Dealing with the Hive Guard in Helldivers 2: What Most People Get Wrong

Dealing with the Hive Guard in Helldivers 2: What Most People Get Wrong

You're running through the orange haze of a Terminid-infested moon, your stamina bar is blinking red, and suddenly a wall of orange chitin slams down in front of you. That’s the Hive Guard. It isn’t the biggest bug in the swarm—it’s no Charger or Bile Titan—but it’s arguably the most annoying pace-breaker in Helldivers 2. Most players see that heavy frontal plating, panic, and dump an entire Breaker magazine into a shield that doesn't care about your feelings or your pellets.

It’s frustrating.

The Hive Guard is a medium-armored Terminid variant designed for one specific purpose: area denial. While Scavengers and Hunters try to flank you with speed, the Guard just sits there. It’s the "tank" of the smaller bug classes. If you've ever felt like your bullets were just bouncing off into the sunset while a Pouncer nibbled on your ankles, you’ve met the Hive Guard's primary tactical function.

Why the Hive Guard in Helldivers 2 Stops Your Momentum

The most distinct behavior of the Hive Guard is its "turtle" stance. Unlike almost every other bug that aggressively pursues the scent of Liberty, the Guard hunkers down when it takes damage. It tucks its head behind those massive, reinforced front legs and becomes a stationary bunker.

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This is where the trap lies.

If you keep shooting the front plate with light-penetrating weapons (like the standard AR-23 Liberator or the SG-225 Breaker), you are literally wasting ammo. You’ll see those grey "deflected" icons popping up like confetti. In the heat of a Level 7 or 9 mission, wasting half a mag on a single Guard while a Breach is opening behind you is a death sentence. The Hive Guard doesn't need to kill you itself; it just needs to distract you long enough for the rest of the hive to arrive.

It’s essentially a test of your target prioritization and your loadout's versatility. If your team is all carrying light-armor piercing gear, a group of four Hive Guards can unironically stall your entire push toward an objective.

Cracking the Shell: Medium Penetration is Your Best Friend

Honestly, the "meta" shifted a lot regarding these guys once people realized how much of a chore they are to kill with base-level gear. To effectively deal with the Hive Guard in Helldivers 2, you need to understand armor tiers. The Guard’s front plates are Tier 3 armor (Medium). Light armor-piercing rounds will bounce. Medium armor-piercing rounds will go straight through.

If you’re tired of the "clink-clink-clink" sound of deflected bullets, start bringing the JAR-5 Dominator or the R-63CS Diligence Counter Sniper. These weapons treat the Hive Guard’s "unbreakable" shield like wet tissue paper. You can shoot them right through their defensive stance. It’s incredibly satisfying to watch a bug that thinks it's safe suddenly explode because you brought the right tool for the job.

But what if you love your light-piercing shotguns?

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You have to get creative. The Hive Guard is slow. Like, really slow. Its turning radius is abysmal. When it hunkers down, it stays still for several seconds. That is your window. Stop shooting the front. Walk three steps to the left. The fleshy, unarmored sides and rear are completely exposed. One or two shots to the squishy bits will end the encounter.

Stratagems That Make Guards Irrelevant

Sometimes you don't have time to dance around a bug. When there are five of them guarding a Geological Survey probe, you need them gone.

The EAGLE Cluster Bomb is the natural enemy of the Hive Guard. Because the cluster sub-munitions rain down from multiple angles, they almost always find the gaps in the Guard's armor. Similarly, the Orbital Gas Strike is a hidden gem here. The corrosive gas ignores armor entirely. The Guard will hunker down inside the green cloud, thinking its shell will save it, only to dissolve into green goo while standing perfectly still.

Don't sleep on the Autocannon either. It’s the king of medium-tier combat. A single Autocannon shell hitting the ground near a Guard or impacting its face directly will either kill it instantly or stagger it so hard that its guard drops.

The Evolution of the Hive Guard Threat

There’s a common misconception that Hive Guards are just "stronger Warriors." That’s not quite right. In the internal hierarchy of the Terminid swarm, Guards act as the protectors of the Hive Commanders. If you see a group of Guards, a Commander is usually nearby, screaming and calling in reinforcements.

If you kill the Commander first, the Guards often become more aggressive and less "turtle-y." They lose their coordinated defensive posture and start charging. Paradoxically, this actually makes them easier to kill because they aren't hiding their weak spots as effectively.

In higher difficulty tiers (Helldive and Super Helldive), the game stops throwing one or two at you. You’ll face "Phalanxes"—walls of armor that force you to use your grenades. Speaking of grenades, the G-12 High Explosive is fine, but the G-16 Impact is the gold standard. You don't want the grenade to roll under them; you want it to explode on their head the moment it touches them. An impact grenade to the center of a Hive Guard pack usually results in a pile of golden-brown limbs and a clear path forward.

Tactical Errors You’re Probably Making

We’ve all been there: panic-dumping an entire P-19 Redeemer clip into a Guard’s face. Stop doing that.

One of the most effective, albeit "sweaty," ways to handle them is the leg-shot meta. Even with light armor-piercing weapons, the very tops of their legs (where they join the body) have slightly less protection than the main shield plates. If you're a crack shot with the base Liberator, you can actually limb them, forcing them to collapse.

Also, stop trying to melee them. I know, the "General Brasch" way is to hit back, but the Hive Guard has a surprisingly high melee damage stat. If you get too close while they’re in their defensive stance, they will occasionally do a quick "shove" with their front claws that can take off half your health and send you flying backward into a patch of spiked plants.

Actionable Steps for Your Next Drop

To stop being bullied by the Hive Guard in Helldivers 2, you need to change your muscle memory. It isn't a "shoot on sight" enemy like a Hunter. It's a "position then shoot" enemy.

  • Switch to a Medium-Pen Primary: If you're playing solo or in a duo, at least one person needs the JAR-5 Dominator, the Lib-Pen, or the Scorcher. The Scorcher is particularly nasty because the plasma splash damage wraps around the armor plates and hits the soft tissue underneath.
  • The "V" Maneuver: If a Guard hunkers down in front of you, stop shooting. Immediately sprint at a 45-degree angle. By the time the Guard realizes you aren't in front of it anymore, it’ll be too dead to care.
  • Use Stun Grenades: If you’re overwhelmed, a Stun Grenade (unlocked in the Cutting Edge Warbond) freezes Hive Guards in place without letting them trigger their defensive animation. This leaves their head completely exposed for a trivial kill.
  • Watch for the Call: Guards can call in Bug Breaches, though they do it less often than Scavengers. If you see one tilting its head back and emitting orange mist, prioritize that specific bug immediately.

The Hive Guard is a gear check. It exists to see if you're paying attention to armor mechanics or just spraying and praying. Once you respect the medium armor, they go from being a terrifying obstacle to just another bug waiting to be crushed under the boot of Managed Democracy.

Start looking at the Hive Guard not as a threat, but as a stationary target. The moment it hunkers down, it has ceded the initiative to you. Use that time to reload, reposition, or toss a stratagem at the real threats lurking behind it.

Go get 'em.

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Next Steps for Deployment:
Check your current Warbond progress for the JAR-5 Dominator (Steeled Veterans) or the SG-8S Punisher Plasma (Cutting Edge). Both weapons completely negate the Hive Guard's defensive advantages. If you're low on Medals, focus on daily Personal Orders to bridge the gap; having a weapon that ignores Medium armor fundamentally changes how the Terminid front feels.

Additionally, practice the "side-step" in lower difficulty missions (Level 3 or 4). Learning the exact timing of when a Guard enters its defensive state will save you thousands of rounds of wasted ammunition in the long run.