hit. Its glowing stomach is the next weakest point, requiring more damage to destroy but is much larger and easier to hit. • Because Berserkers must get within melee range to be a threat, any weapon that can stagger or stun them is extremely valuable as it can buy more time before they are able to attack. Alternatively, direct-fire weapons with high damage output can quickly destroy them even without precise aim. Explosives are hit-and-miss against Berserkers. All of their body parts are explosive-immune, and their speed makes them difficult to pin down with fuse-timed grenades. However, due to their tendency to clump up with other Berserkers in an attempt to close within melee range, a single explosive can splash multiple Berserkers. As such, explosives should be an "all or nothing" proposition as they can only damage the Berserker's main HP, require more raw damage to dispatch. • Heavy stagger and stun weapons like the SMG-72 Pummeler, JAR-5 Dominator and CB-9 Exploding Crossbow can stop Berserkers in their tracks, locking them down for targeted shots against their weak spots. • Rapid-fire weapons like the Machine Gun and Stalwart can simply mow down Berserkers with sheer volume of fire. Even secondary weapons like the Redeemer can provide moderate protection with raw firepower. • The G-23 Stun can entirely stop a Berserker in their tracks, allowing for Helldivers to quickly destroy them with a quick headshot.

ATTACKS

Weapons and melee strikes this unit can perform. Each card shows the wiki's illustration, a one-line description, and the full stat table (Damage, Armor Penetration, Fire Rate, Stagger, etc). Values are passed through verbatim, so multi-line cells like "350RPM (2-Round Burst) / 1.2s (Between Bursts)" stay readable.

Meatsaws
Meatsaws

The ubiquitous weapon of the equally brutal Berserker unit. The Meatsaw befits its user by bringing weight of intimidation with obvious effectiveness, alongside promises of pain before death.

Damage80 Slash Damage / 100 Durable Damage
AP3/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force20
Stagger Force20
Push Force15
Stomp
Stomp

On account of their weight, most Devastator-sized units can simply crush structures, flora, and foes alike underfoot. Berserker units are particular eager to carry out this method.

Damage100 Impact Damage / 100 Durable Damage
AP3/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force20
Stagger Force20
Push Force15

OTHER AUTOMATONS

Reference data and imagery from helldivers.wiki.gg.