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Helldivers 2 loadout guide: how to build for solo and duo after Update 6.3

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Helldivers 2 is a four-player game. Everything about it, the enemy volume, the stratagem economy, the way patrols pile on, is tuned around a full squad sharing the load. So the second you drop solo or as a duo, the whole calculus of your loadout changes, and the kit that carries a four-stack will get you killed on your own. I get asked constantly what to run when you are short of bodies, so here is how I actually think about building for solo and duo, and how Update 6.3 nudged the numbers.

A Helldiver firing at an Automaton through a misty jungle biome at sunset in Helldivers 2
Solo, there is no one else to answer that. It all has to be on your bar. Image: Arrowhead Game Studios via Steam

The core idea: you are every role at once

In a four-player team, people specialise. One carries the anti-tank, someone else brings the chaff-clear, another runs support and resupply, and between you the bases are covered. Solo, there is no “someone else”. Every gap in your loadout is a gap nobody fills. So instead of chasing whatever weapon is trending, build to cover four roles by yourself, and judge every slot by which role it serves. If two of your picks do the same job, you have a hole somewhere else, and the game will find it.

Role one: an answer to heavy armour

The thing that kills under-equipped solo players is a heavy unit they simply cannot hurt. A Charger or its bot equivalent will run you down while your primary chips uselessly at its armour. So your first non-negotiable is a dedicated answer to heavy targets, whether that is an anti-tank support weapon you carry or a heavy-hitting stratagem on call.

Update 6.3 made this easier in two ways worth knowing. The Orbital Railcannon Strike had its damage pushed up to 10,000, which makes it a far more reliable “delete that one big thing” button than it used to be, exactly the tool a solo player wants. And the Eagle 110mm Rocket Pods now hit harder and penetrate Heavy armour, so they have gone from a niche pick to a legitimate answer to armoured threats. On the enemy side, the Charger now charges a touch faster but needs an extra second to recover afterwards, so the dodge-then-punish window is back, reward your patience.

Role two: clearing the chaff before it swarms you

The other way solo runs end is drowning. The little enemies are not individually dangerous, but in volume they pin you, chip you down and hold you in place for the heavy that is coming. So you need a reliable way to clear waves fast, either a high-volume primary that can hose a crowd or an area stratagem that resets a swarm before it surrounds you. Whatever you pick, it needs to handle quantity, because solo you do not have three other guns thinning the herd.

Role three: self-defence for when it gets close

In a squad, a teammate peels the thing chewing on your back. Solo, that is on you, so do not neglect your sidearm and grenade. A dependable secondary that can put down something that closed the distance, and a grenade that can break you out of a bad spot or close a bug hole, are not afterthoughts when you are alone. They are the difference between trading out of a scrape and dying in it.

Role four: survivability and breathing room

Finally, build to stay alive, because solo you cannot rely on a quick revive. That means armour you can take a hit in, and ideally a stratagem that buys you space, something that resets a fight or covers a retreat. The Exosuit is genuinely more attractive after 6.3, because the cooldown dropped from 10 minutes to 8, so you can call a mech more than once across a longer mission. A mech is a fantastic solo crutch: it is a mobile answer to both chaff and heavies at once, and now you get it back sooner.

How to actually play it solo

Loadout is only half of it. The other half is mindset. Solo and duo, you are not winning by standing your ground and out-gunning a horde, because you do not have the firepower of four players. You win by moving, positioning and picking your fights. Use stealth where you can, do not aggro a base you do not need to, kite the heavies into your stratagems instead of brawling them, and treat reinforcements as the precious, limited thing they are. Most people who bounce off solo are simply running it at the difficulty they would play in a four-stack. Drop a notch or two, play smarter, and it clicks.

If you are still deciding whether to commit, my full take is in is Helldivers 2 worth it in 2026, and the dedicated solo question is covered in can you play Helldivers 2 solo. For everything that changed in the big patch this loadout advice is built around, see Helldivers 2 Update 6.3: everything new. And if you want more in the same co-op chaos lane, I rounded up the best games like Helldivers 2. Now build to cover your gaps, drop in, and spread some managed democracy.

Helldivers 2loadoutstratagemssoloco-opguideupdate 6.3

FAQ

Can you play Helldivers 2 solo?

Yes, you can launch any mission solo, and on lower and mid difficulties it is very playable. The catch is that the game is balanced around a four-person squad, so the enemy volume does not scale all the way down. Solo, you carry the entire load of every role yourself, which is why your loadout choices matter far more than they do in a full team.

What should every Helldivers 2 loadout include?

Think in four roles: an answer to heavy armour (an anti-tank support weapon or a heavy-hitting stratagem), a way to clear chaff fast (a high-volume primary or an area stratagem), reliable self-defence (sidearm and grenade for when something gets close), and survivability (armour and a stratagem that buys you breathing room). Solo, you must cover all four yourself rather than leaning on teammates.

What changed for loadouts in Update 6.3?

Several balance shifts matter. The Orbital Railcannon Strike had its damage raised to 10,000, making it a much more reliable single-target answer to a heavy. The Eagle 110mm Rocket Pods now hit harder and penetrate Heavy armour, moving them from situational to genuinely useful. And the Exosuit cooldown dropped from 10 minutes to 8, so mechs are available more often across a mission.

Is Helldivers 2 harder solo than in a squad?

Yes, on the higher difficulties especially. With fewer players you have fewer stratagems on the field at once, fewer guns clearing waves, and no one to revive you quickly. The game does not fully rescale for a smaller team, so most solo players drop a difficulty or two from what they would run in a four-stack and lean on stealth and positioning rather than brute force.

What is the best stratagem in Helldivers 2?

There is no single best, it depends on the role you need filled, but after Update 6.3 the Orbital Railcannon Strike is an excellent reliable answer to a single heavy target, and mechs are more usable thanks to the shorter cooldown. The honest answer is that the best stratagem is the one that covers the gap in your loadout, not whatever is topping a tier list this week.

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