The AR/GL-21 “One-Two” gives Helldivers 2 players an unusual combination: an assault rifle for standard engagements and a grenade launcher built directly into the weapon. That makes it useful for players who want a primary weapon that can change roles quickly. When choosing Helldivers 2 Items for a loadout, this kind of flexibility can be valuable because the launcher gives you another way to handle structures and grouped enemies.
The key to using the weapon effectively is ammunition management. Helldivers 2 Items can support very different playstyles, but the AR/GL-21 rewards players who understand when its explosive rounds are more valuable than ordinary rifle fire. Patch 1.007.100 improved that part of the weapon by increasing the number of grenades available at the start, in reserve, and from resupplies.
What Changed With Patch 1.007.100
The underbarrel launcher originally started with two grenades and could carry three spare rounds. A resupply provided another three.
After Patch 1.007.100, those numbers became three starting grenades, five spare grenades, and five grenades from a resupply.
That is a meaningful increase for a weapon whose main limitation was ammunition. The launcher can now be used more frequently during a mission without forcing the player to treat every round as something that must be saved for the final objective.
Still, five spare rounds can disappear quickly if you use them carelessly. The increased capacity should encourage smarter usage rather than indiscriminate firing.
Give Each Grenade a Job
The easiest way to waste the AR/GL-21 is to shoot at every enemy that walks into view.
The assault rifle already handles many light targets effectively. There is little reason to spend an explosive round on one basic enemy when rifle ammunition can solve the same problem.
Instead, think about what the grenade launcher offers that the rifle does not. It provides explosive medium-armor penetration and can attack certain structures. That makes it a utility option first and a crowd-control weapon second.
This approach also helps your overall loadout. If your throwable grenade is something specialized, such as Thermite or Stun Grenades, the underbarrel launcher can take care of some general explosive tasks without forcing you to change that choice.
Get More Value Against Automatons
Automaton missions are a particularly good environment for understanding the AR/GL-21's utility.
Fabricators can be attacked by aiming grenade rounds toward their glowing exhaust vents. The front opening can also become an effective target when the door is open.
The main advantage is that you can attempt these attacks from a distance. You do not always need to move directly beside a Fabricator before trying to destroy it.
Good positioning still matters. If you are under heavy fire, rushing a difficult grenade shot can lead to a wasted round. Find a stable position, watch the structure, and take the shot when the opening gives you a clear opportunity.
Turn Bug Nests Into Ranged Objectives
The launcher has a similar purpose against Terminids.
When a Bug Hole is visible, a direct grenade shot can destroy it from range. This is useful when the nest is surrounded by enemies because you can contribute to the objective without immediately putting yourself in the middle of the swarm.
The increased reserve ammunition also helps when several Bug Holes need to be cleared. You have more room to make multiple attempts and still retain rounds for later objectives.
The important distinction is that the launcher should support your positioning rather than encourage reckless pushes. Distance is one of its biggest advantages.
Use Grouped Enemies as Targets
There are also moments when the launcher is valuable simply because enemies are standing too close together.
A patrol that catches you off guard can quickly turn into a difficult fight. Rather than shooting every light unit separately, look for the center of the group and use one grenade to affect several targets.
Against Automatons, clustered medium enemies such as Devastators can also be worthwhile targets. Even if the explosion does not finish every enemy, weakening several enemies simultaneously can make the following rifle engagement much easier.
This is where explosive weapons feel strongest: not necessarily when they produce one spectacular kill, but when they reduce several threats at the same time.
Do Not Ignore Exposed Terminid Weak Points
The AR/GL-21 can also contribute when stronger Terminids are involved.
Bile Spewers have large soft areas that can be targeted with explosive damage. Brood Commanders can similarly expose vulnerable sections during combat.
The launcher should not be treated as a substitute for dedicated anti-heavy equipment. Instead, consider it an additional option when a large enemy is already within range and its vulnerable anatomy is exposed.
Aiming at armor simply because the target is large is not the same as choosing an effective target. Learning where the explosive damage can actually matter is what makes limited ammunition useful.
A Flexible Weapon for Practical Loadouts
The AR/GL-21 is most interesting when you stop viewing the grenade launcher as an extra weapon and start treating it as part of the rifle's normal toolkit.
Use rifle fire for routine enemies, explosive rounds for valuable targets, and your throwable grenade for situations that specifically require its effect. The ammunition increase makes this playstyle more comfortable because you have more opportunities to use the launcher during a full mission.
Players who want to expand their available options can also buy HD2 Items when building different loadouts, but the biggest improvement with the One-Two comes from learning when not to pull the launcher trigger.
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