WIPWork in progress. New features arriving daily. Expect broken pages and rough edges.
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

HARVESTER

These spindly machines stalk the battlefield, reaping patriotic innocents with their cycloptic death beam. They see with only one eye, emblematic of the limited, closed-minded perspective of the entire Illuminate species.

Harvester
FACTION
Illuminate
ROLE
--

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
Main3,000Heavy
Main front view
Front
Main side view
Side
70%--NoneYes0%
Eye350Light0%120%NoNoneNo100%
ShieldGenerators (3)350Medium
ShieldGenerators (3) front view
Front
ShieldGenerators (3) side view
Side
0%10%YesNoneNo100%
Chassis2,000Heavy
Chassis front view
Front
Chassis side view
Side
75%100%YesNoneYes0%
Carapace (2)800Heavy
Carapace (2) front view
Front
Carapace (2) side view
Side
75%100%NoNoneNo100%
CarapaceWeakspots (2)500Unarmored II80%100%NoNoneNo100%
Left HipJoint1,000Medium
Left HipJoint front view
Front
70%45%YesNoneYes100%
Right & MiddleHip Joints (2)1,000Medium
Right & MiddleHip Joints (2) front view
Front
70%60%YesNoneYes100%
Left UpperThigh Armor600Heavy
Left UpperThigh Armor front view
Front
75%30%YesNoneNo100%
Right & MiddleUpper ThighArmor (2)900Heavy
Right & MiddleUpper ThighArmor (2) front view
Front
75%30%YesNoneNo100%
Lower ThighArmor (3)900Heavy
Lower ThighArmor (3) front view
Front
Lower ThighArmor (3) side view
Side
75%30%YesNoneNo100%
Shin armor (3)900Heavy
Shin armor (3) front view
Front
Shin armor (3) side view
Side
75%30%YesNoneNo100%
Left FootArmor900Heavy
Left FootArmor front view
Front
0%30%YesNoneNo100%
Right & MiddleFoot Armor (2)900Heavy
Right & MiddleFoot Armor (2) front view
Front
75%30%YesNoneNo100%
Exposed LegInternals1,000Medium
Exposed LegInternals front view
Front
Exposed LegInternals side view
Side
25%60%YesNoneYes100%
Shield1,500Unarmored I0%---No0%

TACTICAL BRIEF

• Although they are not as healthy as other towering units such as Bile Titans and Factory Striders, Harvesters are extraordinarily durable in their own way: they are protected by a regenerating energy shield. • Their energy shield is guaranteed to absorb any single instance of damage and can regenerate after breaking. High damage output is necessary to remove this shield and damage the Harvester directly. The prongs located above and below the Harvester's eye are its shield generators; only one needs to be removed to disable a Harvester's ability to shield permanently. • The eye and the hip joints are the main practical weak points. In general weapons with higher durable damage will see better performance from aiming at the hip joints, whereas ones with lower durable damage can favor aiming for the eye, in particular weapons with heavy penetration and especially ones with spread/recoil since missing the small eye will still yield damage to the main health pool through the carapace and chasis. Anti tank weaponry such as the EAT-17 and GR-8 Recoilless Rifle should generally target the eye/head as it is far easier to hit. The commando, however, can benefit from a hip joint target since it requires only one missile, rather than two to the head. • Destroying the eye will empower the Disintegration Beamer's damage to 1,800 DPS, from 1,400 DPS, and allow it to taper off into a thinner beam at the end of the Beam's duration. However, since overkill damage transfers to main the GR-8 Recoilless Rifle or Variable in total-fire mode can 1 shot a Harvester to the eye. But even if you miss and hit the carapace it'll kill the Harvester. • Explosive weapons that produce shrapnel, such as the R-36 Eruptor and the AC-8 Autocannon in flak mode, are especially effective at cheaply removing a Harvester's shield with only one or two shots. • It is important to note the complete explosion immunity that Harvesters have across their exterior body parts. This renders them highly resistant to stratagems like the Eagle 500kg Bomb and immune to damage from purely explosive weapons whose AP is below Heavy, until their carapace is broken. • The Harvester possesses some of the deadliest weaponry of any enemy in the game; even a graze from their Disintegration Beamer can bring any Helldiver to death's doorstep, and its Tesla Ripper's arc attack is capable of killing multiple teammates with one shot. Said arc attack has far better targeting, but can only be used at close range, and Harvesters cannot easily close the distance to their target. • The M-102 Fast Reconnaissance Vehicle and Patriot or Emancipator exosuits are more vulnerable to Harvesters due to their large frame, though their large health pool is enough to survive a few seconds of direct fire. • Even after being eliminated, the corpse and especially the detached legs falling onto Helldivers can be fatal. • Continuous ARC-3 Arc Thrower attacks are capable of halting the fighting capabilities of a Harvester…

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.

Disintegration Beamer (Standard)
Disintegration Beamer (Standard)

Aptly named and rightly feared. The Disintegration Beamer is a devastating siege weapon that fires a rippling beam of blinding blue light from its eye, vaporizing infantry and tanks alike, leaving only charred and torn-up terrain in its wake.

Damage1400 Beam DPS / 700 Durable DPS
InflictsInflicts Burn / (100 DPS/3s)
AP7/7/7/0
Fire Rate1.1s (Chargeup) / 4s (Beam Duration) / 2.5s (Recharge Delay)
Spread (Mrad)↔[10.00] ↕[10.00]
Demo Force40
Stagger Force0
Push Force0
Disintegration Beamer (Damaged)
Disintegration Beamer (Damaged)

The Disintegration Beamer's energy output is kept in check with a stabilising lens which, when shattered, ironically amplifies the beam it fires as it becomes unstable, which serves to highlight the sheer danger this living siege engine presents.

Damage1800 Beam DPS / 900 Durable DPS
InflictsInflicts Burn / (100 DPS/3s)
AP7/7/7/0
Fire Rate1.1s (Chargeup) / 4s (Beam Duration) / 2.5s (Recharge Delay)
Spread (Mrad)↔[10.00] ↕[10.00]
Demo Force40
Stagger Force0
Push Force0
Tesla Ripper
Tesla Ripper

Generated by conductive rods around the Harvester's eye. The Tesla Ripper gains its namesake from both the distinctive "ripping" sound it makes as it arcs towards its target, and probably also how it simply rips apart its targets upon impact

Damage60/180 Strike Damage / (1x Arc/3x Arcs) / 60/180 Durable Damage / (1x Arc/3x Arcs)
InflictsInflicts Stun I (1.5s)
AP5/5/5/5
Fire Rate1s (Chargeup) / 4.2s (Recharge Delay)
Spread (Mrad)↔[10.00] ↕[10.00]
Demo Force10
Stagger Force10
Push Force5

OTHER ILLUMINATE

Reference data and imagery from helldivers.wiki.gg.