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All Helldivers 2 Armor: Stats, Passives, and How to Choose

Compare Helldivers 2 body armor by protection, mobility, and passive, then match a piece to your weapons and mission threats.
Length4 min Posted Quest giverVGSources Team
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Helldivers 2 armor is a body-armor choice, not just a cosmetic one: each piece combines an Armor Rating, Speed, Stamina Regen, and a passive. Choose among them by balancing protection against mobility, then match the passive to your weapons, mission, and enemy threats. A fan-maintained armor catalog reports 109 pieces—30 light, 49 medium, and 30 heavy—but that count is not independently confirmed against the live game.

How armor works in Helldivers 2

Every body armor piece has three core attributes: Armor Rating, Speed, and Stamina Regen. Armor Rating relates to damage absorption; Speed affects movement speed; Stamina Regen determines how quickly stamina spent on sprinting and other strenuous actions returns. The armor reference describes formulas for damage taken, movement, and stamina recovery, but exact mechanics and balance values can change with patches. Some passives can also affect protection, so the displayed base Armor Rating is only part of the comparison.

Armor weight is a useful starting point, not a guarantee about every item. Light armor generally favors speed and stamina recovery, heavy armor generally favors protection, and medium armor sits between those tendencies. Individual stats and passives can depart from that pattern. Compare the actual numbers and effect on each piece in the game rather than choosing by weight label alone.

How many armor sets are there?

The Helldivers Wiki armor catalog reports 30 light, 49 medium, and 30 heavy body armors, for 109 total. The catalog page metadata displays an October 15, 2024 date, and the figure is a reported catalog count rather than a verified live-game total. Rosters and availability may change as the game is updated. See the Helldivers Wiki armor catalog for its listing.

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How to unlock and equip armor

Most armor is obtained through Warbonds using Medals or through the in-game Superstore using Super Credits. To equip a piece, use the Armory or select armor in a Hellpod on the Bridge before a mission. The available items and acquisition routes can change, so check the current in-game menus for specific armor availability.

Armor passives: choose for the job

The September 2026 HELLDIVERS 2 WIKI guide lists 30 armor passives, grouped broadly around defense and survival, offense and weapon handling, and stealth, reconnaissance, and mobility. A passive belongs to the body armor; helmets and capes are standard-issue cosmetics without bonuses, according to that guide. Its listed effects are patch-sensitive. The following examples show why a passive can matter more than a small difference in base stats.

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Protection and survival

  • Fortified and Ballistic Padding: Consider these against Automaton explosives, where added protection against the relevant damage threat can be more valuable than maximum running speed.
  • Inflammable: A situational defensive choice for Terminid missions where fire is a concern.
  • Med-Kit: The guide includes it among its suggested options for Terminid encounters; it suits players who want their armor choice to support stim use and survival.
  • Democracy Protects: Offers a chance to survive lethal damage and protection against bleeding, making it a general survival-focused option rather than a guaranteed escape from a fatal hit.
  • Electrical Conduit and Acclimated: The guide suggests these for Illuminate or mixed-hazard situations. Their value depends on the hazards expected in the mission.

Weapon handling and ammunition

  • Engineering Kit: Supports recoil control and provides extra grenades, making it useful when grenade capacity and steadier handling fit the loadout.
  • Siege-Ready: Provides faster primary-weapon reloads and additional weapon ammunition, which can complement a kit that benefits from those advantages.

Reconnaissance, mobility, and limb support

  • Scout: Supports reconnaissance with radar pings and a reduced enemy detection range, making it an option for players who want to spot threats or avoid detection.
  • Servo-Assisted: Extends throwing range and increases limb health. It can suit a loadout built around throwing equipment at greater distance or a player who values limb support.

For the current guide’s full passive roster and descriptions, consult Armor Passives Explained. Its September 2026 update notes that the listed effects reflect the live-build roster at that time; later balance changes may alter values or availability.

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A practical way to compare armor

Decide what the armor needs to solve before comparing individual pieces. These four checks cover the trade-offs that matter in play:

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  1. Protection: Compare Armor Rating and any passive resistance or damage mitigation against the damage types you expect.
  2. Mobility: Weigh Speed and Stamina Regen against how often the mission requires sprinting, repositioning, or running between objectives.
  3. Loadout synergy: Look for passives that support your actual kit, such as recoil control, grenades, stims, throwing distance, or primary reloads.
  4. Threat and objective: Account for the enemy front and task. Explosives, elemental hazards, stealth, reconnaissance, and crowd-control needs can point to different armor choices.

This makes armor a mission-specific trade rather than a single ranking. A slower, more protective piece may be appropriate when absorbing a particular threat matters; a faster piece may help when the mission depends on repositioning. A passive that complements the chosen weapons or objectives can outweigh a preference for armor weight alone.

What armor does not tell you

The catalog and passive guide are fan-maintained references, not official game documentation. The armor catalog’s total could not be independently checked against the live game, and both roster details and passive effects can change with updates. Treat exact counts and effect descriptions as a snapshot, and verify an item’s current in-game stats and passive before building around it.

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