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Helldivers 2 Breaching Hammer Stats Loadout Build

作者: U4N
發佈日期: Feb 23, 2026
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The CQC-20 Breaching Hammer is a stratagem-level melee support weapon in Helldivers 2, introduced in the Siege Breakers Warbond. It functions as a powerful anti-tank tool that uses explosive charges to deal massive damage at point-blank range.

Helldivers 2 Breaching Hammer

Key Stats & Mechanics

  • Ammunition: It comes with 7 explosive rounds that deal roughly 2,000 damage per hit (similar to an EAT-17).
  • Ammo Efficiency: Each standard ammo pickup restores 3 explosive charges.
  • Melee Option: It can be swung without charges for lower damage, which is effective for clearing small enemies without wasting explosives.
  • Safety: The hammer's splash damage does not harm the wielder, though secondary explosions from targets (like Hulks) still can.

Effectiveness by Enemy

  • Chargers: Kills in 2 hits anywhere, or 1 hit if striking the rear.
  • Hulks: Typically one-shots them from the front.
  • Bile Titans: Possible to kill in 3-4 leg strikes or a single face strike if used with a Jump Pack for height.
  • Structures: Can destroy Automaton Fabricators, tanks, and even Overseers in a single hit.
  • Factory Striders: Can be taken down in roughly 2 to 4 hits to the legs.

Usage Tips

  • Pair with Shields: Because it requires you to be in melee range, many players recommend using it with a Ballistic Shield or Shield Generator Pack to survive the approach.
  • The "Breaching" Misnomer: Despite its name, some players have noted it cannot easily "breach" certain environmental walls like C4 can.

Breaching Hammer Loadout

The CQC-20 Breaching Hammer, introduced in the Siege Breakers Warbond, is a stratagem-level melee weapon that deals heavy explosive damage. Because it requires getting close to dangerous targets, your loadout must prioritize mobility, sustain, and survivability.

Core Stratagems

  • CQC-20 Breaching Hammer: Your primary anti-heavy and objective-clearing tool. It can one-shot Automaton Fabricators and heavily damage Chargers or Tanks.
  • Supply Pack (Recommended): Essential for providing more explosive charges for the hammer and extra stims to survive close-quarters combat.
  • Mobility Options: Jump Pack: Best for verticality and jumping behind heavy enemies like Chargers. Warp Pack: Offers consistent distance closing, though it is "louder" than the Jump Pack for stealth approaches.
  • Orbital/Eagle Support: Use Orbital Smoke or Gas Strikes to blind enemies, allowing you to close the distance safely before striking.

Recommended Armor & Passive

  • Siege Ready (Passive): Often found on new armor in the Siege Breakers Warbond, this passive enhances the hammer's efficiency, though some players prefer Fortified Heavy Armor for the explosive resistance when fighting bots.
  • Experimental Infusion (Booster): Highly recommended to increase movement speed and damage reduction while using stims.

Primary & Secondary Weapons

  • Primary: Use something for crowd control or range to cover the hammer’s weakness. The Sickle or Trident are popular for clearing light mobs.
  • Secondary: The Ultimatum is a strong choice when paired with a Supply Pack to manage its high ammo consumption.
  • Grenade: Thermite Grenades help soften up heavy targets that are too dangerous to approach immediately.
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Recommended "Clanker Spanker" Build

To maximize the hammer's potential, use a loadout that compensates for its limited charges and high-risk playstyle:

  • Backpack: Supply Pack. Essential for refilling the hammer's 7–8 explosive charges.
  • Armor: Heavy Armor with Fortified or Siege Ready. Fortified provides explosive resistance to help survive your own hammer blasts and incoming rockets. Siege Ready (or other melee-buffing passives) increases non-explosive swing damage, though recent patches have adjusted these values.
  • Primary Weapon: SG-8P Punisher Plasma or R-36 Eruptor. Staggers enemies to let you close the distance for a hammer strike.
  • Secondary/Grenade: P-11 Stim Pistol & Gas/Stun Grenades. Use Stun Grenades to freeze Hulks in place before a finishing blow. Gas Grenades provide crowd control for smaller units.
  • Stratagems: Eagle 110mm Rocket Pods & Gatling Barrage. Rocket Pods handle structures the hammer can't reach, while Barrages clear chaff so you can focus on elite targets.

Combat Tips

  • Dive Swing: Diving forward while swinging increases your reach and can help you avoid a Flame Hulk's reach.
  • Charge Management: The hammer has two modes. It uses an explosive charge by default; once empty, it functions as a heavy melee weapon with lower damage.
  • Ragdoll Warning: Killing a large enemy with the hammer often triggers a 10-meter explosion that will ragdoll you.
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