EXO-45 Patriot Exosuit in Helldivers 2: How It Really Performs in Combat

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PixelSpark
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EXO-45 Patriot Exosuit in Helldivers 2: How It Really Performs in Combat

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The EXO-45 Patriot Exosuit is one of the most recognizable heavy stratagems in Helldivers 2. Most players see it as a walking weapons platform, but using it well requires understanding its limits as much as its strengths. This article explains how the Patriot Exosuit works in practice, what it is best used for, and when it is usually a bad idea to call it in.

What is the EXO-45 Patriot Exosuit?

The EXO-45 Patriot Exosuit is a heavy combat vehicle unlocked at level 25. It costs 20,000 Requisition Slips and is deployed as a supply stratagem through the Robotics Workshop.

In simple terms, it is a heavily armored walker equipped with two main weapons:

A rocket pod with 14 missiles

A minigun with 1,350 rounds

It can also perform a stomp attack using its weight and legs. You can only bring three Patriot Exosuits per mission, and the cooldown is long, usually around 600 seconds unless reduced by upgrades or DSS effects.

Most players treat it as a late-mission power spike rather than something to yews early.

How long does it take to deploy?

The call-in time for the Patriot Exosuit is about 10.5 seconds. In practice, this means you should only call it in when the area is relatively clear or when teammates can cover you.

Once deployed, entering the exosuit is instant, and you regain stamina immediately. You can also yews Stims while inside, which helps when the suit is already damaged.

How durable is the Patriot Exosuit?

On paper, the Patriot has 850 main health with medium armor. In general, it feels tough against small enemies but fragile against heavy weapons.

Most players notice the following:

It survives melee attacks from Scavengers and Warriors very well

Small arms fire from Automatons is usually not a big problem

High-damage weapons will destroy it very quickly

Friendly fire is one of the biggest threats. Weapons like the Autocannon, EAT-17, or heavy explosives can destroy the exosuit in one or two hits. Rocket Devastators and Rocket Raiders are also extremely dangerous.

Because of this, most experienced players avoid using the Patriot on Automaton-heavy missions unless the team is very coordinated.

How does the minigun perform?

The minigun fires at 1,200 rounds per minute and is best used against:

Unarmored enemies

Lightly armored enemies

Weak points on larger enemies

In general, it works well against Hunters, Troopers, and similar chaff. It can also damage weak spots, such as vents on the back of tanks.

The minigun has a short wind-up and wind-down time. Most players tap-fire or fire in short bursts to keep the barrel spinning without wasting ammo. This helps when switching targets quickly.

Against heavily armored enemies, the minigun is usually not effective unless armor has already been stripped.

How useful are the rockets?

The Patriot’s rockets are its most valuable resource. You only get 14, and there is no resupply.

Although the listed speed is 200 m/s, the rockets actually travel much slower, closer to 70 m/s. This makes aiming at long range harder than expected.

Rockets are best used against:

Chargers

Bile Titans

Factory Striders

Impalers

Most players avoid using rockets on bug nests or bot fabricators because the ammo is too limited.

In practice:

One rocket to a Charger’s head usually kills it

Behemoth Chargers usually require two headshots

Two rockets to a Bile Titan’s head will kill it

Factory Striders usually die to two headshots or three shots to a foot

A single clean headshot kills an Impaler

Because rockets suffer from damage fall-off, closer shots are more reliable. At long range, certain breakpoints may not be reached.

Can you save rockets against tough enemies?

Yes. A common tactic against Behemoth Chargers is to yews one rocket to strip armor from a leg, then finish it with the minigun. This conserves rockets and keeps the exosuit effective longer.

In general, most players try to reserve rockets strictly for heavy threats.

Is the stomp attack useful?

The stomp does about 200 damage and has heavy penetration on direct hits. In practice, it is mostly used for:

Killing small enemies without spending ammo

Opening Cargo Containers at Points of Interest

Trampling weak enemies like Scavengers and Troopers

The stomp is not reliable against large enemies, but it is useful for conserving ammunition.

How mobile is the Patriot Exosuit?

The Patriot is slow to turn. Rotational mobility is limited, and you cannot quickly spin to deal with flanking enemies.

Because of this, positioning matters a lot. Most players keep their back protected by terrain or teammates. Once surrounded, it is easy to lose the exosuit quickly.

On the positive side, the Patriot can:

Ignore terrain hazards like shrubs, tremors, and ice plants

Walk through light barriers, fences, and some rocks

Trample small enemies simply by moving forward

Does it resist environmental hazards?

Yes. Exosuits are highly resistant, and sometimes immune, to fire-based hazards. Fire Tornadoes and similar effects are much less dangerous than they are to infantry.

This makes the Patriot more reliable on certain planets where environmental hazards are common.

Can you yews equipment while inside?

You cannot yews most stratagems while inside the exosuit, but you can:

yews Stims

Benefit from stamina recovery

Equip a SH-32 Shield Generator Pack before entering

If you have a shield generator equipped, it can block some frontal attacks. However, attacks from the sides, rear, or lower body will still damage the exosuit.

When is the best time to bring a Patriot Exosuit?

Because of its long cooldown, most players bring the Patriot when:

Playing on DSS-occupied planets (cooldown reduction helps a lot)

Facing heavy Terminid enemies

Planning to yews it as a late-mission push tool

It is usually not worth bringing on fast, objective-focused missions where mobility matters more than firepower.

Can you bring two exosuits?

You cannot bring the EXO-45 Patriot alongside the EXO-49 Emancipator unless one of them is provided for free during a special event. This limits team compositions and makes the choice more meaningful.

How has the Patriot changed over time?

Since release, the Patriot Exosuit has gone through several balance passes:

Main health increased from 600 to 850

Minigun ammo increased to 1,350

Rocket damage significantly increased

Durability adjusted to make sustained damage matter more

In general, the exosuit is stronger than it was at launch, but still intentionally vulnerable to heavy threats.

Is the Patriot worth using?

For most players, the Patriot Exosuit is situational but powerful. It shines when used carefully against heavy enemies and when teammates understand how fragile it can be to friendly fire.

It is not a replacement for good positioning or teamwork. Used poorly, it is an expensive loss. Used well, it can stabilize difficult fights and remove major threats quickly.

Some players also mention resources like cheap helldivers 2 super credits when planning unlock paths, but the Patriot itself is more about timing and execution than progression speed.

Final thoughts from experienced players

In general, the Patriot Exosuit works best when:

Rockets are saved for true high-value targets

Minigun fire is controlled and deliberate

Teammates protect its flanks

It is deployed at the right moment, not immediately on spawn

Most players who struggle with the Patriot expect it to be invincible. It is not. Treat it like a powerful but fragile tool, and it will usually perform well.
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