Summary
Helldivers 2developer Arrowhead has already substantially expanded the weapons lineup from launch. While there were initially only two energy-based guns for players to use, there are now six. This increase in options combined with buffs to energy and incendiary damage types begs the question: which energy-based weapon should you take on your next mission?
After pouring through each weapon’s statistics, and seeing how they fare against the game’s various enemies, there are clear winners. Most energy-based weapons inHelldivers 2are useful in some situations, but the LAS-5 Dagger,LAS-16 Sickle, andPLAS-1 Scorchertake the cake. Keep reading to learn when these weapons are most effective, and why they beat out the competition.

Updated by Abigail Angell on the 13th of January, 2025:Energy Weapons remain a powerful choice for many Helldivers, with the changes to armor since the game’s launch. However, some damage values and gun characteristics have changed in Arrowhead’s efforts to rebalance the game. Finally, the PLAS-101 Purifier was recently added, which blows other energy-based weapons out of the water because of its medium armor penetration.
7SG-8P Punisher Plasma
There Are Better Options
The lowest ranked on this list is theSG-8P Punisher Plasma. The Punisher Plasma is a shotgun you can purchase from the Cutting Edge Premium Warbond for 60 Medals and does best against swarms of enemies because of its' AoE damage. However, the SG-8P Punisher Plasma unfortunately combines theworst traits of both energy weapons and shotgunsinHelldivers 2.
From the shotgun side of the family, it inherits a smaller magazine size and poor long-range effectiveness. From the energy weapon side, it gets a slow response time and lower damage output. This means you are limited to short-range engagements and will need to reload often but don’t have the high damage numbers necessary to give you breathing room between shots. In addition, explosive ammo can produce friendly fire, and each shot at short range is a fine line between blowing up your enemies and blowing up yourself.

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6ARC-12 Blitzer
An Energy-Based Shotgun Done Right
On the other hand, theARC-12 Blitzeris afantastic choice against swarms of enemiesand lacks many of the weaknesses of the Punisher. This weapon, also purchased from the Cutting Edge Warbond, features arcs of energy on each shot that can hit either a single enemy or several depending on the distance to the target. While you can accidentally tag your teammates, you’ll not be in danger yourself, making it similar to other shotguns in terms of friendly fire risk.
This weapon alsosuffers from the slow fire rate common in the energy-based weapon group, which you’ll need to offset by swapping to a responsive secondary, but it has unlimited ammo. This results in never needing to reload your primary weapon and is a fair trade-off. As an added bonus, the arcs of electricity will briefly stun enemies hit, which keeps the swarm at bay between shots.

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Other Traits
While it could be argued that the Arc Thrower accomplishes the same thing the Blitzer does but better, keep in mind that the Arc Thrower takes up a Stratagem Slot, which is more valuable in many missions than your primary gun slot.
5LAS-5 Scythe
Niche, But Has Solid Build Potential
Unlike the previous two primary weapons, theLas-5 Scytheis part of the Helldivers Mobilize Warbond, which all players of the game automatically gain access to. This weapon is a precision mid-range weapon with a constant beam of low-damage fire, making it somewhat like a submachine gun in application. However,its heat mechanic and lack of armor penetration make it a very niche choice. The LAS-5 Scythe doesbest when dealing with patrols or other small groups of weaker enemiesand shouldn’t be used for dealing with large waves of enemies or armored enemies.
When using the LAS-5 Scythe, it is best to pair it with a secondary and Support Weapon capable of filling these weaknesses, such as the EAT and the Redeemer sidearm. Alternatively,you can take the Laser Guard Dog to have an automated LAS-5 Scythe floating around your headand take a different primary instead.

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4PLAS-1 Scorcher
Long Live The King Of Marksman Rifles
ThePLAS-1 Scorcher, prior to the launch of the Cutting Edge Warbond, was the king of energy-based weapons. This gun handles similarly to a Marksman Rifle, withhighly precise shots and very little recoil. It also does better against armored enemies than most primary weapons due to its explosive ammunition.
To balance out these great features, thePLAS-1 Scorcheralsosports a very small magazine capacity, which means you’ll be running out of ammo a lot. As a way to combat this, you can bring a Support weapon with a higher capacity such as one of the game’s three machine guns.

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3LAS-7 Dagger
A Handy Backup Gun To Have
TheLAS-7 Dagger, found on the third page of the Cutting Edge Warbond, is theonly energy-basedSecondary Weaponin the game currently. Usually, Secondary Weapons are used to conserve ammo, or when transporting objects during missions and are not expected to be as powerful as your Primary. For these purposes, the Dagger is an excellent choice. Not only will this gun never run out of ammunition, making it ideal for swapping to in a pinch, but it is highly precise and thus can be used as a quasi-sniper during medium-range engagements.
There are only two downsides to this weapon. First is the costly Heat Sink swap should it become overheated, although this is rarely an issue because it isn’t your main gun. Secondarily, itslow damage (even by Secondary Weapon Standards)means it requires sustained aim at enemies to do significant damage. This isn’t impossible because of how precise it is, but it may be tricky todeal with Huntersdue to their mobility.

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2LAS-16 Sickle
The AR-23 Liberator, But Better
TheLAS-16 Sickleis widely regarded as a top-tier energy-based weapon inHelldivers 2and is oftendescribed as an upgradedAR-23 Liberator. Found on the first page ofthe Cutting Edge Warbond, the Sickle sports a nearly identical damage rating to the Liberator, a much higher fire rate, nearly non-existent recoil, and endless ammunition.
That being said, it does still struggle in some areas. Similar to the Liberator,the LAS-16 Sickle lacks medium armor penetration. This can be a problem on missions of difficulty six or greater, so you should plan on taking an anti-tank support weapon (such asthe Quasar Cannon) to compensate. Additionally, you must manage the gun’s heat to benefit from the unlimited capacity. It is advised to have a Secondary Weapon you are comfortable switching to while your Sickle cools off.
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1PLAS-101 Purifier
The Medium Armor Penetration We Deserve
The PLAS-101 Purifier was added toHelldivers 2in the Polar Patriot Warbond, and effectively blows other energy weapons out of the water in terms of power level in higher difficulties. This is not due to its damage, which is middling, nor its fast but not impressively so fire rate. Instead, what makes this weapon good is itsexplosive rounds and medium armor penetration.
Indeed, the Purifier is the only Energy Weapon currently in the game to boast the sought-after Medium Armor Penetration, which makes it ideal for taking on enemies such as Bile Titans, or most Automatons. The Explosive rounds also help against enemies with removable armor (such as Chargers) and enemies that tend to swarm in tight groups, such as smaller Terminids. The only downside to explosive rounds is that it makes friendly fire slightly more likely, although if teammates are in close quarters with enemies, then things have already started to go wrong.
To counteract the Purifier’s smaller magazine size and create a well-rounded build, consider using the Machine Gun support weapon or an SMG sidearm.