STINGRAY
The Stingray is an Illuminate close air support aircraft in Helldivers 2. Such units will often fly over the map before they spot a target, where they will attempt to strafe said targets with their Plasma Destructors.
TACTICAL BRIEF
• The strafing path of a Stingray is shown by the blue highlight they leave on the ground after descending. The blue highlight doesn't render on all surfaces, such as caved in terrain from explosions or destroyed buildings that are low to the ground.
• Stingrays are extraordinarily fast and fly far outside of the range of most weapons, making them nearly impossible to hit when in-flight. However, their strafing attack slows them down enough to be easily targeted. The FAF-14 Spear and StA-X3 W.A.S.P. Launcher's missiles can lock on to and chase Stingrays seemingly indefinitely. They will not be able to catch up to them mid-flight however, only when the Stingray slows down to attack.[1]
• Notably, the LAS-98 Laser Cannon can be used to destroy Stingrays in flight, thanks to its 1000m range, and its hitscan nature. Simply track the Stingrays in first person and pull the trigger. Leading the target is not required.
• Explosive or Heavy armor penetrating Support Weapons such as the AC-8 Autocannon, MLS-4X Commando, and APW-1 Anti-Materiel Rifle excel at destroying stingrays during their strafing run. Medium armor penetrating support weapons, such as the MG-43 Machine Gun or M-1000 Maxigun, are highly effecient at destroying Stingrays.
• Activating a SEAF SAM Site is a viable method for shooting down Stingrays, but it is inconsistent and subject to several environmental constraints. SEAF SAM Sites have a relatively short effective engagement range and cannot target Stingrays during high-speed flight.
• SEAF SAM Sites may also be blocked by environmental factors like tall buildings or mountains.
• Stingrays are capable of friendly fire, and their sweeping bombardments can be utilized to take out large numbers of Illuminate if lured carefully. Even Grounded Warp Ships can be damaged/destroyed if they are in the target area. But caution should be taken that all 3 types of Overseers are completely IMMUNE to stingray's plasma bolts.
• Mobility backpacks such as the LIFT-182 Warp Pack or LIFT-850 Jump Pack allow Helldivers to reliably avoid Stingray bombardments. Helldivers looking to avoid a Stingray’s Plasma Destructor barrage should run towards the side as this allows for the quickest escape.
• A large portion of the Stingray's damage is categorized as explosive. Wearing explosive-resistant armor and or going prone can save you if you don't have time to move out of the way. By extension, the SH-32 Shield Generator Pack or going prone with the SH-20 Ballistic Shield Backpack on your back can also save you from these strafing runs.
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.
Plasma Destructor Gunpods
Capable of unloading tens of Plasma Bolts every second. The Plasma Destructor truly lives up to its title, with each Bolt capable of blowing a molten hole the size of a human head into armoured vehicles and reducing anything lesser into burnt vapors.
| Damage | 50 Ballistic Damage / 50 Durable Damage |
| AOE | 125 Blast |
| Inner | 2m |
| Outer | 3.50m |
| Shockwave | 5m |
| AP | 5/4/5 |
| AP | 5/3/3/3 |
| Fire Rate | 1000RPM (4.4s Strafe) |
| Spread (Mrad) | ↔[125.00] ↕[50.00] |
| Demo Force | 10 (Bolt), 30 (Blast) |
| Stagger Force | 5 (Bolt), 15 (Blast) |
| Push Force | 5 (Bolt), 10 (Blast) |
Whilst no longer a proper threat, a downed Stingray can still present itself as a significant danger as it comes plummeting back down to earth, crashing with such speed and force it can plow through large buildings before finally disintegrating.
| Damage | 0 Impact Damage / 0 Durable Damage |
| AOE | 100 Blast |
| Inner | 4m |
| Outer | 8m |
| Shockwave | 16m |
| AP | 3/2/3 |
| AP | 0/0/0/0 |
| Fire Rate | Crash and Burn |
| Spread (Mrad) | Crash and Burn |
| Demo Force | 40 |
| Stagger Force | 50 (Ragdolls) |
| Push Force | 40 |
Likely a result of its plasma reactors melting down. The Stingray will signify its death with one final, cataclysmic explosion, engulfing anything and everything in superheated gas and molten shrapnel, leaving only smoldering remains.
| Damage | 0 Impact Damage / 0 Durable Damage |
| AOE | 300 Blast |
| Inner | 5m |
| Outer | 12m |
| Shockwave | 18m |
| AP | 6/5/6 |
| AP | 0/0/0/0 |
| Fire Rate | Death Explosion |
| Spread (Mrad) | Death Explosion |
| Demo Force | 40 |
| Stagger Force | 50 (Ragdolls) |
| Push Force | 40 |