Hulks are heavily-armored siege walkers deployed by the Automatons, functioning as walking tanks with varied weapon configurations. Regardless of loadout, their primary role is that of a heavy weapons platform, designed to break enemy defenses and suppress Helldivers with overwhelming firepower.

Variants

Hulks are categorized into three types, each with a distinct combat role:

  • Bruiser – Equipped with a rocket burst launcher and a rapid-fire pulse laser cannon, allowing it to gun down enemies with precision at mid-range.
  • Scorcher – Armed with a flamethrower and a buzzsaw, this variant aggressively closes the distance rather than engaging from afar.
  • Obliterator – Featuring twin rocket burst launchers, these Hulks are distinguished by an Automaton flag mounted on their back, specializing in long-range bombardment.

Tactics

  • Hulks are heavily armored on all sides, except for their rear, which houses heat sinks that are completely unarmored and vulnerable to full damage from any weapon.
  • Upon death, Hulks explode, posing a serious hazard to nearby units, including friendly Automatons.
  • Their primary weak spot is the glowing red visor on their head, which erupts in flames upon a successful hit, instantly killing the Hulk. However, this can be difficult to target in combat.
  • Most anti-tank weapons can eliminate a Hulk with a direct hit to the visor or body.
  • The MLS-4X Commando requires two direct hits.
  • The StA-X3 W.A.S.P. Launcher needs 8-12 hits from the front due to its erratic flight path, but can kill in seven shots if targeting the weak point on the rear.
  • A daring Helldiver with a P-4 Senator revolver can take down a Hulk with 3-4 well-placed headshots, though this is only advisable when the Hulk is stunned or as a last resort.
  • Stun Grenades and EMS Stratagems will temporarily disable Hulks, making them easy targets for headshots or flanking maneuvers.
  • A single Thermite grenade thrown at the upper torso is enough to destroy a Hulk.
  • Effective Stratagems for eliminating Hulks include:
  • Orbital Precision Strike
  • Orbital Railcannon Strike
  • Eagle Airstrike
  • Eagle 500kg Bomb
  • Eagle 110mm Rocket Pods
  • Orbital Laser (which will burn through a Hulk in 6-8 seconds)
  • Hulks’ arms can be destroyed to disable their weapons, and their legs can be shot off to cripple their movement.
  • Destroying both legs will instantly kill them.
  • If both arms are destroyed, Hulks will resort to kicking or stomping Helldivers instead.
  • Hulk Scorchers lack long-range weaponry. Maintaining distance allows for safe headshots. If close-range combat is unavoidable, disabling their flamethrower or legs will greatly reduce their combat effectiveness.
  • When engaging Hulks head-on, approach at an angle where their weapon arms must pivot outward, as their torso has decent turning speed, but their arms traverse slowly and cannot keep up with a sprinting Helldiver.
  • Hulks, like Bile Titans, can be crushed with a Hellpod.
  • Rarely, Hulks may enter a berserk state, similar to Chargers. Upon taking lethal damage, they will briefly survive to make one last charge before dying. They typically expire after a few seconds, but continuing to deal damage ensures they are taken down quickly.