HELLDIVERS 2 Are most of its fun toys locked behind Warbond. If you have just joined the game or returned from an interval to protect the super meaning, you probably found a pile of shutdowns to choose from. As an experienced player, this is the order I recommend I recommend to unlock them.
1
Urban legends
As of now, I strongly believe that urban legends Warbond provide the most value. This is mainly due to the very strong effect of the armor set involved in the warbond, called “Ceew Ready”. This passive allows you to re -load any primary weapon 30% faster, and increases the capacity of gunpowder to all weapons except backpack strategic. This is really strong because it gives great benefits to every primary and secondary gun in the game. You can never be wrong with it.
But this warbond also has many other great equipment. You can get an automated flamthrover turret, an anti-tank displacement, a directional shield that covers you from the direction you are targeting, and even the ability to convert your resurrection pods into a temporary orange turret. There is also an unconscious lance, and although the scuffle is never meta HD2, It is still a lot of fun to use.
Originally, this warbond gives you a useful tool for almost every situation and enemy faction in the game, and the siege is considered to be the prepared armor inactive long, if not the strongest. The only negative side of this warbond is that it does not give you a new primary or secondary weapon, but the crazy buffs you do to all the weapons you do is worth it, especially now you can combine it with the weapon modification system added to the game.
2
Democratic explosion
The main draw of Democratic blast Warbond is a handful of primary and secondary weapons that completely change how you play the game. The Ilptter, a sniper rifle that fires bullets is so powerful that it can handle 90% of the problems of the game at some distance. Grenade pistol replaces your secondary slot with something that you rarely use for a terrible utility item that can destroy any enemy sponner, saving your more special grenades.
The explosion crossbow is not quite powerful, but gives the player a semi-automatic explosive option that can easily clarify groups of enemies. Finally, the thermite is grenade, the best grenade in the game is certainly: It is enemies and burns for a time before exploding. It is capable of killing almost every enemy with a grenade, including circles and chargers.
The armor you get from this warbone has an effect that reduces the recurrence of the gun when crouched and prone to two additional grenades. This is very useful, although the strongest armor is not inactive. Finally, the main draws of this warbond are all weapons, which are versatile enough to free your grenade and support the weapon slot in almost any scenario.
3
Polar patriot
At this point, most warbonds are very good overall, offer meaningful things that are not completely best, but still good. Honestly, their positions can be switched around and it will not distinguish much. Polar Patriots is a great pick for someone because it expands your armor options quickly and easily.
You see, most warbonds give you several armor sets which are the same armor inactive in all. But polar patriots give you three sets of armor and each one has a different armor inactive. It provides a warbond to scout (easy to avoid enemy detection), all-assisted (high throwing border and organ health), and firm (lower recurrence and damage). This is great for new players who have not yet have a lot of armor options.
Of course, guns are also very good. Each weapon in polar patriots is a heavy-heavy that does high damage per shot, and the effect is more powerful than ever with recent reforms to burn the damage to the fire. It served me very well while defending the super meaning!
4
Steel veteran
Steld giants are premium warbonds long ago Hd2 Sometimes it was, and it was always very good, but with some changes in the game mechanics, because it was released for the first time, it is only better.
The main draw provides diversity of weapons. The senator is a powerful revolver that can one-tap a lot of enemies with good purpose. The JAR-5 domator is a hybrid assault rifle/Marxman rifle with moderate penetration and its orbit is the most damaged per round. There is also an assault rifle with round rounds to stagger the enemies, and an automatic fire shotgun, which has recently received very strong thanks to the burn damage buffers.
This warbond basically gives you a good weapon to fight with every group, and armor abilities allow you to throw your strategies and grenades too far. Finally, you get a grenade that sets a fire. Overall, it is a very well round warbond.
5
Freedom servant
There are only two things to take care in this warbond. A portable mini-nuke launcher and a portable halbomb backpack. Both double-edged laser rifles and tracking grenades have their uses, but the main reasons are the main reasons you want to buy this warbond. Why? Well, that mini-nook launcher and portable halbomb give you a very easy way to destroy a lot of secondary purposes on the map.
Labs, Nests, Gunship Sponors, Stratjeme Scraters, Mortar Pits, you name it: You can shoot an atom on it or run that atom on yourself. It is not that this device is the only way to do this, but the ability to take out your sideum and blow up a whole secondary purpose is very good. Kamikes Helbomb Charge is also a very large meme, which gives importance to itself.
6
Lord of ceremonies
A week ago, I could have said that this warbond was one of the worst. But ever since Warbond’s armor got a very big fond, it has become a very good pick. The armor in this warbond is a very strong inactive: it reduces lem damage, increases the scuffle you deal, and the primary weapon re -increase the load speed up to 30%. It is good for any construction, but connect very well with bayonan-sastra, high-power, semi-auto modification rifle which is also in this warbone.
You find a saber to swing around, a surprisingly effective cracker grenade, and of course, a true flag. This is a flag with which you can attack things. There is also a sample scanner booster that gives you a chance to get dual samples, which is very useful if you are new to the game.
7
Border justice
This cowboy-theme warbond is a luxurious pick for pure beauty, but it is a functionally niche option. You get a powerful liver-action rifle and the only semi-auto laser pistol in the game, which both are very good. You also get a hover jetpack and literal dynamite, which use them. But the booster is very useless (it gives large enemies a chance to leave normal samples, which is already easy to get).
The armor is not inactive bad, but it is super niche: it is completely built around the use of the ceder, reduces their recurrence and re -loads the speed and increases their draw speeds. Bonuses are quite important, but purely playing around the siders is very limited, making it a novel pick instead of a “good” one.
8
True promoter
I want the truth to be good, but it is just average. Its booster allows you to dry your health and sprink beyond your stamina bar. The armor simply makes it so that when you become a hit, you do not flinch. Only good things here are weapons here. Warbond includes a very decent shotgun which has two fire mode and ammo type, and a plasma pistol that can charge his shots like his cousin Hi.
The real gem here is rebuke here, an SMG with medium armor penetration and high-decay. It used to be very bad due to its extreme repetition, but the new arms modification system allows you to adjust it, allowing you to rebuke a extremely powerful primary that can carry everyone but the heaviest armored enemy.
9
Wiper commandos
This warbond has a very strong sales point, which is an experimental infusion booster. This increases the speed of your movement by 10% and whenever you use a stim, the coming damage decreases by 90%, although it increases your weapon’s bolball by 25%. This is clearly very powerful if you combine it with armor that increases the number of your held stims and their duration.
But there is only one thing to care here. All weapons, while usable, do not play sports, and most of them are better options for. The throwing knives are almost truly useless. Some people swear the armor of Warbond, which improves dealing with the weapon, but I personally believe that there are more valuable options, and the new weapon modification system lets you improve with the weapon anyway.
10
Leading
This warbond has a strong point, which is sickle, an automatic laser rifle that is one of the best overall primary of the game. Everything else is very negligible. Other weapons fill a niche that barely exists HD2, And the armor protects you from electrical damage, so it only protects you from a fairly rare light weapons and players who use the arc throw or Tesla towers from the players adapted to fire.
Unfortunately, there is little reason to jump on this warbone until you have no other option to unlock. A very good primary is not enough to rejuvenate the otherwise surefire selection and almost useless armor.