Effects
The effects HUD is fully viewable on the galactic map and displays elements that impact gameplay. Effect number and type vary by biome, faction, and difficulty.
Effects
During specific major orders, the Super Earth High Command makes certain stratagems available for Helldivers to deploy as extras.
- File:Weapons Experimentation Icon.png – Weapons Experimentation – The [STRATAGEM] stratagem is available to all Helldivers.
Environmental Conditions
Environmental conditions refer to geophysical events that influence a planet's environment, experienced throughout missions.
- – Acid Storms – Corrosive acid storms temporarily reduce armor effectiveness for both enemy and friendly units.
- – Blizzards – Intense blizzards reduce mobility and moderately reduce visibility for both enemy and friendly units.
- – Extreme Cold – Periods of freezing temperatures reduce rate of fire and delay heat buildup in weapons.
- – Fire Tornados – Planet is ravaged by deadly fire tornados.
- – Intense Heat – Periods of high temperatures increase stamina drain and speed up heat buildup in weapons.
- – Ion Storms – Ion storms intermittently disable Stratagems.
- – Meteor Storms – Meteors impact the surface causing massive damage.
- – Rainstorms – Torrential rainstorms reduce visibility.
- – Sandstorms – Dense sandstorms reduce mobility and greatly reduce visibility for both enemy and friendly units.
- – Thick Fog – Dense fog lightly reduces visibility for both enemy and friendly units.
- – Tremors – Frequent earthquakes stun players and enemies alike.
- – Volcanic Activity – Volcanos throw burning rocks around this planet.
Operation Modifiers
Operation modifiers are added debuffs or obstacles Helldivers must handle on the battlefield. One appears at the hard difficulty, with another at impossible.
Current
- – Complex Stratagem Plotting – Stratagem Call-in time increased by 50%.
- – Orbital Fluctuations – Stratagem cooldown increased by 25%.
- – Poor Intel – Objective locations are hidden.
Faction-Specific:
- – Atmospheric Spores – Map obscured by Bug Spores.
- – Roving Shriekers – Flying Shrieker swarms traverse the battlefield.
- – Gunship Patrols – Flying Gunships patrol the battlefield.
- None.
Removed
- – AA Defenses – Stratagem slots reduced by 1.
- – Atmospheric Interference – Orbital Stratagems Scatter Increased.
- – Electronic Countermeasures – Stratagem Codes Scrambled.
Other Effects
Armor Passives
Armor passives are unique abilities or enhancements in Helldivers 2, each tied to its corresponding body armors.
- Standard Issue – No additional bonuses.
- – Extra Padding – Provides a higher armor rating.
- – Democracy Protects – 50% chance to not die when taking lethal damage. Prevents all damage from bleeding if chest hemorrhages.
- – Servo-Assisted – Increases throwing range by 30%. Provides +50% limb health.
- – Med-Kit – Increases initial inventory and holding capacity of stims by +2. Increases stim effect duration by 2.0s.
- – Engineering Kit – Further reduces recoil when crouching or prone by 30%. Increases initial inventory and holding capacity of throwables by +2.
- – Scout – Markers placed on the map will generate radar scans every 2.0s. Reduces range at which enemies can detect the wearer by 30%.
- – Fortified – Further reduces recoil when crouching or prone by 30%. Provides 50% resistance to explosive damage.
- – Electrical Conduit – Provides 95% resistance to arc damage.
- – Peak Physique – Increases melee damage by 100%. Improves weapons handling with less drag on weapon movement.
- – Inflammable – Provides 75% damage resistance to fire, allowing bearer to rest assured in their inflammability.
- – Advanced Filtration – Provides 80% resistance to gas damage and effects.
- – Unflinching – Helps prevent Helldivers from flinching when hit.
- – Siege-Ready – Increases reload speed of primary weapons by 30%. Increases ammo capacity of primary weapons by 20%.
- – Acclimated – Provides 50% resistance to fire, gas, acid, and electrical damage.
Boosters
Each Helldiver has the option to add a booster before deployment, buffing the entire squad.
- – Hellpod Space Optimization – Helldivers come out of the Hellpod fully stocked on Ammo, Grenades and Stims.
- – Vitality Enhancement – Provides minor damage reduction from all sources for all Helldivers.
- – UAV Recon Booster – Increases all Helldivers' effective radar range.
- – Stamina Enhancement – Increases all Helldivers' stamina capacity and recovery.
- – Muscle Enhancement – Allows Helldivers to traverse difficult terrain with ease.
- – Increased Reinforcement Budget – Increases the number of available reinforcements.
- – Flexible Reinforcement Budget – Reduces time until new reinforcements are granted once they've been depleted.
- – Localization Confusion – Increases the time between enemy encounters.
- – Expert Extraction Pilot – Lowers the time it takes for the extraction shuttle to reach the extraction beacon.
- – Motivational Shocks – Allows all Helldivers to recover faster after being slowed by an attack, such as acid. Does not mitigate “area effects,” such as EMS strikes.
- – Experimental Infusion – In addition to restoring health, Stims temporarily increase movement speed and damage reduction.
- – Firebomb Hellpods – Lines all Hellpods with volatile incendiaries that detonate upon impact, igniting any units in vicinity of the drop site.
- – Dead Sprint – Allows Helldivers to keep sprinting even when they are out of stamina, draining their health instead.
- – Armed Resupply Pods – Mounts a modified AR-23 Liberator to all resupply pods, allowing them to double as automatic turrets.
Physical Conditions
Physical conditions refer to adverse effects experienced on the battlefield.
- Broken Left Arm – Impairs accuracy.
- Broken Right Arm – Impairs accuracy and throwing distance.
- Broken Leg(s) – Reduces movement speed and prevents sprinting.
- Injured Torso – Causes fatal bleed-out if untreated with a stim.
- Bleeding – Sap all stamina and bleed out until death.
- Burning – Diving to the ground douses your flames.
- Drowning – Die within four seconds of entering water deep enough.
- Slow – Caused by EMS fields, barbed wire, and some foliage.