HULK BRUISER
The Hulk Bruiser is a heavy Automaton equipped with a Rotary Munition launcher on its left arm, and a Fusion Autocannon on its right arm.
TACTICAL BRIEF
• Heavily armed and armored, Hulks are powerful enemies that demand special attention due to their durability and heavy weapons payload, as they are capable of killing Helldivers in short order.
• Hulks are covered in Heavy armor, but they do have two weak spots: the glowing heat sink on their backs which are Unarmored II, and their Head, which only has 250 health and will kill a Hulk if destroyed. A Hulks vents can be damaged by any weapon, but are rather durable. It is advised to use higher-damage Support Weapon to more easily destroy the vents. Destroying its vents will cause the Hulk to go into a bleedout state, where they can be seen hobbling and flailing its weapons.
• The RS-422 Railgun, APW-1 Anti-Materiel Rifle, and S-11 Speargun are capable of destroying its head with a single shot.
• The Hulk's slow movement speed make them particularly vulnerable to dedicated anti-tank weapons such as the EAT-17 Expendable Anti-Tank, LAS-99 Quasar Cannon, and GR-8 Recoilless Rifle and are capable of destroying a Hulk in a single shot. Due to their poor mobility, Hulks can also be easily destroyed by most offensive explosive stratagems such as the Eagle 500kg Bomb, Eagle Strafing Run, and Eagle 110mm Rocket Pods.
• A single G-123 Thermite will inflict enough damage to destroy a Hulk no matter where on its body it is placed.
• While more durable than its weak spots, the Hulk's limbs can often be valid targets for destruction depending on the situation. The Hulk's arm joints can be shot and destroyed, causing them to drop that arm's respective weapon. Once both arms are destroyed, Hulks attempt to stomp on Helldivers instead.
• The Hulk's legs can also be shot and destroyed; destroying one leg cripples its movement, and destroying both legs will kill the Hulk. The Hulk's legs are often much more convenient targets than its head or heat sinks. Destroying a leg will stagger it for several seconds and significantly slow its movement speed.
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.
Surprisingly advanced for a Fusion Weapon design. The Fusion Autocannon combines devastating rates of fire and immense stopping power. Though its immense size and weight means only Hulks may properly mount and wield it in battle.
| Damage | 60 Ballistic Damage / 20 Durable Damage |
| AP | 3/3/3/0 |
| Fire Rate | 500RPM (20-Round Volley) / 8s (Heat Cooldown) |
| Spread (Mrad) | ↔[100.00] ↕[100.00] |
| Demo Force | 20 |
| Stagger Force | 20 |
| Push Force | 15 |
Rotary Munition Launcher (HEAT)
Effectively a gigantic revolver. This Rotary Munition Launcher fires the common HEAT rocket-propelled grenades, albeit now capable of unloading salvos of said munitions at unprecedented rates. Commonly mounted on Bruiser-class Hulks
| Damage | 30 Impact Damage / 100 Durable Damage |
| AOE | 70 Blast |
| Inner | 0.65m |
| Outer | 1.65m |
| Shockwave | 3.15m |
| AP | 3/2/3 |
| AP | 6/5/4/0 |
| Fire Rate | 200RPM (7-Round Salvo) / 4.5s (Reload Cycle) |
| Spread (Mrad) | ↔[300.00] ↕[200.00] |
| Demo Force | 20 (Warhead), 30 (Blast) |
| Stagger Force | 35 (Warhead), 30 (Blast) (Both Ragdoll) |
| Push Force | 25 (Warhead), 40 (Blast) |
Hulks are often known to solve their issues directly and bluntly. This includes simply bludgeoning their foes or any nearby object with the weapons they wield should someone or something get in their way.
| Damage | 65 Impact + 50 Durable (Rocket Arm) / 200 Impact + 200 Durable (Cannon Arm) / 200 Impact + 200 Durable (Vertical Slam) / |
| AP | 3/0/0/0 (Rocket Arm) / 5/0/0/0 (Cannon Arm) / 4/0/0/0 (Vertical Slam) |
| Fire Rate | Melee |
| Spread (Mrad) | Melee |
| Demo Force | 30 (Rocket + Cannon Arm) / 40 (Vertical Slam) |
| Stagger Force | 40 (All) (Ragdolls) |
| Push Force | 35 (Rocket + Cannon Arm) / 40 (Vertical Slam) |
Hulk units are able to use their immense bulk to clear difficult terrain, obstacles (natural or human-made), as well as the occasional unfortunate with ease. Often also clears paths of dangers for lighter units during patrols as a result.
| Damage | 100 Impact Damage / 100 Durable Damage |
| AP | 4/0/0/0 |
| Fire Rate | Melee |
| Spread (Mrad) | Melee |
| Demo Force | 30 |
| Stagger Force | 20 |
| Push Force | 25 |
Layering the Hulk units back are 9 massive cooling vents, all designed with the sole purpose of ensuring the Hulk does not overheat during combat. Rupturing these often results in a violent blast that severely injures all those nearby
| Damage | 0 Impact Damage / 0 Durable Damage |
| AOE | 150 Blast |
| Inner | 0.4m |
| Outer | 4m |
| Shockwave | 12m |
| AP | 3/2/3 |
| AP | 0/0/0/0 |
| Fire Rate | Death Explosion |
| Spread (Mrad) | Death Explosion |
| Demo Force | 20 |
| Stagger Force | 30 (Ragdolls) |
| Push Force | 30 |
The massive reactor that powers the Hulk is both powerful and equally volatile. It is such that, should the Hulk fall in combat, the Reactor effectively goes critical before finally erupting
| Damage | 0 Impact Damage / 0 Durable Damage |
| AOE | 100 Blast |
| Inner | 1.60m |
| Outer | 8m |
| Shockwave | 12m |
| AP | 3/2/3 |
| AP | 0/0/0/0 |
| Fire Rate | Death Explosion |
| Spread (Mrad) | Death Explosion |
| Demo Force | 20 |
| Stagger Force | 50 (Ragdolls) |
| Push Force | 40 |
VARIANTS
Related strains tracked under their own catalogue entry. Pulled from the wiki's Variants gallery.