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Warhammer 40k Space Marine 2 Best Heavy Build and Guide

Best Heavy Build and Guide

In Space Marine 2, the Heavy class uses some of the most powerful guns that the Imperium of Man has ever created, with access to a Wargear that makes them particularly valuable in Ruthless difficulty missions. This guide will show you the best Heavy build and how you can play this class to the best of its ability.

 

Heavy Class Mechanics and Passive

The Heavy class exchanges its melee weapons for access to heavy weapon variants that do a lot of damage and require no reloading. These weapons are the Heavy Bolter, Heavy Plasma Incinerator, and Multi-Melta, each excelling at certain combat scenarios in the game. Since this class cannot use melee weapons, using the melee attack instead swings your heavy weapon like a club, which deals next to no damage but knocks smaller enemies away for a Gun Strike. This weapon can also be used to parry incoming attacks, using the Balanced style parry window.

For its passive, whenever the Iron Halo wargear is active, nearby allies take 10% Ranged Damage for 10 seconds.

Heavy Perks

Much of its perks are built around dealing and soaking up ranged with the Iron Halo wargear. These are all the perks available for this class:

Core Perks

  • Restoration
    • Killing 15 enemies in rapid succession restores 1 Armor Segment
  • Thermal Boost
    • When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15%
  • Overcharge
    • Damage of Charged Attacks increases by 20%
  • Multi-Kill
    • Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1
  • Fortitude
    • Health increases by 20%
  • Overwhelming Power
    • When Iron Halo is active, all Squad Members within 10 meters deal 10% more Ranged Damage
  • Auxiliary Ammunition
    • When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20%
  • Strategic Stand
    • While in Heavy Stance, dealing Damage restores 15% more Contested Health, but you won’t be able to move
  • Versatility
    • After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary.

Team Perks

  • Encompassing Aegis
    • All Squad Members take 20% less Damage from Ranged Attacks
  • Additional Supplies
    • Ammo Capacity for all Squad Members' Weapons increases by 25%
  • Bonds of Brotherhood
    • Reviving a Squad Member restores them to full Health

Gear Perks

  • Adamant Will
    • After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds
  • Obdurate Bastion
    • Iron Halo's Durability increases by 20%
  • Saving Grace
    • Reviving a Squad Member fully restores Iron Halo's Charge
  • Consecutive Execution
    • Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds.
  • Field Adjustment
    • Iron Halo recharges 20% faster, but its Durability is reduced by 30%
  • Brute Force
    • When Iron Halo is in cooldown, Ranged Damage increases by 15%
  • Emperor's Protection
    • When Iron Halo expends all its energy, 1 Armor Segment is restored for all Squad Members
  • Power Regulator
    • Iron Halo loses energy 15% more slowly
  • Wrath of the Imperium
    • When Iron Halo expends all of its energy, enemies in a 5-meter radius take significant Damage

Signature Perks

  • Offensive Capability
    • When active, Iron Halo deals Damage over time to all enemies within 5 meters
  • Coolant Reserve
    • If both of your Squad Members are Incapacitated or grabbed, your Primary Weapon will not Overheat
  • Conversion Field
    • When Iron Halo is active, all Squad Members within 100 meters regenerate Ability Charge 50% faster

Best Loadout and Build

When it comes to the weapon choices for the Heavy class, they’re mostly all fairly balanced since they have unique damage profiles and ranges. The Heavy Bolter is a solid option for both Tyranid and Chaos missions but is slightly better for the Tyranids due to its high fire.

The Heavy Plasma Incinerator does more damage per shot, but it has projectile drop and a low ammo economy since charged shots take 10 ammo to launch. When charged, it competes with the Las Fusil in damage

There’s also the Multi-Melta, which is absolutely devastating at close-range, but is next to useless at medium to long-ranges. However, it can penetrate through targets and is ideal for fighting in.

It really depends on the mission and maps you choose to play in, but in terms of sheer damage output, the Multi-Melta is by far the best-in-class heavy weapon among the three.

As for your pistol option, choose between the Bolt Pistol and Plasma Pistol, either choice is solid, should ultimately be based on your personal preference.

As for picking out your perks for this build, take these for the endgame:

Core

  • Multi-Kill
  • Fortitude
  • Versatility

Team

  • Encompassing Aegis

Gear

  • Consecutive Execution
  • Power Regulator
  • Brute Force

Signature

  • Conversion Field

Your Core perks Multi-Kill support the ammo economy of your Multi-Melta and is great for using primary ammo on hordes thanks to its high penetration value. Fortitude gives you a nice flat health boost while Versatility keeps you relevant with your pistol even as you run out of primary ammo.

Encompassing Aegis is by far the most important perk on this list since ranged damage is a constant threat in high difficulty missions, especially when fighting the Thousand Sons. As for your Gear perks, these play around the Iron Halo as Power Regulator slows down your Iron Halo energy consumption, while Brute Force gives you a near-permanent ranged damage buff for using said Wargear.

Finally, Conversion Field’s ability charge boost is nice for maintaining high ability uptime whenever you pop your Iron Halo.

Heavy Tips and Tricks

  • Even if you’re a purely ranged class, never neglect your melee and parry buttons. Despite your weapon’s weak melee damage, it has a powerful knockback effect that procs Gun Strikes on smaller targets. Not only that, but your gun’s parry window is quite similar to Balanced-style melee weapons, meaning that you aren’t completely helpless in melee.
  • You’re more vulnerable when taking the Heavy stance, as you’re unable to parry or melee. Blind firing your weapon during massive enemy waves may be ideal as you can still stay mobile while firing directly at hordes.
  • Don’t get greedy with dealing damage, as enemies can easily close the distance on you even if you have perfect aim. Make sure to keep space between you and the horde whenever possible, as you’ll have the worst melee option in the game.

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