Our Helldivers 2 Stratagems Guide will tell you how Stratagems work, how to unlock them, and which Stratagems are the best to take into battle!
Your Weapons in Helldivers 2 are essential to keeping you alive, but Stratagems (and the right Ship Modules to support them) are what will do the most damage to the hordes of Terminids and Automatons you're fighting. In this guide, we'll tell you everything we need to know about Stratagems!
How Stratagems Work in Helldivers 2
Stratagems are devices or weapons that can be launched from your orbiting ship to assist you in your fight against the Automatons and Terminids. You can carry a total of 4 Stratagems on a mission.
There are seven types of Stratagems:
Support Weapon
Support Weapons are larger, more powerful guns that you can carry alongside your primary and secondary weapons. If you die, you will drop your Support Weapon on the ground.
Some Support Weapons require a Backpack to carry their reserve ammo such as the Recoilless Rifle and the Autocannon. Other players can equip these Backpacks and load the paired Support Weapon faster than a single player could load it on their own.
Backpack
Backpacks are carried on your back and either carry supplies, ammo for certain Support Weapons, or a special device such as a portable shield. Players can only carry a single Backpack at a time.
Orbital
Orbital Stratagems are typically explosive shells or other weapons fired from your ship. They hit harder than an Eagle, but they also hit a lot harder.
Eagle
Eagle Stratagems are deployed from a fighter jet that can arrive surprisingly fast. These Stratagems don't do as much damage as Orbital Stratagems, generally speaking, but they deploy a lot faster.
Fortification
Fortification Stratagems are defensive and deployed in a static place. These can include minefields and shield generators.
Sentry
Sentry Stratagems are automated turrets that will shoot at any enemies that come into their field of fire. Sentries can be destroyed by enemy attacks and they will disappear once they've expended all of their ammo.
Walker
Walkers are a new addition to Helldivers 2. These are pilotable mechs equipped with powerful weapons that can cut through swarms of enemies.
Best Stratagems to Get
These are the best stratagems to get in Helldivers 2 in our experience:
Expandable Anti-Tank
At the lower levels, Expendable Anti-Tank gives you two shots against the more heavily armored enemies every 70 seconds. Though you have a limited number of shots, it's a highly versatile weapon.
Autocannon
Once you get to Level 10, the Autocannon is great for dealing with armored enemies. It is less powerful than the Recoilless Rifle, but it can be reloaded much faster and therefore is more useful all around.
Railgun
Once you hit Level 20, everything else pales in comparison to the Railgun for anti-armor combat.
Orbital Laser
The Orbital Laser beats the pants off of the other Orbital Strikes due to its ability to track enemies. If you aim it right, you can burn down heavier enemies (such as a Terminid Charger) with a single shot over time.
Orbital Railcannon Strike
The Orbital Railcannon is the perfect weapon for taking out the biggest and baddest enemies — it will automatically lock on to the largest enemy and fire pretty quickly.
Eagle Airstrike
The standard Eagle Airstrike isn't as powerful as some of the other ordnance that you can equip on your jets, but it's highly versatile. It can take out swarms of smaller enemies or enemy bases just as easily as it can damage larger enemies.
Orbital Precision Strike
Believe it or not, the Orbital Precision Strike that's available from the beginning of your career as a Helldiver is actually pretty solid. While it doesn't do as much damage as some of the other options, it is precise and it recharges quickly.
Anti-Personnel Minefield
Whether you need to defend a chokepoint or retreat from the enemy, a minefield can actually be better than a turret in many cases. Once deployed, it can only be destroyed by your weapons or by enemies running into it.
Shield Generator Pack
Though you'll have to sacrifice your Backpack slot, the Shield Generator Pack can keep you alive on the tougher missions — at least until it runs out.
All Helldivers 2 Stratagems | Unlock Costs and Stats
Here are what it takes to unlock all of the Stratagems in Helldivers 2.
Patriotic Administration Center
The Patriotic Administration Center focuses on Support Weapons that you can call down and carry around with you.
Machine Gun
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: N/A
- Requisition Cost: N/A
- Traits: Support Weapon, Hellpod
The Machine Gun is the first Support Weapon that you'll get access to. It has a high rate of fire and decent damage, but it's slow to turn and you can easily be overwhelmed in close quarters. It's best to use it when you're at least 30 feet (10 meters) away from enemies at the minimum.
Anti-Material Rifle
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 2
- Requisition Cost: 5,000 R
- Traits: Support Weapon, Hellpod
The Anti-Material Rifle is your first reliable armor-piercing weapon. This sniper rifle excels at destroying all enemies at long ranges and it is serviceable in close quarters.
Generally speaking, you'll find the Anti-Material Rifle more useful on Automaton missions since they tend to have more armored enemies in the earlier difficulties.
Stalwart
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 2
- Requisition Cost: 3,500 R
- Traits: Support Weapon, Hellpod
The Stalwart is a light machine gun that can put out a high volume of fire. It doesn't have great armor-piercing capabilities, but you have a much larger magazine available.
You'll want to take the Stalwart to early Terminid missions; it makes a fine weapon for dealing with large crowds of weak, unarmored enemies.
Expendable Anti-Tank
- Type: Support Weapon
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 70 sec
- Level Unlocked: 3
- Requisition Cost: 3,000 R
- Traits: Support Weapon, Hellpod, Explosive
The Expendable Anti-Tank is the first rocket launcher that you can get your hands on. It has the unique distinction of providing you with two single-shot rocket launchers in one Hellpod.
You will only get one shot with the Expendable Anti-Tank before you throw it away. However, this stratagem recharges in just 70 seconds so you'll be able to use it pretty often as long as you can strategically deploy the Hellpods in a safe place for pickup.
Recoilless Rifle
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 5
- Requisition Cost: 6,000 R
- Traits: Support Weapon, Hellpod, Explosive
The Recoilless Rifle is a reusable rocket launcher that excels at taking out heavily armored enemies. It has a relatively long reload, unfortunately, so it's difficult to use it by yourself.
However, using the Recoilless Rifle as a team can significantly change things up. You can put a lot of damage into a armored enemies fairly quickly. Keep in mind that you only have a handful of shots before you'll have to call down another Hellpod.
Flamethrower
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 10
- Requisition Cost: 6,000 R
- Traits: Support Weapon, Hellpod, Incendiary
The Flamethrower is a decent weapon for doing area-of-effect damage against weaker enemies. However, it can run out of ammo quickly and you can easily set yourself or another player on fire if you're not careful. It's best to avoid using this weapon if possible.
A recent patch made this weapon more viable against Chargers if you can maintain fire on it.
Autocannon
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 10
- Requisition Cost: 7,000 R
- Traits: Support Weapon, Hellpod
The Autocannon is an armor-penetrating gun that is less powerful than the Recoilless Rifle but much easier to use by yourself. You can carry a total of 60 shots with a single calldown of this Support Weapon.
Although the explosions are small, they are still explosions nonetheless — a point-blank shot can instantly kill you. Take care not to fire it when enemies are within 10 feet (3 meters) of you or you'll end up dead.
Heavy Machine Gun
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 16 [source]
- Requisition Cost: 6,000 R
- Traits: Support Weapon, Hellpod
The Heavy Machine Gun hits like a truck — it can absolutely shred anything with medium armor. Unfortunately, it can't penetrate the heavy armor on larger creatures such as Chargers.
This powerful Support Weapon has another downside: it has massive recoil. You can control it to some degree by reducing its fire rate, going prone, or wearing certain types of recoil-reducing armor.
Railgun
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 20
- Requisition Cost: 10,000 R
- Traits: Support Weapon, Hellpod
The Railgun is a phenomenal armor-piercing weapon that can precisely shred heavily armored enemies. However, it needs time to charge up and can only fire one shot at a time. This is not an ideal weapon for close combat; make sure that you use this gun from a distance.
The first major balance patch removed the "Safe Mode" feature from the Railgun. If you overcharge it, it will explode and kill you. It is also less likely to penetrate Heavy Armor.
Spear
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 20
- Requisition Cost: ?
- Traits: Support Weapon, Hellpod
When it comes to fighting giant enemies, there are few portable weapons that can compare to the Spear. Use it strategically and you can eliminate any large enemies before they become a problem.
Orbital Cannons
Orbital Cannons are fired from your ship. They take a little longer than Eagles to actually land a hit, but they also tend to do a lot more damage.
Orbital Gatling Barrage
- Type: Orbital
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 80 sec
- Level Unlocked: 2
- Requisition Cost: 1,500 R
- Traits: Explosive, Orbital
The Orbital Gatling Barrage is good for dealing with a group of weak enemies. It has a relatively quick call-in time for the early game, but it will eventually be replaced by better options as you level up.
Orbital Airburst Strike
- Type: Orbital
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 120 sec
- Level Unlocked: 5
- Requisition Cost: 4,000 R
- Traits: Explosive, Orbital
The Orbital Airburst Strike is similar in function to the Orbital Gatling Barrage. It gives you the option to quickly deal with a group of weaker enemies. However, it will eventually be replaced by better options.
Orbital 120MM HE Barrage
- Type: Orbital
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 240 sec
- Level Unlocked: 5
- Requisition Cost: 4,000 R
- Traits: Explosive, Orbital
The Orbital 120MM HE Barrage fires a few shots from an explosive cannon over a wide area. Unfortunately, it's highly inaccurate and it is unlikely to hit all of the targets that you would like it to; I would advise not wasting your Requisition on this Stratagem. A recent patch improved this Stratagem somewhat, but it's still janky.
Orbital 380MM HE Barrage
- Type: Orbital
- Call-In Time: 6 sec
- Uses: Unlimited
- Cooldown Time: 240 sec
- Level Unlocked: 8
- Requisition Cost: 7,500 R
- Traits: Explosive, Orbital
The Orbital 380MM HE Barrage is a larger version of the 120MM HE Barrage. It fires a total of nine explosive shots over a wide area.
Unfortunately, the Orbital 380MM HE Barrage is also wildly inaccurate. You're likely to miss most of the targets you're hoping to hit, so you should avoid spending your Requisition on this Stratagem and save it for something more effective. A recent patch improved things slightly, but it's still a gamble.
Orbital Walking Barrage
- Type: Orbital
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 240 sec
- Level Unlocked: 10
- Requisition Cost: 7,500 R
- Traits: Explosive, Orbital
The Orbital Walking Barrage is somewhat effective at pushing enemies back if you need to move in a particular direction. That said, it's a situational weapon; consider if it's something that you'd like to use with your playstyle before you purchase it.
Orbital Laser
- Type: Orbital
- Call-In Time: 2 sec
- Uses: 3
- Cooldown Time: 300 sec
- Level Unlocked: 15
- Requisition Cost: 10,000 R
- Traits: Orbital
The Orbital Laser is a highly effective Orbital Weapon that will sweep across the ground automatically targeting enemies. It is highly unlikely to miss your targets, and it is good at fighting groups of enemies and large individual enemies (such as Terminid Chargers) alike.
This Stratagem is one of two calldowns that has a fixed number of uses per mission with no option to recharge it (the other being the Patriot Exosuit). It won't recharge like the Eagle Stratagems — once you use the Orbital Laser 3 times, you won't be able to use it again for the rest of the mission.
Orbital Railcannon Strike
- Type: Orbital
- Call-In Time: 1 sec
- Uses: Unlimited
- Cooldown Time: 210 sec
- Level Unlocked: 20
- Requisition Cost: ?
- Traits: Orbital
The Orbital Railcannon Strike is the pinnacle of single-target, damage-dealing weapons that can be fired from your ship. It will automatically target the largest enemy and fire pretty quickly.
This is a great Stratagem for taking out Chargers. Take care if Stalkers are nearby, though — both Stalkers and Chargers are considered equally "large." If you're fighting Stalkers and Chargers at the same time, kill any Stalkers before using this Stratagem to kill a Charger.
Hangar
Stratagems in the Hangar focus on weapons that are deployed from Eagle fighter jets. These calldowns are a little weaker than Orbital strikes, but they tend to do their damage much faster.
Eagle Strafing Run
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 3
- Cooldown Time: 15 sec
- Level Unlocked: 2
- Requisition Cost: 1,500 R
- Traits: Eagle
The Eagle Strafing Run is an ideal weapon for precisely dealing with a group of enemies with little risk of accidentally hurting your teammates.
Eagle Airstrike
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 2
- Cooldown Time: 15 sec
- Level Unlocked: 2
- Requisition Cost: 4,000 R
- Traits: Explosive, Eagle
The Eagle Airstrike can do decent damage to groups of enemies or buildings with a single run.
Eagle Cluster Bomb
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 4
- Cooldown Time: 15 sec
- Level Unlocked: 3
- Requisition Cost: 4,000 R
- Traits: Explosive, Eagle
The Eagle Cluster Bomb is basically an upgraded version of the Eagle Airstrike that does more damage over a wider area. That also means that it's easier for you to accidentally kill one of your teammates — be careful about where you deploy this Stratagem!
Keep in mind that the Eagle Cluster Bomb cannot destroy buildings. Don't waste it by dropping it on enemy bases if you're seeking to destroy the buildings; use the Eagle Airstrike or Eagle 500KG Bomb instead.
Eagle Napalm Airstrike
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 2
- Cooldown Time: 15 sec
- Level Unlocked: 5
- Requisition Cost: 5,000 R
- Traits: Explosive, Eagle
The Eagle Napalm Airstrike is a variant of the explosive calldowns that leaves fire behind. It excels at killing enemies and leaving an obstacle behind for a short time.
Jump Pack
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 8
- Requisition Cost: 6,000 R
- Traits: Hellpod, Backpack
The Jump Pack lets you easily traverse obstacles and get away from enemies quickly.
Eagle Smoke Strike
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 2
- Cooldown Time: 15 sec
- Level Unlocked: 8
- Requisition Cost: 4,000 R
- Traits: Explosive, Eagle
The Eagle Smoke Strike will provide a visual barrier that's somewhat useful for blocking enemy vision. It's only really useful against Automatons and it's probably better to take an actual weapon instead.
Eagle 110MM Rocket Pods
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 2
- Cooldown Time: 15 sec
- Level Unlocked: 10
- Requisition Cost: 7,500 R
- Traits: Explosive, Eagle
The Eagle 110MM Rocket Pods are a halfway decent option for quickly and precisely dealing damage against larger enemies.
Eagle 500KG Bomb
- Type: Eagle
- Call-In Time: 0 sec
- Uses: 1
- Cooldown Time: N/A
- Level Unlocked: 15
- Requisition Cost: 10,000 R
- Traits: Explosive, Eagle
The Eagle 500KG Bomb is the biggest explosive that can be dropped from your favorite fighter jets. That said, its damage can be somewhat inconsistent and it takes some practice to use it effectively.
Bridge
Stratagems on the Bridge focus on strategic choices over direct damage.
Orbital Precision Strike
- Type: Orbital
- Call-In Time: 4 sec
- Uses: Unlimited
- Cooldown Time: 100 sec
- Level Unlocked: N/A
- Requisition Cost: N/A
- Traits: Explosive, Orbital
The Orbital Precision Strike is available by default and is a solid choice even in the late game. It recharges quickly and does direct damage after a short delay. You can carry it through most of the game until you unlock the Orbital Railcannon Strike or a similar weapon.
Orbital Gas Strike
- Type: Orbital
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 75 sec
- Level Unlocked: 3
- Requisition Cost: 4,000 R
- Traits: Explosive, Orbital
The Orbital Gas Strike is an area denial weapon that is somewhat effective at blocking off an area.
Orbital EMS Strike
- Type: Orbital
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 75 sec
- Level Unlocked: 4
- Requisition Cost: 6,000 R
- Traits: Orbital
You can slow down enemies over a large area with the Orbital EMS Strike. It can be especially useful for loading up a shot on a critical weak point.
Orbital Smoke Strike
- Type: Orbital
- Call-In Time: 2 sec
- Uses: Unlimited
- Cooldown Time: 100 sec
- Level Unlocked: 8
- Requisition Cost: 4,000 R
- Traits: Explosive, Orbital
Much like the Eagle Smoke Strike, the Orbital Smoke Strike will deploy smoke over an area to conceal your position. Realistically, it is probably better to replace it with something that will actually do damage.
HMG Emplacement
- Type: Fortification
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 10
- Requisition Cost: 10,000 R
- Traits: Hellpod
The HMG Emplacement can put a lot of damage into everything except the most heavily armored enemies. You'll need to actually sit in the HMG Emplacement to use it and there's no way to reload it once it runs out of ammo.
Take care with placing this Stratagem — it turns very slowly and it can be destroyed as easily as any Sentry. Keep your back to a wall or cover your butt with a minefield if you're going to use the HMG Emplacement to defend an area.
Shield Generator Relay
- Type: Fortification
- Call-In Time: 0 sec
- Uses: Unlimited
- Cooldown Time: 90 sec
- Level Unlocked: 10
- Requisition Cost: 9,000 R
- Traits: Hellpod
The Shield Generator Relay is a phenomenally useful Stratagem when you're facing off against Automatons. It can block incoming fire for quite some time.
Take note that the Shield Generator Relay only blocks projectiles — enemies can walk right through it. For that reason, it is virtually useless against most Terminids.
Tesla Tower
- Type: Fortification
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 150 sec
- Level Unlocked: 15
- Requisition Cost: 8,000 R
- Traits: Hellpod, Sentry
The Tesla Tower is a great tool for long-term area denial. It doesn't discriminate against its targets, though, so you'll want to keep your distance from it. Go prone if you need to pass through an area covered by the Tesla Tower.
Keep in mind that Tesla and Arc weapons are essentially chain lightning; a bolt of energy can arc from an enemy to you. Again, make sure to stay far away from this Fortification!
Engineering Bay
Stratagems in the Engineering Bay focus on a mix of Fortifications, Support Weapons, and Backpacks.
Anti-Personnel Minefield
- Type: Fortification
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 2
- Requisition Cost: 1,500 R
- Traits: Hellpod, Explosive
The Anti-Personnel Minefield covers a large area with mines that explode when anyone steps on them. It's great for blocking off an area or using it to cover your retreat.
This Stratagem can be canceled if the pod deploying the mines is destroyed before they are actually launched. Take care not to drop it right on top of an enemy or it might not deploy at all.
Supply Pack
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 3
- Requisition Cost: 4,000 R
- Traits: Hellpod, Backpack
The Supply Pack allows you to resupply ammo to another player or yourself. You can refill the Supply Pack with any Resupply Stratagem.
Grenade Launcher
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 4
- Requisition Cost: 6,000 R
- Traits: Support Weapon, Hellpod, Explosive
The Grenade Launcher is a moderately effective weapon against all enemies except the most heavily armored foes. As with most explosive weapons, though, you should be careful about not damaging your teammates or shooting it too close to yourself.
You can use the Grenade Launcher to destroy Bug Holes and other destructibles if you hit them at the right angle.
Laser Cannon
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 5
- Requisition Cost: 4,000 R
- Traits: Support Weapon, Hellpod
The Laser Cannon is great for doing damage over time to a single target.
Incendiary Mines
- Type: Fortification
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 8
- Requisition Cost: 4,000 R
- Traits: Hellpod, Explosive
Incendiary Mines are an upgraded version of Anti-Personnel Mines that does additional fire damage to enemies. If you like minefields, this will let you cover a wider area with mines if you also take the Anti-Personnel Minefield.
As with Anti-Personnel Mines, this Stratagem can be canceled if the pod is destroyed before it deploys all of its mines.
"Guard Dog" Rover
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 10
- Requisition Cost: 7,500 R
- Traits: Hellpod, Backpack
The "Guard Dog" Rover is a flying drone that follows you and automatically targets enemies; think of it like a portable Sentry. Make sure to give enemies a wide berth if you're trying to avoid combat.
Ballistic Shield Backpack
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 300 sec
- Level Unlocked: 12
- Requisition Cost: 6,000 R
- Traits: Hellpod, Backpack
The Ballistic Shield Backpack prevents you from using assault rifles or shotguns. It is highly situational and it's only useful if you have other teammates backing you up.
If you want to use this Stratagem, it's highly advised that you bring an SMG as your primary weapon. This will give you the greatest amount of possible firepower while using the Ballistic Shield Backpack.
Arc Thrower
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 15
- Requisition Cost: 7,000 R
- Traits: Support Weapon, Hellpod
The Arc Thrower is a good general-use weapon against all types of enemies. You cannot truly control which targets it hits when you fire it, though, so make sure to never point it anywhere near your allies.
Quasar Cannon
- Type: Support Weapon
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 18 [source]
- Requisition Cost: 7,500 R
- Traits: Support Weapon, Hellpod
The Quasar Cannon is the laser equivalent of the Recoilless Rifle or the Expendable Anti-Tank. Much like both of those weapons, it can kill a Charger with one shot to the face. The Quasar Cannon can also be used to destroy bug holes.
This destructive laser weapon takes approximately 3 seconds to charge and then automatically fires once charging is complete. It then takes approximately 8 seconds to cool down and be fired again. You cannot speed up the charging or the cooldown period in any way with the exception of planet-wide effects that apply to heatsinks.
You cannot "hold" a charge like you could keep a minigun spun up; if you stop charging for any reason, you will have to restart the charging process regardless of whatever particle effects you see in the Quasar Cannon.
Shield Generator Pack
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 20
- Requisition Cost: ?
- Traits: Hellpod, Backpack
The Shield Generator Backpack is an incredibly useful piece of equipment. It gives you additional protection against ranged attacks — as long as you don't mind sacrificing any Support Weapons that require a Backpack for extra ammo.
Keep in mind that the Shield Generator Backpack does not last forever. Do not expect this Backpack to give you a permanent health boost. It can, however, protect you from some additional damage.
Robotics Workshop
As you might expect, the Robotics Workshop focuses on Sentries that you can deploy to defend an area.
Machine Gun Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 2
- Requisition Cost: 1,500 R
- Traits: Hellpod, Sentry
The Machine Gun Sentry is your first option for a Sentry and it's pretty well-balanced. It's worth taking for most situations as long as you don't let it get overrun by enemies.
Gatling Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 5
- Requisition Cost: 4,000 R
- Traits: Hellpod, Sentry
The Gatling Sentry can put out a lot more damage than the Machine Gun Sentry. It also fires continuously even when it's turning, so it can very easily shoot your teammates if they're not careful about where they stand.
Mortar Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 8
- Requisition Cost: 7,000 R
- Traits: Hellpod, Explosive, Sentry
The Mortar Sentry can hit targets even if they're behind cover. It fires its shells straight up into the air and they land on top of enemies.
Be extremely careful about using the Mortar Sentry. It will aim at enemies regardless if any Helldivers are nearby and it can easily kill you or your teammates. Do not use this if your position is being overrun!
"Guard Dog"
- Type: Backpack
- Call-In Time: 5 sec
- Uses: Unlimited
- Cooldown Time: 480 sec
- Level Unlocked: 10
- Requisition Cost: 7,500 R
- Traits: Hellpod, Backpack
The Guard Dog is yet another drone that will follow you around and automatically shoot any enemies that get nearby.
Autocannon Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 13
- Requisition Cost: 6,000 R
- Traits: Hellpod, Sentry
The Autocannon Sentry is the first Sentry that has armor-piercing capabilities. It hits like a truck and it can instantly kill a Helldiver, so make sure that you're nowhere near whatever it's targeting!
Rocket Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 15
- Requisition Cost: 7,500 R
- Traits: Hellpod, Explosive, Sentry
The Rocket Sentry automatically fires explosives at your enemies. Obviously, you'll want to stay far away from whatever it's aiming at if you don't want to get blown up.
EMS Mortar Sentry
- Type: Sentry
- Call-In Time: 3 sec
- Uses: Unlimited
- Cooldown Time: 180 sec
- Level Unlocked: 20
- Requisition Cost: ?
- Traits: Hellpod, Explosive, Sentry
The EMS Mortar Sentry can drop shells on enemies that will slow them down with electricity. It can be useful for trapping enemies out in the open while you pick them apart with conventional guns while also minimizing the risk of killing your fellow Helldivers.
EXO-45 Patriot Exosuit
- Type: Walker
- Call-In Time: 0 sec
- Uses: 2
- Cooldown Time: 180 sec
- Level Unlocked: 25
- Requisition Cost: 20,000
- Traits: Explosive, Vehicle
The EXO-45 PATRIOT EXOSUIT is a full mech that's equipped with a rocket launcher and a heavy machine gun. Players can call this Walker into combat to help them clear groups of enemies, but it's a slow walker that struggles with swarms.
The Patriot Exosuit cannot be reloaded. Once it's out of ammo, it's out of ammo for good. You can only call it down a total of 2 times in a single match, making this the second Stratagem that has a limited number of uses (after the Orbital Laser).
Aside from its minigun and rocket launcher, the Patriot Exosuit can walk over small enemies and smush them. Keep in mind, however, that it can just as easily crush your fellow Helldivers — watch where you're walking!
That's the end of our Helldivers 2 Stratagems Guide. Make sure to check out our other guides below!
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