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.

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