Warhammer 40K: Space Marine 2

The Best Heavy Builds

Space Marine 2 - The Best Heavy Builds

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!

Heavy Class Overview

Heavy Class Abilities

Heavy Class Information
Heavy Icon
Heavy
Class Perk Armour Class
Iron Halo 3
Iron Halo Description
A powerful barrier blocks all Ranged Damage.
PvE Rating PvP Rating
A Rank Icon A Rank Icon

Heavy Class Builds and Loadout

Jump to a Build!
Endgame Mid Game Early Game

Endgame Heavy Class Build

Class Perk Build

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).

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Gathalamor CrusadeMulti-Melta
(Gathalamor Crusade)
Primary Weapon Perks Standard:

Master-Crafted:
• Heavy Fire

Artificer:
• Heavy Might
• Heavy Might

Relic:
• Death Strike
Secondary Weapon Space Marine 2 - Ophelian LiberationPlasma Pistol
(Ophelian Liberation)
Secondary Weapon Perks Standard:
• Fast Venting

Master-Crafted:
• Rampage
• Blast Radius

Artificer:
• Blast Radius

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.

Mid Game Heavy Class Build

Class Perk Build

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.

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Drogos Reclamation - AlphaMulti-Melta
(Drogos Reclamation - Alpha)
Primary Weapon Perks Standard:

Master-Crafted:
• Heavy Fire
Artificer:
• Heavy Might
• Heavy Might
Secondary Weapon Space Marine 2 - Salvation of BakkaPlasma Pistol
(Salvation of Bakka)
Secondary Weapon Perks Standard:
• Fast Venting

Master-Crafted:
• Rampage
• Blast Radius

Artificer:
• Blast Radius
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.

Early Game Heavy Class Build

Class Perk Build

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.

Weapon Builds

Heavy Class Weapon Build
Primary Weapon Space Marine 2 - Master-Crafted - AlphaMulti-Melta
(Master-Crafted - Alpha)
Primary Weapon Perks Standard:

Master-Crafted:
• Heavy Fire
Secondary Weapon Space Marine 2 - Master-Crafted - AlphaPlasma Pistol
(Master-Crafted - Alpha)
Secondary Weapon Perks Standard:
• Fast Venting

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.

Best Heavy Class Weapons

Best Weapon for Heavy

Weapon Explanation
Space Marine 2 - Multi-MeltaMulti-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.
Space Marine 2 - Plasma PistolPlasma 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.

All Heavy Primary Weapons

Space Marine 2 - Heavy BolterHeavy Bolter Space Marine 2 - Heavy Plasma IncineratorHeavy Plasma Incinerator Space Marine 2 - Multi-MeltaMulti-Melta

All Heavy Secondary Weapons

Space Marine 2 - Bolt PistolBolt Pistol Space Marine 2 - Plasma PistolPlasma Pistol

All Heavy Melee Weapons

This class cannot use any weapons of this type.

Best Heavy Perks

Best Perks to Get For Heavy

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.

All Heavy Class Skills

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

Heavy Trials Guide

Jump to a Trial!
Trial 1 Trial 2 Trial 3

Heavy Trial 1: Iron Halo

Directives
Complete in 60 seconds
Complete in 50 seconds
Complete in 40 seconds

Complete all three (3) to get the full rewards.

Use Your Iron Halo Immediately

Trial 1 - Use Iron Halo Immediately

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.

Use Charged Shots for the Elites

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!

Use the Heavy Bolter for the Smaller Enemies

After dispatching the two enemies, switch to your primary weapon and deal with the Termagaunts on the right platform.

Heavy Trial 2: Ceramite Strongpoint

Directives
Do not leave the capture zone
Complete in 80 seconds
Complete in 60 seconds

Complete all three (3) to get the full rewards.

Use Your Multi-Melta on the First Few Enemies

Trial 2 - Use Multi-Melta on the First Few Enemies

For the first few enemies present in the capture zone, use your Multi-Melta to dispatch them quickly.

Switch to Plasma Pistol and Aim for the Barrels on the First Wave

For the first wave, aim for the Barrel to defeat the whole wave instantly. This will save you a lot of time!

Switch to Multi-Melta to Deal with Close Range Enemies

Trial 2 - Use Multi Melta on Close Range Enemies

When facing enemies that draw closer, use the Multi-Melta. Just spam the attack to push enemies back!

Use the Pistol for Farther Enemies

Trial 2 - Use Plasma Pistols on Farther Enemies

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!

Avoid the Spore Mines But Don't Leave the Zone!

Trial 2 - Avoid Spore Mines

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.

Heavy Trial 3: Covering Fire

Directives
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.

Open Your Iron Halo If Available

Trial 3 - Open Your Iron Halo

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.

Watch Out for Overheating!

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 Button to Manage Heat!

Trial 3 - Heat Venting

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.

Switch to Your Secondary If Close to Overheating

Trial 3 - Heat Venting

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.

How to Play Heavy Class

Use Iron Halo for Defense and Buffs

Space Marine 2 - Defend with the Iron Halo

Best Iron Halo Perks
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.

Use Heavy Stance Strategically

Space Marine 2 - Enter Heavy Stance All The Time

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.

Attack From Long Range

Space Marine 2 - Attack from Long Range

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.

Parry, Dodge, and Gun Strike for Defense

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.

Gun Strike Guide

Always Reposition and Be on the Move

Space Marine 2 - Always Be On the Move

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.

Manage Your Weapon Heat and Ammo

Space Marine 2 - Manage Your Ammo All the Time

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.

Warhammer 40K: Space Marine 2 Related Guides

Space Marine 2 - Classes

List of All Classes

All Space Marine 2 Classes

All Space Marines 2 Classes
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Comment

1 Anonymousabout 1 month

10/10 guide, I'd say. Even if you recommend a bugged signature. Offensive Capability doesn't work as listed.

Author

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