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Heavy is one of the six classes available in Warhammer 40K: Space Marine 2. See the best Heavy build and loadout for the early game, midgame, & max level, the best weapons and perks, how to pass all Heavy Trials, as well as how to play this class!
List of Contents
Heavy Class Information | |
---|---|
Heavy |
|
Class Perk | Armour Class |
Iron Halo | 3 |
Iron Halo Description | |
A powerful barrier blocks all Ranged Damage. | |
PvE Rating | PvP Rating |
Jump to a Build! | ||
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Endgame | Mid Game | Early Game |
Heavy Class Perk Build | |||
---|---|---|---|
Core | Multi-Kill | Fortitude | Versatility |
Team | Additional Supplies | ||
Gear | Emperor's Protection | Field Adjustment | Brute Force |
Signature | Conversion Field |
Towards the endgame, focus on improving the overall damage of Multi-Melta and at make the most out of Iron Halo buffs. Emperor's Protection and Field Adjustment is the combo perk pair for armor restoration via rapid reuses of Iron Halo, but you can opt for Power Regulator if you are looking for longetivity with Conversion Field.
Conversion Field is the strongest support ability of the Heavy, giving 50% ability charge regeneration for all squad members within 100m while Iron Halo is active. This will greatly benefit classes that can spam strong abilities such as the Tactical, and can synergize well from a Sniper's Squad Renewal.
We still opted for Additional Supplies as the team perk to help the entire team with ammo economy. You can take Encompassing Aegis if you are more comfortable with damage reduction from ranged attacks (useful against Chaos).
Heavy Class Weapon Build | |||
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Primary Weapon |
Multi-Melta (Gathalamor Crusade) |
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Primary Weapon Perks |
Standard: Master-Crafted: Artificer: Relic: |
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Secondary Weapon |
Plasma Pistol (Ophelian Liberation) |
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Secondary Weapon Perks |
Standard: Master-Crafted:
• Rampage
Artificer: Relic: |
||
Melee Weapon | NOT AVAILABLE FOR THIS CLASS |
In the endgame, the most important weapon perk to get is another Increased Capacity. This is especially essential for Multi-Melta as you will see yourself eat through the magazine without you knowing. The perk loadout maintains the increase in damage while in Heavy Stance. We also opted for the Gathalamor Crusade variant of the weapon as this increases the range of the Multi-Melta, making it a lot easier to mow down creeps and get the required 5 kills for the Multi-Kill perk.
With the points obtained after unlocking the Relic versions of the Plasma Pistol, we now have access to perks that increases the charge speed of your Plasma Pistol. You will not be able to reach the final perk, but that's okay because it is just a heat management perk.
Note that the Ophelian Liberation Plasma Pistol here is the Relic version that increases the Magazine Capacity of your weapon! There are two weapons that are named similarly, so don't be confused.
Heavy Class Perk Build | |||
---|---|---|---|
Core | Multi-Kill | Fortitude | Overcharge |
Team | Additional Supplies | ||
Gear | Adamant Will | Obdurate Bastion | Brute Force |
Signature | Offensive Capability |
For the mid-game, we'd want to aim at improving the ammo economy while at the same time increasing your overall DPS. Multi-Kill and Brute Force would work well here for Multi-Melta runners as it essentially gives you free ammo whenever you kill 5 enemies at the same time.
Heavy Class Weapon Build | |||
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Primary Weapon |
Multi-Melta (Drogos Reclamation - Alpha) |
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Primary Weapon Perks |
Standard: Master-Crafted: Artificer: |
||
Secondary Weapon |
Plasma Pistol (Salvation of Bakka) |
||
Secondary Weapon Perks |
Standard: Master-Crafted:
• Rampage
Artificer: |
||
Melee Weapon | NOT AVAILABLE FOR THIS CLASS |
In the mid-game, you will get access to more ammo economy perks for your weapon. This is especially essential for Multi-Melta as you will see yourself eat through the magazine without you knowing. This perk loadout also increases your damage while in Heavy Stance which is basically you aiming with your weapon and you will do so more often than not.
The Plasma Pistol perk loadout helps increase your overall DPS when using charge shots considering it is your long-range option over Multi-Melta, which is more short-range.
Heavy Class Perk Build | |||
---|---|---|---|
Core | Restoration | Thermal Boost | Overcharge |
Team | Encompassing Aegis | ||
Gear | Adamant Will | Obdurate Bastion | Saving Grace |
Signature | Offensive Capability |
Early-game builds are pretty much straightforward for the Heavy, taking all available perks from Level 1 to Level 9. These will only aim to improve on your overall performance, making it a bit easier to take on Operations.
Heavy Class Weapon Build | |||
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Primary Weapon |
Multi-Melta (Master-Crafted - Alpha) |
||
Primary Weapon Perks |
Standard: Master-Crafted: |
||
Secondary Weapon |
Plasma Pistol (Master-Crafted - Alpha) |
||
Secondary Weapon Perks |
Standard: Master-Crafted:
• Rampage
|
||
Melee Weapon | NOT AVAILABLE FOR THIS CLASS |
For early-game weapons, we opted for a Multi-Melta considering it boasts great crowd-control and AoE potential. We also went for perks that increase the overall magazine size of the weapon and the capability to restore ammo reserves.
We chose the Plasma Pistol as the secondary weapon because it can be charged for big damage, something the Heavy should do more of. The perks slotted in this weapon focus on the management of heat with a bonus of increasing the damage radius of Charged Shots.
Weapon | Explanation |
---|---|
Multi-Melta | The Multi-Melta is the Heavy class version of the Melta Rifle, the undisputed best weapon in the game. It offers the same punch-through effect perfect for hordes and can even make use of the Heavy Stance bonuses of this class. |
Plasma Pistol | The Plasma Pistol is the best one for the Heavy as an option for long range sniping. You can even change the pistol to deal great damage especially when you are inside the effects of Iron Halo. |
The best weapons for the Heavy class consists of the Multi-Melta and the Plasma Pistol. Multi-Melta can take care of any enemy in front of the Heavy while the Plasma Pistol takes care of those that are far away. This provides the perfect blend of situational firepower that the Heavy, a ranged specialist, needs.
Heavy Bolter | Heavy Plasma Incinerator | Multi-Melta |
Bolt Pistol | Plasma Pistol |
This class cannot use any weapons of this type. |
Perk | Explanation |
---|---|
Overcharge | Straight up increases Charge Attack damage with no conditions. A great perk for plasma-type weapons. |
Restoration | Killing 15 enemies restores an armor segment. Works really well with Multi-Kill! |
Multi-Kill | Essentially free ammo for the Multi-Melta if you are able to kill 5 enemies or more. |
Additional Supplies | Unconditional 25% increase in ammo reserves for the entire team which is great for ammo economy. |
Brute Force | Increase in Ranged damage when the Iron Halo is down, which is mostly the case. |
Overwhelming Power | When the Halo is up, increases Ranged damage. Really great for rallying your team and approaching a target. |
Bonds of Brotherhood | Really helpful when in a pinch and your team needs to survive. This has saved our missions a lot of times already. |
Level | Class Perk | Effect |
---|---|---|
1 | Iron Halo | Type: Starting When Iron Halo is active, all Squad Members within 50 metres take 10% less Damage from Ranged Attacks. |
2 | Restoration | Type: Core Killing 15 enemies in rapid succession restores 1 Armour Segments |
3 | Thermal Boost | Type: Core When a Ranged Weapon is 50% Overheated, Ranged Damage increases by 15% |
4 | Overcharge | Type: Core Damage of Charged Attacks increases by 20% |
5 | Encompassing Aegis | Type: Team All Squad Members take 20% less Damage from Ranged Attacks |
6 | Adamant Will | Type: Gear After Iron Halo deactivates, you take 20% less Health Damage for 5 seconds |
7 | Obdurate Bastion | Type: Gear Iron Halo's Durability increases by 20% |
8 | Saving Grace | Type: Gear Reviving a Squad Member fully restores Iron Halo's Charge |
9 | Offensive Capability | Type: Signature When active, Iron Halo deals Damage over time to all enemies within 5 metres |
10 | Multi-Kill | Type: Core Killing 5 or more enemies with one shot from a Multi-Melta restores Ammo by 1 |
11 | Fortitude | Type: Core Health increases by 20% |
12 | Overwhelming Power | Type: Core When Iron Halo is active, all Squad Members within 10 metres deal 10% more Ranged Damage |
13 | Additional Supplies | Type: Team Ammo Capacity for all Squad Members' Weapons increases by 25% |
14 | Consecutive Execution | Type: Gear Killing 15 enemies in rapid succession restores Equipment Charge by 1. Cooldown is 180 seconds. |
15 | Field Adjustment | Type: Gear Iron Halo recharges 20% faster, but its Durability is reduced by 30% |
16 | Brute Force | Type: Gear When Iron Halo is in cooldown, Ranged Damage increases by 15% |
17 | Coolant Reserve | Type: Signature If both of your Squad Members are Incapacitated or grabbed, your Primary Weapon will not Overheat |
18 | Auxiliary Ammunition | Type: Core When your Primary Weapon is out of Ammo, killing 15 enemies in rapid succession restores Ammo Reserve by 20% |
19 | Strategic Stand | Type: Core While in Heavy Stance, dealing Damage restores 15% more Contested Health, but you will not be able to move |
20 | Versatility | Type: Core After switching Weapons, your Secondary Weapon does 20% more Damage. The effect lasts until reloading or switching back to your Primary Weapon. |
21 | Bonds of Brotherhood | Type: Team Reviving a Squad Member restores them to full Health |
22 | Emperor's Protection | Type: Gear When Iron Halo expends all its energy, 1 Armour Segments are restored for all Squad Members |
23 | Power Regulator | Type: Gear Iron Halo loses energy 15% more slowly |
24 | Wrath of the Imperium | Type: Gear When Iron Halo expends all of its energy, enemies in a 5-metre radius take significant Damage |
25 | Conversion Field | Type: Signature When Iron Halo is active, all Squad Members within 100 metres regenerate Ability Charge 50% faster |
Jump to a Trial! | ||
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Trial 1 | Trial 2 | Trial 3 |
Directives |
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Complete in 60 seconds |
Complete in 50 seconds |
Complete in 40 seconds |
Complete all three (3) to get the full rewards.
At the start of the fight, you need to use your Iron Halo immediately to soak up all the damage that will come from the Termagaunts on the right platform. Then, switch to your Plasma Pistol to focus on the Elites at the left and back platforms.
The Hormagaunts present on the left and back platforms are easily dispatched using your Plasma Pistol by charging it up and aiming for their heads! Don't forget to evade-roll the laser shots from the Hormagaunts as it can punch a hole through your Iron Halo!
After dispatching the two enemies, switch to your primary weapon and deal with the Termagaunts on the right platform.
Directives |
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Do not leave the capture zone |
Complete in 80 seconds |
Complete in 60 seconds |
Complete all three (3) to get the full rewards.
For the first few enemies present in the capture zone, use your Multi-Melta to dispatch them quickly.
For the first wave, aim for the Barrel to defeat the whole wave instantly. This will save you a lot of time!
When facing enemies that draw closer, use the Multi-Melta. Just spam the attack to push enemies back!
To dispose of the enemies that are farther away, use the Plasma Pistol! Don't forget to charge it up so you can kill them in about 1-3 hits!
Spore mines can spawn towards the end of the mission, but never perform an evade roll. Just stand on the space within the capture zone that is not occupied by the spores and shoot from there. You usually run the risk of going out of the capture zone if you roll.
Directives |
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Complete in 80 seconds |
Absorb Damage with the Iron Halo |
Do not let your plasma Weapon overheat |
Complete all three (3) to get the full rewards.
The key here is to open your Iron Halo whenever available to help mitigate all incoming ranged damage. If you don't open the Iron Halo, there is a high chance that you will not survive this trial.
Once of the directives here is to not let any of your weapons overheat. One that note, always be mindful of the red meter on your crosshair. Never let it fill up, or you straight up miss a directive.
Press the venting button repeatedly to manage the heat of your weapons. Use this at all times so you don't run the risk of overheating.
When you don't have the liberty to vent the heat of your plasma weapons, switch to your secondary to continue firing. This will alleviate some pressure from your primary weapon and can give it time to vent out heat.
Best Iron Halo Perks | ||
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Emperor's Protection | Field Adjustment | Conversion Field |
Above is the best Iron Halo perk combo for armor recovery and fast ability recharge.
The Heavy class can defend their teammates from ranged attacks with Iron Halo. Anyone behind the Iron Halo's cone is safe from all manners of ranged attacks. Paired with class perks, an active Iron Halo can also give your squad powerful buffs such as the Conversion Field's 50% ability recharge within 100m.
The Iron Halo has a set durability which shows how much damage it can soak before depleting, from blue to yellow, then finally red. You know that the durability is close to being depleted if it turns red.
Once activated, it can be deactivated at any time, but you wil have to wait for the ability charge to be refilled to use it again.
Heavy Stance is done by aiming your weapon as the Heavy class. During this stance, your movement is slower, but you have more accuracy and increased fire right. You cannot dodge during Heavy Stance (you can still parry), so be on alert and exit the stance if you sense an incoming unblockable attack.
There are a lot of weapon perks that increase damage while in Heavy Stance such as Heavy Might for the Heavy Bolter and Multi-Melta, so always take advantage of it at safe distances.
It is best to engage at a range when using either the Heavy Bolter or the Heavy Plasma Incinerator. When using Multi-Melta, you can be a bit more comfortable near enemies since it's a close-range heavy weapon.
Though it is quite tempting to come in head-first in battles with the Heavy, we suggest sticking on the side and providing cover to your teammates. Remember that the Iron Halo can only defend against ranged attacks so you will still soak up melee attacks from enemies.
The Heavy suffers at close-range from lacking a melee weapon and will have to rely on bashing with the gun or charged heavy foot stomps for keeping swarms out. When in danger, especially when low on ammo, the best defense is to use parries and dodges.
Doing perfect parries and perfect dodges will open an enemy up to gun strike which uses no ammo, so aim to perfect those techniques whenever possible.
Heavy classes do not have access to melee weapons and will easily get swarmed at close range. Make sure to keep out of enemies by repositioning and using dodges.
Being overwhelmed will happen more often than you think, so knowing how to reposition properly and keeping your distance from enemies is the key to surviving when using the Heavy class.
Heavy weapons have a single, big clip of magazine which requires no reloads and only heat management for the Heavy Bolter and Heavy Plasma Incinerator. This makes it easier to go into combat at any time, but you will have to watch out and use ammo only when needed.
Unless you are near an Ammo Cache where you are free to go trigger-happy, we suggest not spamming shots for most of combat and instead go for single and accurate shots, with headshots being the best option. When low on ammo, look for crates you can break that can drop Ammo Boxes.
All Space Marines 2 Classes | ||
---|---|---|
Tactical | Assault | Vanguard |
Bulwark | Sniper | Heavy |
The Best Heavy Builds
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10/10 guide, I'd say. Even if you recommend a bugged signature. Offensive Capability doesn't work as listed.