Pop the underbelly “engines,” chain fast buddy‑reloads, and—when the sky is too crowded—yeet a Portable Hellbomb with the dev‑acknowledged catapult trick.
TL;DR (print this on your ship)
- Shoot the three glowing disks on the Leviathan’s underbelly with heavy anti‑tank (AT) fire. Popping all three drops it out of the sky. You must hit it from below; orbitals from above won’t solve this.
- Fastest consistent kills: a Recoilless Rifle (RR) + Loader buddy‑reload loop (or Spear from distance), then reposition for disk #2 and #3.
- Plan B: break a front wing to expose a blue flaming side panel, then chew it with Autocannon / Laser Cannon / HMG while it’s vulnerable.
- Style points (and real utility): the Hellbomb catapult—launch a B‑100 Portable Hellbomb with an Autocannon Sentry/E‑AT‑12 to tag a passing Leviathan; Arrowhead has saluted this “tactical enthusiasm.”
Know your target: what actually hurts Leviathans
Leviathans are gigantic Illuminate craft that drift across the map and bombard anything in their lane. The reliable, designed‑in weak points are the three glowing circles on their underbelly. Hitting those with heavy AT is the intended kill condition—break all three and the ship dies. Critically, you need to position under the craft; top‑down orbitals don’t meaningfully connect.
The community also identifies those circles as the anti‑grav/engine disks; watch for a distinct shatter/spark when you pop one.
Even without a clean belly shot, you can break a front wing to open a blue, flaming side weak spot that accepts sustained damage from heavy weapons (Autocannon, Laser Cannon, emplacements). You can also tick damage into the segment joints if you can track from below with beam weapons, though landing those is harder in practice.
Primary weak points: the underbelly disks (fastest, cleanest kills)
Best approach pattern
- Create a window. Use buildings, ridges, or Smoke to cross into the Leviathan’s shadow. Its turret salvos often “walk in” accuracy—use the first misses to close the gap.
- Pop Disk #1 with heavy AT (RR, Spear, EAT‑17, Quasar).
- Slide or sprint 30–50 meters to reset the line of fire, pop Disk #2.
- Repeat for Disk #3. The Leviathan falls—don’t be under it when it does.
Angle & timing tips
- Under‑belly only. Belly shots count; top/side armor is famously stingy with damage acceptance.
- With Spear, you’ll usually see a lock on the under‑head disk; use that as an entry point if you’re struggling to find the center disk cluster through clutter.
Secondary weak points: wings, joints, and “tail talk”
If a clean belly shot isn’t feasible (dense urban boards), blow off a front wing to reveal a side panel that can be farmed by an Autocannon/Laser Cannon/HMG. It’s not as bursty as belly disks but gives you a safer, more stationary target window. You can also feed damage into the segment joints from below with beams, but the target box is small and the craft moves.
Players also report rear fin/tail parts as efficient “openers” that enlarge follow‑up weak points for heavy weapons; treat this as a situational line when you can’t get flush belly angles. Results vary by angle and patch, so use it opportunistically rather than as your Plan A.
Best Anti‑Tank options (ranked by reliability & speed)
1) GR‑8 Recoilless Rifle (with buddy‑reload)
Why it’s S‑tier: Immediate, precise, and—when fed by a loader—capable of rapid double taps to chain disk pops. Solo reloads are long; the Assisted Reload turns it into a near‑semi‑auto belly‑popping machine.
Run it when: You have a cooperative teammate and will fight in mixed sightlines where the belly drift passes regularly overhead.
2) Spear
Why it’s great: Locks onto a blue under‑head target and can safely score damage from standoff positions. If your squad keeps airspace clear and communicates, Spear setups feel stress‑free and consistent.
Run it when: You favor long sightlines or your group prefers not to commit to a two‑person RR.
3) EAT‑17 (Expendable Anti‑Tank)
Why it works: Single‑use, low‑friction solution to pop a disk when the belly swings across. Great as a secondary with another AT primary. Carry two, throw the tube, grab another, repeat.
Run it when: You’re flexing utility slots or expect frequent short windows.
4) Quasar Cannon (LAS‑99)
Why it’s viable: Infinite recharge, no ammo dependency; excellent for poking opened wing panels and for opportunistic belly shots. Downside: long recycle time, so missed shots hurt tempo.
Run it when: Your team’s ammo economy is tight or you’re the designated “always‑on” AT.
5) E/AT‑12 Anti‑Tank Emplacement
Why it’s situationally strong: Tremendous sustained AT fire if you can place it with a clean, upward lane. Can also double as a Hellbomb launcher (more on that below). Downside: placement/LOS issues in cities and the Leviathan’s drift can waste your window.
Run it when: You can set it on open flats or slopes with predictable flight paths.
Note on Orbitals: Top‑down orbitals don’t meaningfully solve Leviathans; save them for crowd control and objective work. Belly shots win the fight.
Buddy‑reload setups that melt Leviathans
The mechanic. For team weapons like the Recoilless Rifle (and Autocannon), a teammate carrying the ammo backpack can stand on the gunner’s right side and press Interact to perform an Assisted Reload—the loader tracks the gunner while you keep aiming. This slashes downtime compared to the long solo reload on RR.
Two proven micro‑setups
- RR “Pop‑Pop” Team (2‑person)
- Gunner: Recoilless Rifle. Job: aim belly disks only—don’t chase chaff.
- Loader: carries RR ammo backpack; sticks to gunner’s right hip, feeds reloads immediately after each shot; calls out “hot” when ready.
- Rhythm: POP → reload while tracking → step 10–20m to adjust → POP again.
- Utilities: Loader keeps a Resupply on cooldown. Smoke or Stun is your pace car through turret fire.
- Autocannon “Wing‑Breaker” (2‑person)
- Gunner: Autocannon; stops shooting at ~1–5 rounds left to trigger fast partial reload cycles; Loader feeds magazines.
- Goal: snap a front wing, then hose the exposed side panel on the pass. This melts Leviathans when belly shots aren’t on the menu.
Comms shortcuts that help
- “Belly now” = you have a perpendicular lane to a disk; loader locks in.
- “Wing rip” = commit to wing removal first.
- “Reset” = both sidestep behind cover 15–30m to desync the turret’s tracking.
The Hellbomb Catapult: how to launch democracy (and why it’s legit)
The B‑100 Portable Hellbomb is a backpack stratagem: arm it, drop it, 10‑second loud countdown, huge boom—no disarm. It lives on page 3 of Servants of Freedom and exists specifically to give squads a Hellbomb on demand.
The trick: Use deploying hardware to physically launch that B‑100 into a Leviathan’s flight path. Two reliable launchers:
- Autocannon Sentry “Trebuchet.” Call the sentry and drop the armed B‑100 at the center of the landing marker. As the pod opens and the long barrel unfolds, the geometry catapults the pack forward and upward—timed right, it arcs into the Leviathan. Players refined this to the point Arrowhead publicly praised the community’s “tactical enthusiasm,” and the studio even adjusted a Major Order to account for these emergent Leviathan‑hunting techniques. In other words, it’s canon now.
- E/AT‑12 Anti‑Tank Emplacement “Shock‑Lift.” The AT gun’s assembly launches anything resting on it as it unfolds—yes, including your portable nuke. Use slopes/cliff lips to shape the arc.
How to execute consistently
- Mark a leading point along the Leviathan’s drift (watch its shadow).
- Call the launcher (Autocannon Sentry or E/AT‑12) so the pod lands just ahead of that point.
- Arm the B‑100 as the pod descends, then drop the pack dead‑center on the landing marker.
- As the barrel rises, the pack should launch. With practice, you can fine‑tune the aim—players line the reticle just above the inner red circle for repeatable arcs.
Warnings: It’s loud, flashy, and friendly‑everything. Always call “nuke away,” clear allies, and expect…ragdoll outcomes if you miss the window.
Sample team playbooks
Duo (tightest, fastest)
- RR “Pop‑Pop” + Loader (Smoke or Stun)
- Flex slot: Spear or EAT‑17 on the non‑RR player to secure disk #3 if the RR pair takes fire.
- Plan: Belly disks first; wing rip only if you can’t get underbelly access within ~15 seconds of contact.
Trio (reliability + crowd control)
- RR team (2) + Spear or Quasar anchor.
- Plan: Spear tags early; RR cleans up disks; Quasar farms exposed side panels if a wing goes.
Full squad (style + safety)
- RR team (2), Spear, Autocannon or E/AT‑12
- Rotate Hellbomb catapult when the sky lane is awkward or to finish an already scuffed Leviathan that’s drifting away.
Mistakes that cost squads (and the fixes)
- Trying to orbital it from above. Save orbitals for adds and terrain denial; belly shots delete ships.
- Solo RR reloads while exposed. If you must, break LoS and reload only after you’ve shuffled 15–30m; otherwise, bring a loader.
- Aiming at random hull. Don’t “chip” armor—commit to the three disks or snap a front wing to create the side window.
- Catapulting without a lane. The B‑100 arc is physics‑driven. Use roads, dunes, or cliff faces to avoid catching the bomb on roofs/trees.
Quick reference: weapon notes
- Recoilless Rifle: Burst‑kill potential with Assisted Reload; long solo reload if you whiff a window.
- Spear: Locks belly targets; clean standoff option when sightlines are clear.
- EAT‑17: Carry as pocket finishers between major bursts.
- Quasar Cannon: Infinite ammo; pace yourself—misses waste the long cycle.
- E/AT‑12: Great if placed with sky lanes; doubles as Hellbomb launcher.
- Portable Hellbomb (B‑100): On‑demand nuke with 10‑sec, no‑cancel arm; pairs with catapult methods the devs have nodded at.
Put it all together (a 30‑second Leviathan delete loop)
- Spot the shadow, call “belly now,” and break into the lane under cover.
- RR Pop‑Pop (loader feeding), Spear overwatch to snipe an awkward disk.
- If the belly window closes, rip a front wing, chew the blue panel with Autocannon/Quasar.
- If it’s drifting off, catapult a B‑100 with Autocannon Sentry/E‑AT‑12 to finish the job. Smile for Super Earth newsreels.
Patch awareness (as of September 2025)
Core belly‑disk logic, wing‑break exposures, and the dev‑saluted Hellbomb catapult are all current. Always scan the latest Arrowhead dispatches and guide updates before tournament‑speedrunning this in new major updates.
Alternate lines of attack (if you’re stuck)
- Urban mazes: climb vehicles/low roofs to raise your angle under the hull; Spear first, RR follows.
- Open deserts: set E/AT‑12 on a dune crest facing the Leviathan’s drift; bring B‑100 for a catapult finisher.
3 quick, tested loadouts
Solo (risky but doable):
- Spear, Quasar, Smoke, Resupply. Farm lanes; don’t chase.
Duo (recommended):
- RR + Loader, Spear, Smoke, Resupply. Belly first; wing rip second; catapult as fallback.
Squad (maximum options):
- RR team, Spear, E/AT‑12, B‑100 Portable Hellbomb. Decide pre‑drop who’s calling catapult when sky lanes close.
Done Right, It Looks Like This
- Open with a Pop‑Pop: RR + Loader delete disk #1.
- Slide, Pop again: Disk #2 vanishes; adds take Smoke.
- Angle for #3…or catapult the B‑100 as it drifts—either way, the sky goes blue and the Leviathan tips into the dirt.