Summary
As is the case with video games that rely on combat, there is naturally going to be a vast array of different weaponry for players to test out and discover as the best.Helldivers 2is a shooter, which only further propels this, as players will strive to find out what guns work and what guns don’t.
Such is the case with shotguns inHelldivers 2. Many believe in shotgun supremacy, as the category has some of the strongest and most reliable weapons in the game. However, it also has some weaker guns that won’t be able to tear through opponents quite as easily as compared to others.

Updated on July 13, 2025, by Mehrdad Khayyat:Shotgun might not be everyone’s cup of tea in Helldivers 2, but there is no doubt that in close-range combat this weapon type rules, as players can take down small-size and medium-size bugs with just a few shots.
Of course, the weapon might not serve greatly for those who try to stay as far as possible from the enemies, but knowing how chaotic battles can go in Helldivers 2, getting up and close to the enemies is just inevitable most of the time.

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Most players would describe almost most of the shotguns inHelldivers 2as conclusively powerful. The same can’t be said for theARC-12 Blitzer, as at times it can wipe out patrols of enemies, but sometimes it seems like it shoots feathers.
It fires a number of lightning arcs that can target multiple enemies, which is good against bugs who tend to group up more often than the automatons. The main downside to the weapon is its inability to arc to other enemies, as opposed to the Arc Thrower.

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While some people believe in the usability of theBreaker Spray and Pray, others don’t. It is argued as one of the worst shotguns in the game.
The armor penetration isn’t as good as some other shotguns, with shells ricocheting off more protected enemies. The damage doesn’t add up to some other shotguns either, but given its status as a gun players are supposed to Spray and Pray, this makes sense. Just overall, the regular Breaker should be used in place of the Spray and Pray due to its increased viability.

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The Slugger is one of the strongest weapons for dealing with specific weak areas on an enemy. A single round fired into an automaton’s head will instantly kill it, as opposed to even some other shotguns.

However, theSlugger isn’t as strong as it once was. The gun will no longer reliably stagger enemies, meaning if a shot is missed, the player might be on the receiving end of a harsh damage penalty. It can still be used to take out enemies at longer ranges, but overall, is a weaker gun after its nerf compared to its contemporaries.
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Plasma and energy weapons are some of the best ways to deal with the waves of enemies inHelldivers 2.The SG-8P Punisher Plasmais a bit more of a niche weapon, as it is better used against armored, dangerous enemies rather than less threatening adversaries.
The gun fires a single bolt of plasma suited for very close enemies. The best part is its stagger capability, as heavier, armored enemies can effectively be stunlocked by the weapon. However, the damage isn’t substantial, so a couple of rounds will need to be put into an enemy before killing them, or with the support of a teammate.
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For those who wish to focus on dealing damage, the Punisher serves as the weapon to use before obtaining the Breaker. Even after players acquire the Breaker, the Punisher still has some unique selling points.
It might not be as good as later shotguns in the crowd control department, but the Punisher deals incredible damage per shot, capable of easily killing enemies in close quarters, being arguablybetter than the Sluggerat doing so. More importantly, the Punisher can stagger enemies with ease, putting them out of the picture. It even has a respectable range, capable of damaging enemies at longer distances than expected of a video game shotgun.
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The regular Breaker might receive more attention than its fire counterpart, but that doesn’t mean the incendiary version is a weak weapon. Truthfully, some players prefer this gun over its regular variant.
The raw damage might be lower, but that’s due to the fire dealing a good chunk of it.Players can use fire, their worst nightmare, against any opponent. Much like the normal Breaker, it is a great weapon for crowd control, easily dealing with multiple enemies. It also possesses more ammo, which, for a gun that focuses on spamming the shoot button, is extremely beneficial.
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Dealing 16 damage per pellet while shooting up to 20 pellets is too strong to be ignored, especially knowing that SG-451 Cookout only comes with Dragon rounds, capable of dealing Fire status effect. While the penetration level for SG-451 Cookout is light, it does ignite the victims, dealing damage to them over time.
The recoil for SG-451 Cookout is slightly better than other pump-action shotguns, but it’s still something that could annoy players, especially when engaging in medium-range battles.
This weapon was released as a part of Freedom’s Flame Premium Warbond and cost 20 medals to unlock at the time.
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There are some shotguns that players would consider the best, such as the Breaker’s fire counterpart, but the regularBreaker is often the most praised. It has all the parts to deal with every aspect of an enemy, leading to its popularity.
It has a high rate of fire that can mow through enemies, especially when they crowd around players. Due to this, it is extremely useful for crowd control. The damage is strong, only falling behind the Punisher, which is pump-action instead of automatic like the Breaker. It is also able to deal with single enemies quite well, as it can decently stagger them, and, owing to its fast rate of fire, can pump lots of lead in quick succession for fast kills.
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It didn’t take SG-20 Halt to steal the show inHelldivers 2after its release. The weapon delivers two different ammo types, including Flechette and Stun. The former has fewer pellets but deals much more damage per pellet, and also features a Level-3 penetration.
On the other hand, the Stun rounds come with almost doubled pellets and apply a stun status effect to the targets, preventing them from moving for a brief period. Due to balancing reasons, the stun rounds deal almost one-third of the Flechette damage, but they are still considered powerful and help the entire team deal with bugs.