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·JET BRIGADE

JET BRIGADE HULK BRUISER

The Jet Brigade Hulk Bruiser is a Heavy Automaton that is part of the Jet Brigade, and is a variant of the Hulk Bruiser that has a massive, specialised Heavy Jump Pack.

Jet Brigade Hulk Bruiser
FACTION
Automatons
ROLE
Jet Brigade

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%
Jetpack750Medium
Jetpack front view
Front
Jetpack side view
Side
70%--NoneYes50%

TACTICAL BRIEF

• Destroying the jump-pack will instantly kill the hulk instead of causing it to bleed out, as well as exploding and damaging nearby enemies. It may be preferable to target this jump-pack to turn the Hulk into an improvised explosive against other Automatons. • As the jetpack is not immune to explosion damage, multiple sources of damage that would otherwise struggle to kill a Hulk from the front can successfully destroy the jetpack from the front due to their large explosion radius. • The upper vents of the Hulk's jetpack also stick out atop the front profile of the Hulk and can be targeted with any weapon of Armor Penetration Medium or above to these spots, though targeting them may prove tricky, particularly when shooting from a lower elevation. The jetpack armor completely covers the unarmored vents found on standard Hulks. Therefore, on Jet Brigade missions it is advised to bring at least one weapon of Armor Penetration Medium or above to have a way to deal with them. • 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.

Fusion Autocannon
Fusion Autocannon

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.

Damage60 Ballistic Damage / 20 Durable Damage
AP3/3/3/0
Fire Rate500RPM (20-Round Volley) / 8s (Heat Cooldown)
Spread (Mrad)↔[100.00] ↕[100.00]
Demo Force20
Stagger Force20
Push Force15
Rotary Munition Launcher (HEAT)
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

Damage30 Impact Damage / 100 Durable Damage
AOE70 Blast
Inner0.65m
Outer1.65m
Shockwave3.15m
AP3/2/3
AP6/5/4/0
Fire Rate200RPM (7-Round Salvo) / 4.5s (Reload Cycle)
Spread (Mrad)↔[300.00] ↕[200.00]
Demo Force20 (Warhead), 30 (Blast)
Stagger Force35 (Warhead), 30 (Blast) (Both Ragdoll)
Push Force25 (Warhead), 40 (Blast)
Bludgeon and Slam
Bludgeon and Slam

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.

Damage65 Impact + 50 Durable (Rocket Arm) / 200 Impact + 200 Durable (Cannon Arm) / 200 Impact + 200 Durable (Vertical Slam) /
AP3/0/0/0 (Rocket Arm) / 5/0/0/0 (Cannon Arm) / 4/0/0/0 (Vertical Slam)
Fire RateMelee
Spread (Mrad)Melee
Demo Force30 (Rocket + Cannon Arm) / 40 (Vertical Slam)
Stagger Force40 (All) (Ragdolls)
Push Force35 (Rocket + Cannon Arm) / 40 (Vertical Slam)
Heavy Stomp
Heavy Stomp

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.

Damage100 Impact Damage / 100 Durable Damage
AP4/0/0/0
Fire RateMelee
Spread (Mrad)Melee
Demo Force30
Stagger Force20
Push Force25
Heavy Jump Pack Explosion
Heavy Jump Pack Explosion

Wheras the standard Jump Pack can be seen as a backpack sized petrol tank, the Heavy Jump Pack is akin to a massive propane tank, often engulfing both friend and foe in burning petrol and shrapnel as it finally ruptures from enemy fire.

Damage0 Ballistic Damage / 0 Durable Damage
AOE500 Blast
Inner2m
Outer3m
Shockwave3m
AP4/3/4
Inflicts100 Burn DPS (3.0s) / (Via Explosion)
AP4/4/4/4 (Burn DPS)
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force30
Stagger Force40 (Ragdolls1)
Push Force40
Reactor Meltdown
Reactor Meltdown

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

Damage0 Impact Damage / 0 Durable Damage
AOE100 Blast
Inner1.60m
Outer8m
Shockwave12m
AP3/2/3
AP0/0/0/0
Fire RateDeath Explosion
Spread (Mrad)Death Explosion
Demo Force20
Stagger Force50 (Ragdolls)
Push Force40

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.