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  1. Games
  2. Third Person Shooters
  3. Helldivers 2

Helldivers 2 Secondary Weapon tier list with the best pistols and melee weapons

Guides
By Will Sawyer last updated 7 May 2026

You need a reliable secondary weapon in Helldivers 2, which could be a pistol or melee weapon

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Helldivers 2 looking at bug nest exploding after firing Grenade Pistol shot at it
(Image credit: Sony)
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The best Helldivers 2 secondary weapons are the punchy sidearms that fill a niche your primary weapon can't, but there are a lot of options. Covering traditional pistols, exotic secondaries, and even melee weapons in the form of swords and beating implements, there are lots of different routes you could down with your secondary slot in Helldivers 2. While many of these will do in a pinch, there are some that standout above the rest and are well worth taking on almost every mission. So, here are the best secondary weapons in Helldivers 2 for all factions based on our time playing.

Recent updates

UPDATED MAY 7, 2026 - We've added the Missile Pistol from the Exo Experts Warbond to our tier list of secondary weapons, and it's a pretty solid sidearm, particularly against the bots!

Best Helldivers 2 secondary weapons

Helldivers 2 missile pistol locking onto automaton gunship

(Image credit: Sony)

There isn't a clear winner when it comes to the best secondary, as all the good ones also tend to have a noticeable drawback or two to keep them in check – for example, the Grenade Pistol and Ultimatum have very limited ammo. But that doesn't mean there aren't plenty of great options for your loadout, whether you want a trusty sidearm that can take you through any mission or something that can help you kill specific enemy types. Here are the best options:

  • Senator (Helldivers 2 Steeled Veterans)
  • Grenade Pistol (Helldivers 2 Democratic Detonation)
  • Crisper (Helldivers 2 Freedom's Flame)
  • Loyalist (Helldivers 2 Truth Enforcers)
  • Ultimatum (Helldivers 2 Servants of Freedom)
  • Talon (Helldivers 2 Borderline Justice)
  • Missile Pistol (Helldivers 2 Exo Experts)

Some of the above secondaries are contained within some of the best Helldivers 2 Warbonds, so you should get several other useful things as well as a good sidearm as you unlock all the rewards. Most importantly, you'll get a few of the best Helldivers 2 primary weapons, which can be nicely supported by your secondary weapon and all the other components that come together to form your loadout.

Latest Videos From
Watch full video here:
Best Helldivers 2 LoadoutsBest Helldivers 2 Support WeaponsBest Helldivers 2 StratagemsBest Helldivers 2 Armor and passivesBest Helldivers 2 Boosters

Best Helldivers 2 Loadouts
Best Helldivers 2 Support Weapons
Best Helldivers 2 Stratagems
Best Helldivers 2 Armor and passives
Best Helldivers 2 Boosters

Helldivers 2 pistol secondary tier list

Helldivers 2 best secondary grenade pistol stats

(Image credit: Sony)

If you want to know more about how every sidearm works and how they perform against the three Helldivers 2 factions, you'll find some pointers in the tier list below.

  • S-Tier: Excellent secondaries that can be considered essential against a specific faction.
  • A-Tier: Great secondary weapons have some noticeable limitations.
  • B-Tier: Good secondary weapons that can be useful in the right situation.
  • C-Tier: Average sidearms and melee weapons that do the bare minimum.
  • D-Tier: Secondaries that you should avoid bringing in your hellpod.
Swipe to scroll horizontally

Weapon

Tier rating

Notes

Bushwhacker

Terminids: B
Automatons: B
Illuminate: B

This triple-barrel shotgun sidearm is like pocket Punisher in terms of power, but it can also fire one or all of its barrels. It's great up close, but its light armor penetration means it can't take on many of the toughest enemies.

Crisper

Terminids: S
Automatons: B
Illuminate: A

This short range, pistol-style flamethrower secondary is great if you don't want to fully commit to fire weaponry. Useful to pull out if you're in a close range huddle of soft targets like bugs and Voteless.

Dagger

Terminids: C
Automatons: D
Illuminate: D

A pocket version of the Scythe that's only really effective against weak enemies and can quickly ignite or finish off mid-tier enemies. Also benefits from the theoretically infinite ammo of laser weaponry if you can manage its heat build-up.

Grenade Pistol

Terminids: S
Automatons: S
Illuminate: S

This pistol fires a single grenade that's great for firing into groups of enemies to thin them out. It's also fantastic for destroying bug nests, bot fabricators, and squid warp ships, making it a versatile sidearm that's perfect for almost any mission, but its ammo is very limited.

Loyalist

Terminids: A Automatons: S
Illuminate: S

Like having a pocket Purifier on you, the Loyalist is good to bring if you want some explosive plasma power to make up for your primary weapon or grenade.

Missile Pistol

Terminids: B
Automatons: S
Illuminate: A

The Missile Pistol is a solid sidearm capable of taking down very tough targets thanks to its high-damage and guided missiles, but ammo is very limited. It's especially good against the Automatons since it can easily shoot down Gunships and dent larger targets, also making it a solid alternative to the Grenade Pistol.

Peacemaker

Terminids: C
Automatons: C
Illuminate: C

An easy-to-use, bog-standard pistol that's fine for when you're starting out, but you should fill your secondary slot with any other sidearm as soon as possible.

Redeemer

Terminids: B
Automatons: C
Illuminate: B

A fast-firing machine pistol that chews up ammo, but also weaker enemies at close range. You can reliably draw it quickly and unload an entire magazine to help you get out of a sticky situation (within reason).

Re-Educator

Terminids: D
Automatons: C
Illuminate: C

A suppressed dart gun that applies gas damage and the confusion effect to the enemy it hits. It can be useful for temporarily confusing a small number of enemies, letting you sneak past, but I don't think it's worth giving up your secondary slot for this.

Senator

Terminids: B
Automatons: S
Illuminate: A

A revolver that can dent the most robust enemies thanks to heavy armor penetration, but has a small capacity and takes a while to fully reload. Overall, it's a very solid option if you've got good aim.

SOCOM Pistol

Terminids: C
Automatons: B
Illuminate: C

The ODST suppressed magnum pistol is a good choice for stealthier builds, but it's let down by weak armor penetration despite its decent damage output.

Stim pistol

Terminids: D
Automatons: D
Illuminate: D

While it's nice to live out the medic fantasy, there are other ways to help out your team when it comes to healing and it's not worth giving up your secondary slot for this tool, which isn't worth using at all in its current state.

Talon

Terminids: B
Automatons: S
Illuminate: A

The Talon is essentially an energy version of the Senator with great accuracy and solid damage, but the heatsink prevents you from spamming shots. But if you pace yourself, it’s good for picking off targets at all sorts of ranges and makes for a reliable sidearm.

Ultimatum

Terminids: S
Automatons: S
Illuminate: S

A small grenade launcher that fires an incredibly powerful explosive, but with poor range and very limited ammo. Aiming upwards to compensate for the projectile's drop is essential to avoid blowing yourself up, but the Ultimatum is worth mastering as it can vaporize most enemies and even certain enemy structures.

Verdict

Terminids: B
Automatons: B
Illuminate: B

A high-caliber pistol with medium armor penetration and good damage. Might be preferable to the Senator if you're after a more conventional pistol setup and a larger magazine.

Veto

Terminids: C
Automatons: B
Illuminate: C

Added as part of the Helldivers 2 Entrenched Division Warbond, the Veto is a thematically cool sidearm but isn't all that effective. Like the Senator and Verdict, the Veto has medium-armor-penetrating rounds but deals less damage per shot than both, and has an unconventional Autocannon-style reload to work around. There are plenty of better options.

Warrant

Terminids: C
Automatons: B
Illuminate: B

The Warrant is a premium Superstore weapon that's pretty punchy with medium armor penetration and the fun (but also a bit finnicky) gimmick of having guided rounds - it's essentially the Titanfall Smart Pistol, if you've played that.

Helldivers 2 melee weapon secondary tier list

Helldivers 2 machete melee weapon stats

(Image credit: Sony)

I'll be honest, melee weapons in Helldivers 2 still aren't really worth using. Some of there are certainly not unusable, but the issue with them is that you have to really invest with the right armor and loadout gear to make a melee weapon effective.

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  • Support Weapons in Helldivers 2 Best Support weapons in Helldivers 2
  • Helldivers 2 democratic detonation warbond page Best Helldivers 2 Warbonds to buy first and tier list ranking all 21 of them
Swipe to scroll horizontally

Weapon

Tier rating

Notes

Combat Hatchet

Terminids: D
Automatons: D
Illuminate: D

A rather unremarkable melee weapon that can deal decent damage and has a fast attack speed but has a short range and just isn't that useful.

Entrenchment Tool

Terminids: D
Automatons: D
Illuminate: D

The Entrenchment Tool is only worth packing in your secondary slot if you want to use its gimmicky digging ability to create trenches. It will rarely come in handy given how often you need to move in Helldivers 2, but the option is nice.

Machete

Terminids: C
Automatons: C
Illuminate: C

The Machete deals very high damage for a melee weapon but has a slow attack speed. Using it effectively comes down to waiting for an opening and attacking at the right time rather than spamming attacks.

Saber

Terminids: D
Automatons: D
Illuminate: D

A swift melee weapon that's similar to the Combat Hatchet but deals a little more damage. It can easily cut down weak foes with finesse but leaves you quite vulnerable to getting hit in retaliation due to its short reach. Overall, it's not really worth using.

Stun Baton

Terminids: D
Automatons: D
Illuminate: D

A melee cattle prod that hits faster but has a shorter reach than the Stun Lance. Not great when you look at other options.

Stun Lance

Terminids: C
Automatons: D
Illuminate: B

The Stun Lance deals decent damage for a melee weapon, and certainly packs a punch when fighting against hordes. Its fast attack speed also makes it great for destroying Illuminate shields.

Best Helldivers 2 Terminid WeaponsBest Helldivers 2 Automaton WeaponsBest Helldivers 2 Illuminate Weapons

Best Helldivers 2 Terminid Weapons: What to use to exterminate the bugs
Best Helldivers 2 Automaton Weapons: How to reduce the bots to scrap metal
Best Helldivers 2 Illuminate Weapons: Squash the squids with these weapons

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Will Sawyer
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Guides Editor, GamesRadar+

Will Sawyer is a Guides Editor at GamesRadar+ with over five years of experience in writing online guides, news, and features, and has a BA (Hons) in Journalism. Starting as a freelancer, Will contributed to startmenu and Game Rant before joining the GamesRadar+ team in August 2021. Since then, he has written hundreds of guides about a huge range of games, with shooters and action games being his areas of expertise. Outside of writing about games, Will hops between multiplayer shooters with friends, such as Darktide and Helldivers 2, and delves into whatever has been on his backlog for far too long. He also tries to get through his never-ending Warhammer pile of shame of grey Tyranids, Aeldari, and Chaos Space Marines.

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