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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·ILLUMINATE

FLESHMOB

The Fleshmob is an Illuminate enemy in Helldivers 2. It is a hulking monstrosity comprised of several Voteless fused into each other.

Fleshmob
FACTION
Illuminate
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
Main5,000Unarmored I
Main front view
Front
40%--NoneYes0%
HeadChunks (6)400Unarmored I
HeadChunks (6) front view
Front
25%150%NoNoneNo25%
StomachChunks (2)400Unarmored I
StomachChunks (2) front view
Front
40%100%NoNoneNo25%
Arms (4)200Unarmored I
Arms (4) front view
Front
40%25%YesNoneNo100%
Legs (2)400Unarmored I
Legs (2) front view
Front
40%100%NoNoneNo25%

TACTICAL BRIEF

• The Fleshmob is an incredibly durable enemy that relies on pure DPS due to its very large health-pool and no fatal parts. • The upper head flesh chunks of the flesh-mob's body transfer 150% damage to main. As overkill damage can transfer through these heads, high alpha damage application to these head hit-zones can result in significant boosts in damage applied. This is most applicable on weapons such as VG-70 Variable on TOTAL mode where a single well aimed salvo can 'one-shot' the Fleshmob. When factoring the 25% durability and 150% damage multiplier of the fleshmob's head flesh chunks, a Variable in TOTAL mode would deal 5,047 damage • The Fleshmob is immune to flinching via gunfire and has an extremely high stagger resistance that cannot be matched by any loadout weapon. • Destroying all the Fleshmob's heads will not instantly kill it, but it does deal bonus damage to the main body, accelerating its death. The Fleshmob has incredibly high stun resistance. This resistance is pushed even further during its charge state; the only armaments that can stun a Fleshmob during this state are the Orbital EMS Strike and G-109 Urchin. Whilst not charging and no SEAF-asset is within 15-meters, the Fleshmob can be stunned by the SG-20 Halt (Stun Ammo) and ARC-3 Arc Thrower. • The G-109 Urchin grenade, when stuck on Fleshmob, is able to interrupt a charge and stun it for almost a full grenade stun duration time; after the last grenade blast, the Fleshmob will continue its charge unless the Helldiver did not dive to the side to cancel it. • Breaking a Fleshmob's arms disables its swing attack, resorting strictly to charge attacks. Breaking its legs will not slow it down or disable their charge. • High-damage, explosive, and shrapnel weapons are the most effective at dealing with Fleshmobs. Examples include the RL-77 Airburst Rocket Launcher, AC-8 Autocannon (Flak Ammo), and Orbital Airburst Strike While slightly less deadly, the GL-21 Grenade Launcher can kill a Fleshmob in 4 shots. • The StA-X3 W.A.S.P. Launcher possesses high explosion damage and can kill a Fleshmob in 4 shots. With perfect accuracy, one magazine can kill a Fleshmob and severely weaken a second. • For primary weapons, options include the R-36 Eruptor and CB-9 Exploding Crossbow. • The lack of armor and the large size of Fleshmobs enable many high rate-of-fire (ROF) weapons such as the MG-206 Heavy Machine Gun, MP-98 Knight, PLAS-1 Scorcher, and AR-23A Liberator Carbine to excel dealing large amount of burst-damage. • Gas weaponry can be particularly effective as it can divert its attention away from Helldivers, even while charging. • Fire damage weapons are very effective against it due to its x1.80 fire damage vulnerability. • Like other large enemies, Fleshmobs are completely immune to impact from the M-102 Fast Reconnaissance Vehicle. Running into one will stop the vehicle and sometimes deal enough damage to make the FRV explode. The Fleshmob has a unique attack animati…

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.

Swing and Bludgeon
Swing and Bludgeon

The hideous, mindless wall of flesh it is. No two "Fleshmobs" are truly alike, though all generally have massive appendages one can call "arms" which they will swing, bludgeon, rip or crush any living being beyond recognition that it happens to "see".

Damage50 Impact Damage / 65 Durable Damage
AP3/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force30
Stagger Force20
Push Force30
Rampage
Rampage

Fleshmobs, the living engines of insanity and rage they are, these seething mound of bone and blubbers will often just charge at the nearest foe, using their immense weight to trample infantry to paste and smash aside vehicles as if they were toys.

Damage30 Impact (Initial Charge) / 5 Impact (Extra Hits) / 25 Durable (Initial Charge) / 5 Durable (Extra Hits)
AP3/0/0/0 (Initial Charge) / 5/0/0/0 (Extra Hits)
Fire RateMelee
Spread (Mrad)Melee
Demo Force30 (Inital Charge) / 30 (Extra Hits)
Stagger Force60 (Inital Charge) / 0 (Extra Hits) / (Initial Charge Ragdolls)
Push Force35 (Inital Charge) / 0 (Extra Hits)

OTHER ILLUMINATE

Reference data and imagery from helldivers.wiki.gg.