Helldivers 2 Illuminate Enemies: Everything We Know About the Squ’ith Return

Helldivers 2 Illuminate Enemies: Everything We Know About the Squ’ith Return

You've seen the blue flashes. Or maybe you've just heard the whispers in the subreddits and the frantic pings on the Galactic Map. Something is coming. While we've spent months turning Terminids into E-710 and scraping Automaton scrap off our boots, a third front is looming, and it’s unlike anything the current crop of Helldivers has ever faced. We’re talking about the Helldivers 2 Illuminate enemies, a faction that hasn't officially made its "grand debut" yet, but is currently the worst-kept secret in the galaxy.

They aren't bugs. They aren't robots. They’re a highly sophisticated, aquatic-descended civilization known as the Squ’ith.

In the first Galactic War, they were a nightmare. They didn't just shoot at you; they messed with your head. Literally. If you think a Stalker jumping out of a bush is bad, wait until your controls reverse or a wall of solid light cuts your squad in half. The community is currently scouring every patch for leaks, and honestly, the evidence is mounting so fast it’s becoming a mountain.


Why the Illuminate Are Different This Time

The Automatons are a test of your cover-to-cover tactics. The Bugs are a test of your ammunition management. But the Helldivers 2 Illuminate enemies? They’re going to be a test of your sanity. In the original game, they relied on shields and long-range precision. Arrowhead Game Studios has a habit of taking old mechanics and making them terrifyingly visceral in the sequel's third-person perspective.

Imagine a Sniper that doesn't just ping you from across the map but fires a projectile that travels through solid rock. Or a "Tripod" unit that teleports the second you line up a Railgun shot. It’s annoying. It’s meant to be. They use technology that makes Super Earth’s tech look like it’s running on AA batteries.

We’ve seen the leaks. We've seen the "Inverted Controls" status effect icons in the game files. If you thought the community was frustrated by the fire damage buffs or the heavy armor meta, just wait until a Squ’ith Mind Squeezer swaps your "Move Forward" and "Move Backward" keys in the middle of a Pelican extraction. It’s going to be chaotic. It’s going to be glorious.

The Leaked Unit Roster: What’s Hiding in the Files

Data miners have been eating well lately. Several specific units for the Helldivers 2 Illuminate enemies have already surfaced in various stages of completion.

✨ Don't miss: Rayman Raving Rabbids TV Party: The Weirdest Game You Ever Played With Your Butt

First up is the Observer. In the first game, these were small, cloaked drones. If they spotted you, they’d sound an alarm and warp in a strike force. In Helldivers 2, expect these to be the bane of your existence during stealth runs. They fly high, they stay hidden, and they call for reinforcements faster than a Scavenger can let out a pheromone puff.

Then there are the Tripods. These are the frontline bruisers. Early 3D model leaks suggest they’ve been redesigned to look more spindly and alien, moving with a jarring, mechanical grace. They usually come equipped with powerful shields that regenerate quickly. You can’t just chip away at them; you have to burst them down or use high-penetration rounds to crack the shell.

  • The Ghoul: A melee-centric unit that supposedly teleports behind players.
  • The Illusionist/Councilman: These are the big bosses. They project massive energy orbs and can mind-control or confuse Helldivers.
  • The Outcast: Armed with dual blades, these units are known for their invisibility. Think Stalkers, but smarter and with better tech.

The "Blue Beam" Sightings and Environmental Clues

For months, players have reported being struck by blue lasers from the sky. Arrowhead CEO Shams Jorjani and the legendary (and cryptic) Joel have played it off as "swamp gas" or "hallucinations," but we know better. These aren't just random glitches.

The Illuminate use teleportation. It’s their whole vibe. In the current Galactic Map, there is a massive void at the bottom where the Squ’ith homeworld used to be—or where they are currently massing. We’ve seen strange structures appearing on planets near the Meridia black hole (or "Liberty’s Emissary," if you listen to the Ministry of Truth). These structures don't look like Bot factories or Bug hives. They look like obsidian needles reaching for the stars.

The lore tells us Super Earth "defeated" them in the first war and stripped them of their weapons of mass destruction. But you don't just erase a Type II civilization. You just make them angry. The current theory among lore-hunters is that the collapse of Meridia acted as a beacon, or perhaps a doorway, for their return.

Strategic Shifts: How to Prepare for the Squ'ith

When the Helldivers 2 Illuminate enemies finally drop, your current loadouts might become obsolete overnight. Fire damage—the current king of Bug-squashing—might not do much against energy shields.

You’re going to need high-cycle rate weapons or weapons with high "stagger" potential. Shields are the Illuminate’s primary defense. Once the shield is down, the Squ’ith themselves are actually quite fragile. The problem is getting that shield down while four different snipers are trying to lobotomy-charge you from 300 meters away.

Think about the EMP Mortar. It’s okay against Bots, but it’s going to be a godsend against the Illuminate. Anything that disrupts electronics or energy signatures will likely be top-tier. We might even see a resurgence of the Tesla Tower, assuming the Illuminate don't just snipe it from the next zip code.

Honestly, the biggest challenge won't be the gear. It’ll be the teamwork. The Illuminate are famous for "splitting" the battlefield. They drop energy walls that physically block you from your teammates. If you’re the guy who likes to wander off 200 meters from the group to loot a shipping container, you’re going to get picked off in seconds.

The Mystery of the Squ'ith Lore

Why are they back? Super Earth claims they were "disarmed" and "re-educated." But if you look at the ruins found on some of the desert planets, there are carvings that predate the first war. The Illuminate believe they are the rightful stewards of the galaxy. They view humans as primitive, violent children playing with matches.

There’s a darker theory too. Some players believe the Illuminate didn't lose the first war—they simply left. They saw something coming from the intergalactic void and decided to hide, leaving us to deal with the Bugs and Bots. If that’s true, their return isn't just an invasion; it might be a retreat. But let’s not get too ahead of ourselves. The Ministry of Truth would remind you that questioning the definitive victory of the first war is a bridge toward treason.

✨ Don't miss: Instructions for Solitaire Games: How to Finally Win a Hand

What to Do While You Wait

The Illuminate haven't launched their full invasion yet, but the signs are everywhere. If you want to be ready for the Helldivers 2 Illuminate enemies, you need to sharpen your skills against the Automatons first. The Bots teach you about cover and precision, which are the two most important skills for fighting the Squ’ith.

Don't get comfortable with the Bug-stomping "spray and pray" mentality. It won't save you when a Councilman is inverting your screen.

Keep an eye on the planets near the southern rim of the galaxy. Watch for "anomalous signatures" in the mission briefings. And for the love of Liberty, start practicing with the Diligence Counter Sniper and the Anti-Material Rifle. You’re going to need the range.

The Squ’ith are coming. They aren't just another faction; they are the ultimate endgame for Helldivers 2. When those blue lights finally stop being "hallucinations" and start being 100% real death-rays, you’ll want to be the one holding the trigger, not the one staring at a reversed control scheme while a Tripod stomps on your cape.


Next Steps for the Prepared Helldiver:

  1. Unlock the JAR-5 Dominator or Scorcher: You need weapons that deal explosive or high-impact damage to bypass or quickly drop energy shields.
  2. Level up your EMP Stratagems: Stun effects will be critical for pinning down teleporting enemies.
  3. Study the Galactic Map: Focus your efforts on the southern sectors. The more we push the current threats back, the more likely we are to trigger the next phase of the war.
  4. Monitor the "Dispatches": Read the in-game text carefully. Arrowhead loves to hide upcoming enemy mechanics in the "flavor text" of Major Orders.

Stay vigilant. The galaxy is about to get a lot more crowded, and a lot more dangerous.