Hulks Can JUMP?! Helldivers 2’s Most Terrifying Enemy Just Got Deadlier

The Moment Every Helldiver Dreaded

Just when you thought Automaton Hulks couldn’t get scarier, a Reddit video has sent shockwaves through the Helldivers 2 community. Footage shows a towering Hulk launching itself across a ravine to smash an unsuspecting squad—proving these walking tanks now possess terrifying vertical mobility.

Hulks Can JUMP?! Helldivers 2's Most Terrifying Enemy Just Got Deadlier
Hulks Can JUMP?! Helldivers 2’s Most Terrifying Enemy Just Got Deadlier

Why This Changes Everything

Hulks were already walking apocalypses:

  • Old Tactics Useless: Ledges and chasms no longer offer safety
  • Flanking Nightmare: They now bypass fortifications in a single bound
  • Speed Upgrade: Cover distance 3x faster than their lumbering walk
  • Psychological Warfare: The thud of a landing Hulk is pure terror

As one shell-shocked player posted: “I thought it was a glitch… until it jumped AGAIN mid-fight to crush my recoilless rifle teammate.”

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Hulks can jump! I repeat, HULK CAN JUMP NOW!
byu/Sad-Needleworker-590 inHelldivers

Community Reactions: Panic and Strategy

The revelation sparked instant chaos:

  • New Meta Emerges: Eagle Airstrikes now priority over static defenses
  • Location Matters: Open plains became death traps; canyons are safer
  • Sound Cues Critical: The hydraulic hiss before a jump is your only warning
  • Bile Titan Comparisons: “Hulks are now the Automatons’ version of Chargers”

Arrowhead hasn’t confirmed if this is intentional, but players suspect it’s part of the evolving “Galactic War” narrative.

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How to Fight Back

Adapt your tactics with these survival tips:

  1. Never Stop Moving: Standing still = Hulk landing zone
  2. Target Legs First: Crippling them may prevent jumps (unconfirmed)
  3. Use Verticality: They can’t jump up cliffs—only across gaps
  4. Orbital Precision: Save railcannon strikes for mid-air Hulks

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