Patch 7.1.1 · Player briefing

Source-checked guide

Helldivers 2 Illuminate Loadout: Patch 7.1.1 Picks

For a starting Helldivers 2 Illuminate loadout, bring LAS-16 Sickle, GP-31 Grenade Pistol, a stun grenade, Recoilless Rifle, Eagle Airstrike, Orbital Precision Strike and a Gatling Sentry. The primary handles routine crowd fire, the sidearm adds explosive utility, and the Recoilless provides a separate heavy-target response. Its ammunition backpack fills your backpack slot. For four-player difficulty 7–10 missions on 7.1.1, let another teammate bring rapid-fire support if your group struggles during reloads.

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

  • Equip Sickle for the assigned primary role.
  • Add an explosive sidearm and a stun grenade if owned.
  • Reserve the backpack slot for Recoilless Rifle.
  • Pair Eagle Airstrike with Orbital Precision Strike.
  • Assign a teammate to cover reloads and a second heavy answer.
  • Swap for the objective before starting the operation.
01

Complete equipment list

Crowd fire plus a reserved heavy response

Starting equipment · four-player difficulty 7–10
SlotEquipJob
PrimarySickleRoutine pressure
SecondaryGP-31 Grenade PistolExplosive utility
GrenadeG-23 StunA brief control window
Support / backpackRecoilless RifleHeavy or ranged role; uses its ammunition backpack
Strike 1Eagle AirstrikeArea pressure
Strike 2Orbital Precision StrikeFocused target; 80-second base cooldown
Fourth StratagemGatling SentryObjective support
02

How to use this loadout during a fight

Keep the crowd-control player firing while the heavy player reloads. Ping the threat blocking the objective, focus it, then move rather than staying in the same packed firing position. If a Crusher or Wretch closes in, keep a side route open and switch to the rapid response already assigned by the squad.

03

What to use if you lack a Warbond item

Use your unlocked conventional rifle in the primary slot if Sickle or Blitzer is unavailable, and reserve support for the job it cannot perform. Without GP-31, carry a conventional sidearm and keep an explosive grenade or call-in for explosive utility. Without a stun grenade, choose an unlocked grenade and compensate with cover and teammate fire rather than expecting the same control window. Buying a catalogue is optional when the squad already covers the role.

04

Defense and moving-objective swaps

For High-Value Assets defense, prioritize a protected reload position and a sentry covering a separate approach; 7.1.0 reduced the breaks between waves. For moving objectives, choose a support tool you can use without holding the whole squad in one spot. If a teammate already has anti-tank and you need sustained light-enemy fire, trade your support weapon for Stalwart or a machine gun and use the freed backpack slot for Supply Pack. That replacement changes your role, so tell the heavy player before launch.

05

Squad checks and patch-specific cautions

Before launch, confirm who handles the priority heavy target and who keeps enemies away during reloads. Orbital Precision Strike now has an 80-second base cooldown, so preserve one use for the objective’s next threat instead of spending every strike on the same group. If the UI shows a strange call-in time, check actual delivery; Arrowhead lists a display bug without a change to the real timing. In Illuminate High-Value Assets missions, keep a fallback position for the still-listed clipping issue.