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·AUTOMATONS

HULK SCORCHER

The Hulk Scorcher is a heavy Automaton equipped with a Heavy Flamethrower on its left arm, and a Rotary Saw on its right arm.

Hulk Scorcher
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
Main1,800Heavy
Main front view
Front
Main side view
Side
60%--NoneYes0%
Head250Heavy
Head front view
Front
Head side view
Side
25%100%YesNoneYes100%
Arms (2)500Heavy
Arms (2) front view
Front
Arms (2) side view
Side
70%80%NoNoneNo100%
Legs (2)500Heavy
Legs (2) front view
Front
Legs (2) side view
Side
80%80%No500 [0/s]No(Downs)100%
Heatsink900Unarmored II
Heatsink side view
Side
60%60%Yes650 [50/s]Yes(Downs)0%

TACTICAL BRIEF

• Barring Inflammable and Acclimated-equipped Helldivers, the Hulk Scorcher's flamethrower has a far reach and can quickly kill Helldivers. Helldivers should react to burns by diving to put themselves out. • Due to their movement speed, it is difficult for Helldivers to outrun and retreat from a Hulk Scorcher. Destroying one of its legs will significantly slow it and leave it vulnerable to follow-up shots to its head or vents. • Helldivers can dodge the sawblade by diving away from it. However, as the Hulk Scorcher has no animation telegraphing its sawblade attacks, Helldivers should anticipate the swing once the Hulk Scorcher gets into range. • 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. 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.

VARIANTS

Related strains tracked under their own catalogue entry. Pulled from the wiki's Variants gallery.

OTHER AUTOMATONS

Reference data and imagery from helldivers.wiki.gg.