SolvedHow-toUpdated 2026-11-04

HELLDIVERS 2: Enemy Constellations: What they are, Why you should care, How to…

Short answer

AKA "Where the bile spewers at"

Steam Community guide by HalibutHD.

What the hell is a "constellation"?

Basically, it's why some missions look like this:

And some missions look like this:

This guide will break down the mechanic behind this phenomenon, including how to know what constellations you might encounter in a mission, and descriptions of all currently known constellations.

What is a Constellation?

A "Constellation" is a hidden property on each mission that determines which enemy types are able to spawn, and how often. For instance, you've probably noticed that Bile Spewers only spawn on certain missions, and never seem to show up on others - this is determined by the active constellation.
However, constellations don't just affect these "unique" spawns, but also the distribution of "typical" enemies - for instance, a Bug constellation may spawn more Hunters, but fewer Chargers.
While constellations seem entirely random at first, they are actually chosen randomly from a limited pool, based on the combination of Mission Type, Campaign Type (Liberation or Defense), and Operation Type (City or Non-City). In other words, if the Mission Type, Campaign Type, and Operation Type are the same between two mission nodes, the pool of spawnable constellations is the same - if any of those 3 factors change, the pool will most likely be different.
40-minute mission types all have a pool of 2 or less, with some having only one (notably Launch ICBM on Liberation campaigns), and sub-40-minute mission types can choose from all possible constellations.

Which missions spawn what constellations?

Each faction currently has some fixed number of constellations - I believe this number is 5 for each faction, though testing is still ongoing to identify all of them. Previously these could be categorized quite neatly, but in the current patch, you basically just need to memorize a bunch of tables to know which constellations can show up for a given mission (these can be found in a later section). I don't know why the system works like this, or whether it's even intended, but that's how it works.
On a technical level, it may be easier to think of this as the game distributing the constellations across all mission types that are "in rotation" for an operation. In other words, if an operation has 3 mission types to choose from (excluding Blitz/Exterminate/etc), the constellation pools will be spread across those mission types such that all constellations can be encountered, and spawn similarly frequently. If a 4th mission type were added to the rotation, the pools would be reassigned to maintain that even spread.

What does it affect?

Constellations affect the composition of:

  • Patrols
  • Reinforcements (dropships and breaches)
  • Static spawns (points of interest, outposts, main/side objectives, etc.)
  • Urban patrols (these are different from regular patrols)
  • Exterminate mission spawns (these are different from reinforcements)
  • Summoner unit spawns (such as Bot Fabricators, Bug Holes, and Brood Commanders)Note that each of these categories has different weights for enemy spawns, meaning you may see an enemy more often in patrols than in breaches. This varies from constellation to constellation, and is particularly relevant for Exterminate missions, which often play differently from regular missions on the same constellation.
    Note also that static spawns have unit type restrictions - usually these just ensure that large units don't spawn where they won't fit, but some structures also have guaranteed Hulk, Tank, or Charger spawns. The same is true of summoner unit spawns.

If it's random, how do I play around it?

If you know only 1 or 2 constellations are possible based on the mission type, you can obviously tailor your loadout to suit those constellations. Otherwise though, just generally pick a loadout that isn't "hard countered" by any constellations that might be chosen.
Additionally, even if you don't know what constellation you'll be up against, you can react to the active constellation during a mission by trading out support or primary weapons with your team (or, if you're lucky, picking up support weapons from POIs). Support weapon cooldowns are 8 minutes without upgrades, so you can expect to have at least one extra call-in ready before the end of a longer mission. Extraction is where the fight gets most intense, so this can be more relevant than you might think. If your team brought 2 Quasars, a Machine Gun, and a Flamethrower, that could end as a Quasar, 2 Machine Guns and a Flamethrower, 2 Machine Guns and 2 Flamethrowers, or 4 Quasars. Obviously this takes some communication, so it's not always an option.

Why is it called a Constellation?

In Patch 1.000.200, the following was listed in the patch notes:

"Automaton enemy constellations that preferred to spawn more of certain Devastators types did not work and are now functioning as they should. This means that sometimes when playing against the Automatons you will face more Devastators instead of other enemy types."

Before this, I had referred to them as "tribes" or "species" (specifically for bugs), but this gave (what seems like) an official name for this mechanic. It's a bit vague, but I think this is the name used by the developers for the mechanic.
You might also hear this mechanic referred to as a "spawn seed" or "spawn set". I'll be sticking to "Constellation" throughout this guide for the sake of clarity, but all three terms are equivalent.
As for why the developers chose the name "Constellation"? I imagine it has to do with the deeper technical details of the system, as spawn weights influence each other (Brood Commanders almost always spawn with Warriors or Hive Guards, for instance). Each possible spawn can be visualized as a star, and its chance of co-occurring with another spawn (including itself) would be a line, with shorter distances being more likely to co-occur. Taken together, a set of interrelated weights would form a constellation. By picking a star and randomly tracing a path of a certain length (representing difficulty), unique groups of enemies can be generated. With proper tuning, this would naturally create far more interesting engagements than individual random weights.

All Constellations Summarized

In the sections below, I'll go over every distinct constellation I've been able to identify. These are not based on hard data as it would be very difficult to collect and analyze - this is just from observing the general enemy spawn distributions over a large number of missions, and trying to identify if it matches up with a known constellation, or if it is significantly different. Since some of them only have differences in the spawn weighting of enemies, it's possible that some have been missed or misidentified.
These will each have dedicated sections later on with screenshots showcasing what they look like.
Since I don't have exact numbers, I've simplified the enemy distributions into a handful of categories, explained below:

  • Unique Spawns: Most enemies will spawn occasionally on all constellations - these are enemies that spawn exclusively on the particular constellations for which they're listed.
  • Spawns Way More: The enemies listed here will spawn far more often when this constellation is active, relative to other constellations.
  • Spawns More: The enemies listed here will spawn more often when this constellation is active.
  • Spawns Less: The enemies listed here will spawn less often when this constellation is active.
    Note that these are generalized across all spawn types (patrols, reinforcements, static spawns). The exact distribution of enemies in each of these spawn types actually varies by constellation: for instance, on the Bile Bugs constellation, Bile Titans spawn most often as patrols, but on the Jumping Bugs constellation, Bile Titans usually show up in breaches. Most of the notable differences like these are covered in each constellation's dedicated section.

Constellation Summary - Bugs

After recent testing, apparently there are actually 5 Bug constellations. The previous "Big Bugs" was a combination of 2 similar-seeming constellations. Some sections won't be updated to reflect this change yet.
Bug constellations are mostly easy to identify since they have a lot of unique units. These are the Nursing Spewer, Pouncer, Spitter, Bile Spewer, and Bile Warrior.
NameUnique SpawnsSpawns Way MoreSpawns MoreSpawns LessLight BugsNoneBrood CommanderScavenger, Hunter, Warrior, ImpalerChargerHive Guard HellNoneHive Guard, Behemoth ChargerBrood Commander, ChargerScavenger, Bile TitanBug NurseryNursing SpewerScavengerChargerWarrior, Hive Guard, Brood Commander, Bile TitanJumping BugsPouncer (replaces Scavenger)Hunters, so many huntersBile TitanWarrior, Hive Guard, ChargerBile BugsBile Spewer, Bile Warrior (replaces Warrior), Spitter (replaces Scavenger)NoneBile TitanHive Guard, Brood Commander

Constellation Summary - Bots

As of War Striders being introduced, the bots have 2 unique units: the War Strider, and the Assault Raider (the guy with the exploding jetpack).
NameUnique SpawnsSpawns Way MoreSpawns MoreSpawns LessBig BotsNoneScout StriderTanks, Factory StriderInfantryRocket TroopersWar StriderRocket DevastatorInfantry (particularly Rocket Raider), Heavy Devastator, Hulk BruiserScout Strider, Tanks, Factory StriderBullet HellNoneMG Raider, Heavy DevastatorRocket Devastator, Hulk Bruiser, Annihilator Tank, Shredder TankBrawler, Berserker (almost none), Hulk ScorcherRushdownWar Strider, Assault Raider (jetpack guys)Berserker, Hulk Scorcher, BrawlerHeavy Devastator, MG RaiderRocket Raider, Rocket Devastator, Scout Strider, Hulk Bruiser, Tanks

Constellation Summary - Squids

This section is WIP.
The Illuminate have no unique units, so their constellations only differ in the weighting of spawns.
These names are subject to change by the way. Except Spaghetti & Meatballs, that one is locked in.
The current constellations seem to be:
NameUnique SpawnsSpawns Way MoreSpawns MoreSpawns LessSpaghetti & MeatballsNoneHarvester (Spaghetti), Fleshmob (Meatballs)NoneOverseer (all types)OverseersNoneOverseerElevated Overseer, Crescent OverseerVoteless, Fleshmob (very few)Specialist UnitNoneElevated Overseer, FleshmobCrescent OverseerHarvester

Constellations by Mission Type

Note: Stuff here is WIP as I'm still testing out some new findings. Other sections may not line up with what's described here.
While I'll try my best to keep these tables populated and up-to-date, it's quite a laborious process due to the innate randomness and high number of permutations that need to be tested. I believe the constellation pools get "re-assigned" every time an operation type's mission rotation changes, so expect information to become outdated over time.
This section will break down which constellations are spawnable for a given Mission Type based on the Campaign Type and whether or not it's a City Operation. Expect this to be an eternal work-in-progress.
Note that this table doesn't go into the probability of choosing from the available constellations, though the weighting of which of the possible constellations is chosen varies by mission type. I believe this even applies to the mission types which can choose more than 2 constellations.

Bugs, Liberation Campaign, non-City (WIP)

Nuke Nursery missions have mysteriously vanished from non-City missions, but previously they usually used Bug Nursery.
Mission TypesPossible Bug ConstellationsLaunch ICBMBile BugsPurge HatcheriesBile Bugs
Hive Guard HellRetrieve Valuable DataJumping Bugs
Hive Guard HellEnable Oil Extraction
Conduct Geological SurveyJumping Bugs
Light BugsSpread Democracy
Emergency EvacuationBug Nursery
Light BugsBlitz
EradicateAny

Bugs, Defense Campaign, non-City (WIP)

Mission TypesPossible Bug ConstellationsSpread DemocracyBile Bugs
Hive Guard HellRetrieve Valuable DataJumping Bugs
Hive Guard HellEmergency EvacuationJumping Bugs
Light BugsLaunch ICBMBug Nursery
Light BugsEradicate
Evacuate High-Value AssetsAny

Bugs, City (WIP)

Coming soon(tm)!

Bots, Liberation Campaign, non-City (WIP)

Mission TypesPossible Bot ConstellationsLaunch ICBMRushdownRetrieve Valuable Data
Conduct Geological Survey
Spread DemocracyBullet Hell
Big BotsNeutralize Orbital Defenses
Destroy Command Bunkers
Emergency EvacuationRocket Troopers
Big BotsSabotage Air Base
Sabotage Supply CacheBullet Hell
Rushdown
Big BotsBlitz
Eradicate
Evacuate High-Value Assets
Event missionsAny

Bots, Defense Campaign, non-City (WIP)

Coming soon! (probably)

Bots, City (WIP)

Coming soon(?)!

Squids (VERY WIP)

Mission TypesPossible Squid ConstellationsRetrieve Recon Craft Intel
Evacuate ColonistsSpaghetti & Meatballs
Specialist UnitFree ColonyOverseers

Legacy table (prior to Gloom update):

Mission TypesPossible Bug ConstellationsPossible Bot ConstellationsLaunch ICBMBile BugsRushdownRetrieve Valuable DataBile Bugs
Big BugsRushdown
Bullet HellEmergency Evacuation
Conduct Geological Survey
Spread DemocracyBug Nursery
Big BugsFootsoldiers
Big BotsPurge Hatcheries
Enable E-710 Extraction
Nuke NurseryJumping Bugs
Big BugsN/ASabotage Air Base
Destroy Command Bunkers
Neutralize Orbital DefensesN/ABullet Hell
Big BotsBlitz
Eradicate
Evacuate High-Value Assets
Event missionsAnyAny

Side Note: Enemy Variants by Difficulty

Some enemies also have multiple variants which spawn at different difficulty levels, independently of the active constellation. These are not based on probability (with some exceptions) and simply replace all spawns of a certain enemy type.
The first exception is the "default" Bot infantry unit, which does have a few difficulties where multiple types can spawn. These will gradually progress from Trooper, to Raider, to Marauder. Note that this doesn't apply to the other infantry types, those being the Brawler, Commissar, MG Raider, Rocket Raider, and Assault Trooper, which are the same at every difficulty.
The second exception is Devastators, which have a progressively higher chance to "upgrade" to the Rocket or Heavy variant the higher the difficulty, becoming 100% at difficulty 9. Once you hit diff 9, the only way for regular Devastators to show up is from a Factory Strider printing them.

Bugs

  • Diff 4: Warriors are replaced with a very similar-looking variant with more health.
  • Diff 6: Bile Spewers are replaced with a darker, spinier variant with increased armor on the head and back, and a mortar attack.
  • Diff 8: Brood Commanders are replaced with Alpha Commanders.

Bots

  • Diff 3 - 4: Troopers are replaced with Raiders.
  • Diff 5 - 6: Raiders are replaced with Marauders.
  • Diff 8: Scout Striders are replaced with Reinforced Scout Striders.
  • Diff 3 - 9: Devastators are replaced with their Heavy or Rocket variant.

Side Note: Event Enemies (Jet Brigade, Predator Strain)

When an event that features unique enemies (such as the Jet Brigade's jetpack bots) is active on a planet, constellations work the same as usual, but some enemies are replaced by their unique variants. This can drastically change the difficulty of missions, depending on which enemy types are changed. For the Gloom modifier for instance, both Pouncers and Spitters are replaced by Gloom-ified regular Scavengers, arguably making the Bile Bugs and Jumping Bugs constellations easier.
Below are all of the enemies which get replaced on each modifier, and what they are replaced by. Some names might be inaccurate, and some information for modifiers that haven't appeared recently may be inaccurate.

Predator Strain

Only affects Hunters, and seems to be the only modifier that has an element of randomness to the replacement.

  • Hunter -> Predator Hunter OR Predator Stalker (at random)

Gloom

Most variants that would normally spawn are replaced with their Gloom-y counterpart, sometimes making missions a bit easier.

  • Scavenger, Pouncer, Spitter -> Spore Burst Scavenger
  • Warrior, Bile Warrior -> Spore Burst Warrior
  • Hunter -> Spore Burst Hunter

Jet Brigade

Just adds jetpacks to various regular units, now up to and including Hulks, but not Berserkers. These units are all different from the Assault Raider that can always spawn on the Rushdown constellation, as it can only ever spawn with two melee blades.

  • Trooper, Raider, Marauder -> Assault Raider
  • MG Raider -> Assault MG Raider
  • Devastator -> Assault Devastator
  • Hulk Scorcher -> Assault Hulk Scorcher
  • Hulk Bruiser -> Assault Hulk Bruiser

Incineration Corps

Notably, all direct melee units aside from the Commissar (and Assault Raider) are replaced with ranged units. Berserkers are deleted and replaced with the even more unhinged shotgun devastators.

  • Trooper, Raider, Marauder -> "Trooper" (Actually has the stats and visuals of a Marauder)
  • Rocket Raider -> "Trooper" (Rocket launcher is replaced with an energy cannon)
  • Brawler -> Pyro Trooper (Flamethrower infantry)
  • Berserker -> Conflagration Devastator (Fire Shotgun + Shield)
  • Heavy Devastator -> Incendiary MG Devastator (Fire MG + Shield, absolutely pathetic)
  • Hulk Bruiser -> Hulk Firebomber (Incendiary Grenade Launcher + Flamethrower, extremely dangerous)

Bug Constellations Deep Dive

Below are breakdowns of all the Bug constellations. All screenshots and testing are from difficulty 9 solo missions. (Some screenshots are from previous patches, so they may not represent what the constellation looks like on the current patch.)

Light Bugs

I don't have a good picture of this one yet, just imagine 5 alpha commanders in a sea of other little bugs in the background while 15 alpha warriors pulverize your bones into dust in the foreground.

Difficulty

A pain in the ass. Has the highest presence of Brood Commanders, which become Alpha Commanders on difficulty 8 and above, which then proceed to summon "Alpha" Warriors, which are horrendously obnoxious. On top of that, lots of Hunters spawn too. No gimmicks, just a crapload of bugs that chase you down extremely quickly and kill you instantly for making even the slightest mistake. I despise red warriors, why are they like that.

Identification

Hard to figure out immediately, you'll generally have to use process of elimination when you see there are no unique units, and there aren't a crazy number of Hive Guards or Chargers. Also, unlike Hive Guard Hell, it's not possible for Brood Commanders (or Alpha Commanders) to summon Hive Guards using their summoning ability on this constellation.

Counterplay

A "vanilla" loadout is generally pretty good against this constellation: a bit of anti-tank, a bit of other roles. High-DPS weapons like the Machine Gun or HMG will help a lot with quickly taking the larger-than-usual hordes, particularly Brood Commanders, which spawn even more bugs if left alone.

Hive Guard Hell

Difficulty

Very challenging even when properly prepared, due to the sheer number of heavies that spawn - a single missed anti-tank shot can be a death sentence. If you don't have a lot of anti-tank and a way to dump it fast, it's not uncommon to get overrun by a wave of chargers. You're also basically SOL if you brought a light-AP weapon. That said, Hive Guards are really slow and easy to avoid, so you tend to have a lot of breathing room aside from the heavy spawns.
Also, due to the way the enemy weighting works, sometimes you'll get a breach that's just like 10 Scavengers.

Identification

Hard to figure out immediately since there aren't any unique units. The main thing to look for is an abnormally high number of Hive

Did this work for you?

More for HELLDIVERS™ 2

All HELLDIVERS™ 2 guides →