This tier list ranks armor passives specifically for endgame play, focusing on how well each passive scales into Difficulty 7–9 missions, handles explosive-heavy encounters, and performs during chaotic extractions. If you’re pushing late-game content, this guide will help you pick the armor passive that actually holds up under pressure.
S-Tier: Endgame Staples You Can’t Ignore
Fortified – Mandatory for High-Difficulty Missions
Fortified is the single most important armor passive for endgame Helldivers 2. High-level missions are dominated by explosions—Automaton rockets, tank shells, artillery barrages, Chargers, Bile Titans, and friendly stratagem mishaps.
Fortified significantly reduces incoming explosive damage and improves recoil control when crouched or prone, allowing players to hold defensive positions longer and survive situations that would instantly kill other builds.
Why Fortified dominates endgame:
Explosive damage is the leading cause of death
Enables safer defensive play
Perfect synergy with heavy weapons
Consistently valuable across all factions
If you’re struggling in late-game content, switching to Fortified often fixes the problem immediately. It’s not flashy—it’s simply necessary.
Democracy Protects – A Second Chance When It Matters Most
Democracy Protects grants a chance to survive lethal damage, leaving you barely alive instead of dead. While RNG-based, its value skyrockets in endgame missions where enemy damage spikes and instant deaths are common.
Extraction zones, objective defense points, and solo queue missions benefit the most from this passive. One activation can prevent a squad wipe or save a mission seconds before completion.
Endgame advantages:
Saves players from one-shot mechanics
Ideal for chaotic, high-pressure scenarios
Strong choice for solo or aggressive players
Democracy Protects isn’t always reliable, but when it triggers, it often changes the outcome of the mission—earning it a firm spot in S-tier.
A-Tier: Extremely Strong but Slightly Specialized
Engineering Kit – Explosives Control the Battlefield
Engineering Kit increases grenade capacity and improves recoil control, making it a powerful option for endgame players who rely on explosives for crowd control.
On higher difficulties, enemy density becomes overwhelming. Grenades help clear space, interrupt enemy advances, and break armor—especially against Terminids.
Why it excels in endgame:
Extra grenades scale with enemy density
Strong synergy with impact and stun grenades
Excellent for coordinated team play
However, Engineering Kit provides little defensive mitigation. In solo play or chaotic public lobbies, it’s slightly less reliable than S-tier options.
Extra Padding – Reliable Defense with No Gimmicks
Extra Padding increases overall armor rating, offering consistent damage reduction across all encounters. While it doesn’t directly counter explosions like Fortified, its reliability makes it a solid endgame choice.
This passive works well for players who prefer straightforward survivability without relying on positioning or chance-based effects.
Best used by:
Frontline fighters
Objective defenders
Players learning endgame mechanics
Extra Padding won’t save you from everything, but it rarely lets you down.
B-Tier: Situational but Viable in the Right Hands
Scout – Mobility-Focused Endgame Play
Scout increases movement speed and improves enemy detection on the minimap. In endgame missions, avoiding unnecessary fights can be just as important as winning them.
Scout shines in coordinated squads where one player handles reconnaissance, map control, or fast objective completion. However, the lack of defensive bonuses makes it risky in prolonged engagements.
Best scenarios for Scout:
Speedrun-style objectives
Stealth-oriented missions
Organized teams with clear roles
Servo-Assisted – Precision Over Protection
Servo-Assisted improves throwing distance and limb durability. While these bonuses are subtle, they have practical endgame applications.
Longer throw range allows safer deployment of stratagems, reducing accidental team kills and improving objective control. Limb health reduces injury-related slowdowns during intense fights.
Strengths:
Safer stratagem placement
Minor survivability through reduced injuries
Weaknesses:
No direct damage reduction
It’s useful, but not essential.
C-Tier: Early Game Comfort, Endgame Struggles
Med-Kit – Healing Can’t Keep Up
Med-Kit increases stim capacity and duration, which helps during early difficulties. Unfortunately, endgame enemies deal so much damage that healing often isn’t fast enough to matter.
Most endgame deaths happen instantly or in rapid succession, making preventive passives far more valuable than reactive healing.
Why it falls off:
Doesn’t prevent burst damage
Outclassed by armor-based mitigation
D-Tier: Poor Endgame Scaling
Electrical Conduit – Minimal Impact
Electrical Conduit reduces shock damage, a damage type rarely encountered in endgame missions. Even when it does appear, it’s usually easy to avoid.
Compared to passives that reduce explosive damage or prevent death entirely, Electrical Conduit offers negligible value.
Final Verdict: What Endgame Players Should Use
Endgame Helldivers 2 Items demands survivability, consistency, and reliability. While many armor passives are usable early on, only a few scale effectively into the hardest content.
Top endgame recommendations:
Fortified – Best overall defensive passive
Democracy Protects – Unmatched clutch potential
Engineering Kit – Explosive dominance for aggressive players
Choosing the right armor passive won’t just improve your performance—it will drastically increase your extraction rate.