Patch 7.1.1 · Player briefing

Source-checked guide

Helldivers 2 Builds: Three Complete Squad Loadouts

Start these Helldivers 2 builds with Blitzer plus Recoilless Rifle against Terminids, Sickle plus Autocannon against Automatons, or Sickle plus Recoilless Rifle against Illuminate. Add GP-31 Grenade Pistol and a stun grenade if owned, then complete the Stratagem package in the table. These starting kits cover routine enemies, explosive utility and a distinct heavy or ranged role for four-player difficulty 7–10 missions on patch 7.1.1. Check backpack compatibility before copying a kit.

Patch 7.1.1 · Four-player squads · Difficulty 7–10 · Equipment recommendations by mission role.

By Helldivers 2 Wiki

Updated

October 10, 2026

Equipment · Unlocks · Mission decisions

Deployment checklist

Your next steps

  • Pick the faction’s complete kit below.
  • Give primary and support weapons different jobs.
  • Reserve a backpack slot for ammunition-dependent support.
  • Keep a heavy-response tool somewhere in the squad.
  • Agree who fires during another player’s reload.
  • Swap only the role the objective changes.
01

Three complete starting builds

All rows use GP-31 as the explosive secondary and G-23 Stun when you own those items. An unlocked conventional sidearm and grenade remain usable replacements when your squad covers the missing utility.

Faction loadout packages · 7.1.1
FactionPrimary / supportRemaining Stratagems
TerminidsBlitzer / Recoilless RifleEagle Airstrike / Orbital Precision Strike / Gatling Sentry
AutomatonsSickle / AutocannonEagle Airstrike / Orbital Precision Strike / Orbital Laser
IlluminateSickle / Recoilless RifleEagle Airstrike / Orbital Precision Strike / Gatling Sentry
02

Avoid a wasted backpack slot

Recoilless Rifle and Autocannon use their ammunition backpack, so adding Supply Pack or a personal shield backpack does not create a simultaneously usable second backpack. If you want Supply Pack, switch to a support weapon such as Stalwart that does not need that ammunition backpack and assign anti-tank to another player. The slot change is also a role change: say who now handles the heavy target before launch.

03

How four players divide the jobs

Keep at least one focused heavy responder and one player able to maintain routine fire during reloads. A third player covers another approach or carries an objective-focused tool, while the fourth fills the missing role instead of duplicating all four kits. When two players carry reload-heavy support weapons, stagger reloads; when the squad has several explosive primaries, agree on a safe movement lane.

04

Change the kit for defense or movement

In High-Value Assets defense, keep sentry firing lanes separate from player routes and protect the heavy weapon’s reload point. Patch 7.1.0 shortened wave breaks, making a squad-wide reload pause more costly. On moving objectives, trade an unnecessary duplicate heavy tool for mobile crowd fire or ammunition support. Preserve one focused strike for the next target at the objective instead of spending every call-in on the first group.

05

Upgrade the slot causing the repeated failure

If crowds repeatedly interrupt your heavy player, change the crowd-control slot before buying another anti-tank tool. If heavy targets remain unhandled, assign a focused responder before replacing the primary. If you already own One-Two, its additional grenade ammunition can cover some explosive utility while keeping a rifle primary. If you want Evictor, add rapid-fire support for individual reloads.