Stratagems
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Helldivers 2 | Helldivers 1 |
Looking for something that isn't here? Check out Category:Stratagems for all Stratagem related articles
The following stratagems are found in Helldivers 2. When choosing Stratagems for a mission, you can also select one of various different Boosters.
Please note that, as of March 2024, the "Call-in Time" displayed in game for all Stratagems is inaccurate. They all take several seconds longer than the descriptions say they do. This wiki replicates the displayed call-in time, but also includes the actual in-game time it takes for the Stratagem to arrive.
Current Stratagems
Department | Icon | Stratagem | Stratagem Codes | Cooldown | Cost | Unlock Level | Description |
---|---|---|---|---|---|---|---|
Patriotic Administration Center | MG-43 Machine Gun | 480 sec | Free | 1 | A machine gun designed for stationary use. Trades higher power for increased recoil and reduced accuracy. | ||
APW-1 Anti-Materiel Rifle | 480 sec | 5000 | 1 | A high-caliber sniper rifle effective over long distances against light vehicle armor. This rifle must be aimed downscope. | |||
M-105 Stalwart | 480 sec | 3500 | 1 | A compact, low caliber machine gun. Trades power for ease of use, with faster reloading than heavier machine guns. | |||
EAT-17 Expendable Anti-Tank | 70 sec | 3000 | 3 | A single-use weapon specialized for damaging vehicle armor. Discarded after every use. | |||
GR-8 Recoilless Rifle | 480 sec | 6000 | 5 | A recoilless rifle effective against vehicle armor. Includes support backpack required for reloading. | |||
FLAM-40 Flamethrower | 480 sec | 6000 | 10 | An incendiary weapon for close range. Will ignite targets, terrain, and any flammable teammates. | |||
AC-8 Autocannon | 480 sec | 7000 | 10 | A fully-automatic cannon effective against light vehicle armor. Includes support backpack required for reloading. | |||
MG-206 Heavy Machine Gun | 480 sec | 6000 | 12 | A very powerful but difficult-to-wield machine gun with intense recoil. | |||
RL-77 Airburst Rocket Launcher | 480 sec | 8000 | 15 | Fires a rocket that detonates within proximity of a target, and deploys a cluster of explosive bomblets. | |||
MLS-4X Commando | 120 sec | 8000 | 15 | An expendable missile launcher equipped with four laser-guided missiles. | |||
RS-422 Railgun | 480 sec | 10000 | 20 | An experimental weapon which prioritizes armor penetration. Must be charged between shots - choose targets carefully. | |||
FAF-14 Spear | 480 sec | 9000 | 20 | An anti-tank homing missile which must lock onto its target before launch. Effective against large and armored enemies. | |||
Orbital Cannons | Orbital Gatling Barrage | 70 sec | 1500 | 1 | A barrage of high explosive rounds, fired from the Destroyer's high speed rotary autocannons. | ||
Orbital Airburst Strike | 100 sec | 4000 | 5 | A projectile which explodes while airborne, creating a deadly rain of shrapnel. Not effective against heavy armor. | |||
Orbital 120mm HE Barrage | 180 sec | 4000 | 5 | A precision artillery salvo over a small area, perfect for taking out concentrated enemy units. | |||
Orbital 380mm HE Barrage | 240 sec | 7500 | 8 | A prolonged barrage, wreaking extended destruction over a large area. Communication with teammates is advised. | |||
Orbital Walking Barrage | 240 sec | 7500 | 10 | A linear artillery barrage which moves at intervals, driving the enemy out from cover while allowing an advance. | |||
Orbital Laser | 300 sec | 10000 | 15 | The Destroyer's laser cannon will sweep over the designated area, vaporizing all targets within the effective radius. | |||
Orbital Napalm Barrage | 240 sec | 10000 | 18 | Launches a prolonged barrage of napalm shells over a wide area, setting a swath of land ablaze in mere moments. | |||
Orbital Railcannon Strike | 210 sec | 10000 | 20 | A high-velocity railcannon round fired at the largest target in close proximity to the beacon. Targeting is automatic. | |||
Hangar | Eagle Strafing Run | 8 sec | 1500 | 1 | A strafing run of the battlefield to clear small targets, delivered almost instantly. When called, the strike will start from the beacon and go away from the direction you were facing when thrown. | ||
Eagle Airstrike | 8 sec | 4000 | 1 | A barrage of bombs creating a non-targeted carpet of explosions. When called, the strike will be perpendicular from the direction you were facing when thrown. | |||
Eagle Cluster Bomb | 8 sec | 4000 | 3 | A targeted air strike unable to destroy buildings, but efficient at clearing smaller targets. When called, the strike will be perpendicular from the direction you were facing when thrown. | |||
Eagle Napalm Airstrike | 8 sec | 5000 | 5 | A barrage of napalm bombs, creating a wall of fire which will stop the enemy in their tracks. When called, the strike will be perpendicular from the direction you were facing when thrown. | |||
LIFT-850 Jump Pack | 480 sec | 6000 | 8 | Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use. | |||
Eagle Smoke Strike | 8 sec | 4000 | 8 | A barrage of smoke grenades, creating a thick smoke screen to block enemies' line of sight. When called the strike will be Perpendicular from the direction you were facing when thrown. | |||
Eagle 110mm Rocket Pods | 8 sec | 7500 | 10 | A barrage of rocket pods, which the Eagle pilot will release on the largest target near the stratagem beacon. | |||
Eagle 500kg Bomb | 8 sec | 10000 | 15 | A large bomb obliterating almost any target close to impact. Make sure to clear the area. | |||
Bridge | Orbital Precision Strike | 90 sec | Free | 1 | A single precision shot from the Destroyer's 'ATLAS' cannon. | ||
Orbital Gas Strike | 75 sec | 4000 | 1 | A projectile which releases a cloud of corrosive gas, harmful to both organic and robotic lifeforms. | |||
Orbital EMS Strike | 75 sec | 6000 | 5 | A "compliance weapon" to modify enemy behavior. The projectile temporarily stuns all targets within the strike radius. | |||
Orbital Smoke Strike | 100 sec | 4000 | 8 | Creates a large, thick smoke screen to block targets' line of sight. | |||
E/MG-101 HMG Emplacement | 180 sec | 10000 | 10 | A manned fortification offering superior firepower against lightly armored targets. Slow to turn, so place it wisely. | |||
FX-12 Shield Generator Relay | 90 sec | 9000 | 10 | A stationary energy shield which provides cover against projectiles. Has a limited lifetime once deployed. | |||
A/ARC-3 Tesla Tower | 150 sec | 8000 | 15 | A turret which fires electrical charges at targets in close range. To avoid friendly fire, remain prone. | |||
Engineering Bay | MD-6 Anti-Personnel Minefield | 180 sec | 1500 | 1 | Deploys a defensive anti-personnel minefield, to halt enemy advance. | ||
B-1 Supply Pack | 480 sec | 4000 | 1 | Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers. | |||
GL-21 Grenade Launcher | 480 sec | 6000 | 5 | A grenade launcher effective against armored infantry. Not intended for use against vehicle armor or fortified buildings. | |||
LAS-98 Laser Cannon | 480 sec | 4000 | 5 | A laser weapon firing a continuous beam. Doesn't require ammunition, but will need heat sink replaced if it overheats. | |||
MD-I4 Incendiary Mines | 180 sec | 4000 | 8 | Deploys a defensive incendiary minefield, which will set both terrain and targets alight when triggered. | |||
AX/LAS-5 "Guard Dog" Rover | 480 sec | 7500 | 10 | An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down. | |||
SH-20 Ballistic Shield Backpack | 300 sec | 6000 | 12 | A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire. | |||
ARC-3 Arc Thrower | 480 sec | 7000 | 15 | Projects an arc of lightning at close range. Charges up to project bolts, and may discharge through multiple targets. | |||
MD-17 Anti-Tank Mines | 180 sec | 7000 | 15 | Scatters powerful anti-tank mines that deal heavy, armor-penetrating damage. Minefield is less densely packed relative to smaller mines. | |||
LAS-99 Quasar Cannon | 480 sec | 7500 | 18 | Charges up to fire a powerful, explosive energy burst. Has a long cooldown period after firing. | |||
SH-32 Shield Generator Pack | 480 sec | 10000 | 20 | Encloses the wearer in a spherical shield which blocks high-speed projectiles. Has a limited lifetime once deployed. | |||
Robotics Workshop | A/MG-43 Machine Gun Sentry | 120 sec | 1500 | 1 | An agile automated machine gun turret. Will fire at targets even if Helldivers will be caught in the crossfire. | ||
A/G-16 Gatling Sentry | 180 sec | 4000 | 5 | An automated turret with an extremely high rate of fire. Caution: does not check if friendly units are in line of fire. | |||
A/M-12 Mortar Sentry | 180 sec | 7000 | 8 | A turret firing powerful shells in a high arc. Effective at long ranges, and able to strike at targets behind cover. | |||
AX/AR-23 "Guard Dog" | 300 sec | 7500 | 10 | An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm. | |||
A/AC-8 Autocannon Sentry | 180 sec | 6000 | 13 | An automated cannon turret firing anti-tank ammunition over long ranges. Sacrifices agility for range and power. | |||
A/MLS-4X Rocket Sentry | 180 sec | 7500 | 15 | A powerful automated turret, effective against armored targets. The turret will primarily aim at larger enemies. | |||
A/M-23 EMS Mortar Sentry | 180 sec | 8000 | 20 | A turret firing static field generators that slow the advance of enemies. | |||
EXO-45 Patriot Exosuit | 600 sec | 20000 | 25 | The EXO-45 Patriot Exosuit is a heavily armored walking exosuit, equipped with fourteen rockets and a mini-gun preloaded with 1000 ammo. | |||
EXO-49 Emancipator Exosuit | 600 sec | 20000 | 25 | The EXO-49 Emancipator Exosuit is a heavily armored walking exosuit, equipped with dual autocannons preloaded with 75 rounds each. | |||
Warbonds | TX-41 Sterilizer | 480 sec | 85 | Atomizes caustic chemicals into a fine mist that liquifies sensitive electronics and tissues. Blinds and slows most enemies. | |||
AX/TX-13 "Guard Dog" Dog Breath | 480 sec | 110 | A drone that defends its user by firing caustic gas at nearby enemies. Returns to backpack to refill. |
Mission Stratagems
When calling in a Stratagem with a terminal, the terminal will always be opposite from where the Helldiver faced the beacon at the time of throwing.
Type | Icon | Stratagem | Stratagem Codes | Description |
---|---|---|---|---|
Common | Reinforce | Used to call in a Helldiver if they have perished. | ||
SoS Beacon | Used to get priority on the mission select screen to increase the chances of helldivers joining. | |||
Resupply | Used to call in a Resupply. | |||
Eagle Rearm | Used to send the Eagle back to the Super Destroyer Ship to resupply. | |||
Objectives | SSSD Delivery | Used to deliver the SSSD Hard Drive. | ||
Prospecting Drill | Used to start the Main Objective of the Conduct Geological Survey Mission | |||
Super Earth Flag | Used to start the Main Objective: Raise Super Earth Flag Mission. | |||
Hellbomb | Used to call in a Hellbomb. | |||
Upload Data | Used to start the Side Objective: Upload Escape Pod Data. | |||
Seismic Probe | Used to start the Side Objective: Conduct Geological Survey. | |||
Orbital Illumination Flare | Only found in the Stratagem Hero Game onboard the Super Destroyer. | |||
SEAF Artillery | Unlocked after completing the SEAF Artillery Side Objective. Used to call in an Artillery Strike. Damage and Effect of the strike depends on which Shells were loaded during the Side Objective. | |||
Dark Fluid Vessel | Event-exclusive stratagem for the Deploy Dark Fluid mission. Deploys a backpack full of Dark Fluid that acts as a more powerful Jump Pack when worn. Must be inserted into the Tectonic Drill. | |||
Tectonic Drill | Event-exclusive stratagem for the Deploy Dark Fluid mission. Deploys a drill to the surface which must be loaded with a Dark Fluid Vessel and then defended. | |||
Hive Breaker Drill | Used to start the Main Objective of the Nuke Nursery Mission. |