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Helldivers 2 Adds Noxious Terminids and Bug Caves Across More Biomes

Noxious Terminids bring poison, web attacks and new close-range threats, while caves can now appear across more biomes.

Helldivers 2 Adds Noxious Terminids and Bug Caves Across More Biomes

Helldivers 2 is adding two changes that make encounters with Terminids harder to read: a venomous new strain and cave networks that can appear across more biomes. The Noxious Scavenger pressures squads with speed and repeated poison bites; the larger Noxious Spewer can snare players with webs. Underground, short sightlines give both bugs less room to be spotted before they close in.

The cave change extends the hazard beyond a small set of worlds. Terminid tunnels now have a chance to appear across more biomes on the Galactic map, from scorched deserts to frozen tundras. That means squads may need to adapt their approach to the terrain as well as the enemy: a planet can hold a hive below ground, and its tunnels limit visibility and make flanking threats harder to track.

Fast Scavengers punish slow target tracking

Noxious Scavengers look much like their ordinary counterparts, but their speed makes them more difficult to keep in view. They can rush in for a venomous bite, then attack again quickly. Their low durability gives squads a useful counter: weapons that cover an area or fire rapidly can clear them without requiring careful shots at each small target.

Shotguns, flamethrowers and grenades are among the suggested options. The tradeoff is straightforward: a fragile enemy is easier to eliminate once it’s in range, but its speed can make that window brief. In tight spaces, squads will have less time to pick targets or recover after a Scavenger gets close. Keeping watch on the edges of a group may help catch one before it reaches a teammate.

The Spewer uses webs to close the distance

The Noxious Spewer is a larger and faster threat than the ground-crawling Spewers players may expect. Its Web Spit attack can hit from medium range and remove a Helldiver’s ability to sprint. That creates a dangerous opening: slowed players have fewer ways to create distance while the creature advances for a bite, which carries more venom than a Scavenger’s.

The Spewer’s head has medium armor, while its web-filled abdomen is unarmored. Attacking the abdomen can be effective, but the sac’s Web Explosion can snare nearby Helldivers and bugs when it bursts. Positioning matters: firing at the weak point while allies are close could leave the whole group tangled. Squads will need to weigh the faster kill against the risk of triggering the blast in a crowded fight.

Poison adds pressure over time

Every Noxious bite inflicts poison, with effects tracked by a new icon on the HUD. Light poisoning clouds vision and gradually drains health. Heavy poisoning increases the ongoing damage, keeps vision hazy and prevents sprinting. The loss of speed is especially dangerous when a Spewer or other bugs are nearby, since getting clear becomes harder just as health continues to fall.

Stims can cure the condition, so using one is a squad decision as well as a personal one. A poisoned player may need treatment immediately, while a teammate could need that supply later to stay in the fight. Watching the poison indicator and communicating when someone is affected should help squads make that call before a bad hit turns into a larger problem.

Caves change the shape of a bug mission

Underground routes bring a different set of pressures from open terrain. Sightlines are short, corners hide approaching enemies, and fast bugs can arrive before players hear them. The Noxious strain’s speed and web attacks fit those conditions particularly well: a blocked sprint or a sudden snare can leave a Helldiver with little room to escape.

Close-range weapons suit cramped fights, but staying together may matter just as much. A squad that spreads out can lose track of teammates around blind corners, while someone who pushes ahead may need a stim before help can reach them. Keeping a reserve, checking the HUD for poison and coordinating attacks on the Spewer’s abdomen give teams practical ways to manage the new risks.

The changes make Terminid encounters less predictable across the Galactic map. More biomes can hide caves, and the new enemies can slow, poison and snare players who misjudge a close fight. When a mission takes squads below ground, preparation will count: bring weapons suited to confined spaces, stay within reach of teammates and save a stim for the next venomous hit.

Source: Mitchell Ayre · blog.playstation.com