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Helldivers 2 Beginner Guide — First Missions, Currencies and What to Unlock First

Helldivers 2 Beginner Guide — First Missions, Currencies and What to Unlock First

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Play your first missions on Trivial to Medium, spend your starting Requisition on the EAT-17 and Eagle Airstrike, and spend Medals in the free Helldivers Mobilize Warbond (Hellpod Space Optimization and Vitality Enhancement are the early targets). Move to Challenging (difficulty 4) once you extract reliably, because Rare Samples start there and Ship Modules need them; Super Samples start at Extreme (6).

Summary

Helldivers 2 explains its controls in basic training and then leaves the rest to you: four currencies, ten difficulties, a free Warbond, Ship Modules and a friendly-fire rule that never switches off. This guide covers your first hours in order: what to do in the first missions, how a mission is won and how samples are lost, when to move up a difficulty, what each currency buys, which Warbond items and Ship Modules to take first, how armor works, and the beginner mistakes that cost the most.

Who This Is For: New Helldivers 2 players in their first hours, solo or in a squad Beginner-friendly

Key Points

Key Points

1

A mission is won by its main objectives, not by extracting. Extraction only decides whether the samples you carry are kept.

2

Each player brings 5 reinforcements, up to 20 in a full squad. When the pool is empty, a new one is generated every 2 minutes.

3

Samples buy Ship Modules, not stratagems. Common Samples drop on every difficulty, Rare from Challenging (4), Super from Extreme (6).

4

Requisition Slips buy stratagems; Medals buy Warbond items and are capped at 250, so spend them; Super Credits buy Premium Warbonds and can be found in missions.

5

Friendly fire is always on. Hellpods, Eagle strikes, sentries and your own bullets all kill teammates.

Helldivers 2 teaches movement, shooting and stratagem inputs in basic training, then drops you into a galactic war with four currencies, ten difficulties and a Super Destroyer full of upgrade menus. Most early frustration comes from things the game never says plainly: samples do not buy stratagems, extraction does not decide whether a mission succeeded, and Medals stop accumulating at 250.

This guide is the order of operations for your first hours. Stratagem picks themselves are covered in depth in the stratagem guide; here they appear only where they matter for a new player.

What to do in your first hours

When What to do Why
Before the first mission Finish basic training and keep the 1,000 Requisition Slips it gives you That money plus one or two mission rewards buys your first stratagem
Missions 1-3 Play Trivial (1) to Medium (3); complete the main objective and extract Learn stratagem inputs, the extraction sequence and how reinforcements work without pressure
First Requisition Buy the EAT-17 (Level 3, 3,000) and Eagle Airstrike (Level 1, 4,000) A reliable anti-tank answer and a way to destroy nests and Fabricators from a distance
First Medals Spend them in Helldivers Mobilize; aim for Hellpod Space Optimization (page 3) and Vitality Enhancement (page 4) Two boosters the whole squad benefits from; unspent Medals are wasted above 250
First Common Samples Buy a tier 1 Ship Module, such as Donation Access License (60 Common) Tier 1 modules cost only Common Samples, which every difficulty drops
Once you extract reliably Move up to Challenging (4) Rare Samples start here, and every higher Ship Module tier needs them
Later Work toward Extreme (6) First difficulty with Super Samples, which tier 3 and higher modules require

Missions in the early hours are about learning the loop, not scoring kills. The fastest progress comes from finishing objectives, picking up samples on the way and extracting, then raising the difficulty as soon as that feels routine.

How a mission works

Every mission follows the same loop.

  1. 1

    Drop

    Pick a landing zone on the map. Each player brings a primary, a secondary, a throwable, armor, one booster and four stratagems.

  2. 2

    Complete the main objectives

    These decide success. On Trivial there is 1; from Suicide Mission (7) there are at least 3. Each main objective pays 500 Requisition and 100 XP before the difficulty multiplier.

  3. 3

    Do optional objectives and explore

    Optional (tactical) objectives pay 200 Requisition and 50 XP each. Pods, containers and bunkers at minor points of interest hold Requisition, Medals and Super Credits. Samples lie around the map.

  4. 4

    Extract

    Activate the extraction terminal by entering its code. The shuttle arrives after about 2 minutes (3 with some operation modifiers). At least one Helldiver must stay within the 50 m zone during the countdown, or the shuttle aborts.

Three rules are worth knowing before your first drop:

  • Success is the main objective. If the main objectives are done, the mission counts as a success even if the whole squad dies before extracting. If they are not done and the squad wipes with no reinforcements left, the mission fails.
  • Extraction protects samples. Samples carried by a Helldiver who does not board the shuttle are lost for everyone. That is the main reason to extract carefully.
  • The mission timer is real. When it runs out, the Super Destroyer leaves low orbit and the extraction shuttle is called automatically, so finish the main objectives with time to spare.

Missions are grouped into Operations. Failing one mission fails the rest of the Operation, so a bad mission early is worth taking seriously.

Reinforcements

Reinforce is a stratagem every Helldiver has. The budget is 5 reinforcements per player, up to 20 in a full squad. When the pool reaches zero, a new reinforcement is generated every 2 minutes. The Increased Reinforcement Budget booster adds 1 per player (24 in a full squad).

When you are reinforced, your Hellpod lands where the stratagem was thrown. Run back to your body to pick up your support weapon, backpack and dropped samples rather than waiting for the stratagem cooldown.

Samples

Samples come in three types. They are pooled for the squad when you extract.

Difficulty Common Rare Super XP / Requisition bonus
1 Trivial 12-15 — — +0%
2 Easy 14-17 — — +0%
3 Medium 15-18 — — +25%
4 Challenging 21-25 12-13 — +50%
5 Hard 25-29 17-20 — +75%
6 Extreme 30-35 20-25 2-3 +100%
7 Suicide Mission 36-40 27-30 3-4 +150%
8 Impossible 40 30-35 5 +200%
9 Helldive 40 35-40 6 +250%
10 Super Helldive 40 35-41 3-7 +300%

Sample counts are for regular (non-defense) missions. You can hold at most 500 Common, 250 Rare and 100 Super Samples; anything above that is wasted, so spend them on modules before you hit the cap.

Difficulty: when to move up

The ten difficulties change more than enemy numbers. Medium (3) adds medium outposts, Challenging (4) heavy outposts and Rare Samples, Hard (5) the first operation modifier, Extreme (6) Super Samples, Impossible (8) a second modifier and Super Helldive (10) giant outposts.

A sensible climb for a new player:

  • Trivial to Medium until stratagem inputs and the extraction sequence are automatic. One or two sessions is usually enough.
  • Challenging and Hard as your main early range. Rare Samples, a +50 to +75% reward bonus, and heavies you have to answer with anti-tank weapons.
  • Extreme once you can kill Chargers, Hulks or Harvesters reliably. This is where Super Samples begin.
  • Suicide Mission and above when your squad handles Extreme comfortably. Every step from here adds more enemies, more objectives and more pressure.

There is no shame in dropping a level. Losing samples and failing an Operation costs more than a slower but successful mission.

Currencies and what each one buys

Currency How you get it What it buys Cap
Requisition Slips 1,000 after basic training, objectives, extraction, points of interest Stratagems, Ship Modules from tier 4, weapon customization, donations to the Democracy Space Station 50,000
Medals Points of interest (1-3), mission completion, Personal Orders (15), Major Orders (35-100) Items in Warbonds 250
Super Credits Points of interest (usually 10, rarely 100), Warbond pages, or real money Premium and Legendary Warbonds, Superstore items —
Samples (Common / Rare / Super) Picked up in missions and kept by extracting Ship Modules 500 / 250 / 100

The most common beginner trap is the Medal cap. Medals over 250 are discarded, so a player saving for later loses everything earned past the cap. Spend Medals as they come in.

Warbonds: start with Helldivers Mobilize

Warbonds are the game's reward tracks. Helldivers Mobilize is free; Premium Warbonds cost 1,000 Super Credits to unlock, after which you still spend Medals on their items. Warbonds never expire, so there is no pressure to buy one before you know what you want.

Helldivers Mobilize has 10 pages. A page unlocks after you have spent a set number of Medals in the Warbond: 8 for page 2, 35 for page 3, 75 for page 4, up to 1,200 for page 10. Buying everything costs 2,015 Medals and returns 750 Super Credits along the way.

Item Page Medals Why take it early
SG-8 Punisher (shotgun) 1 4 Cheap early primary; buying page 1 items opens page 2
R-63 Diligence (marksman rifle) 2 8 A precise primary for Automatons
Hellpod Space Optimization (booster) 3 15 Helldivers come out of the Hellpod with full ammo, grenades and stims, on the first drop and every reinforcement
Vitality Enhancement (booster) 4 20 Reduces damage taken by 10% for every Helldiver in the squad
SG-225 Breaker (shotgun) 4 20 A common early primary upgrade
G-16 Impact (grenade) 5 20 Explodes on impact instead of on a timer
Increased Reinforcement Budget (booster) 10 150 +1 reinforcement per player; a long-term goal

Boosters are squad-wide: each Helldiver brings one, and a mission can have up to four different boosters. Two players bringing the same booster gains nothing, so agree on who brings what. For primary weapons beyond the free ones, see the weapons tier list.

Helldivers Mobilize contains 750 Super Credits, and missions drop more. Together they can pay for a 1,000-credit Premium Warbond without real money, but there is no rush: finishing pages in Mobilize first gets you boosters that help every mission.

Ship Modules

Ship Modules are permanent upgrades to your Super Destroyer, bought with samples. There are 30 modules in 6 categories, each with 5 tiers. Tier 1 costs 60 to 100 Common Samples; from tier 4, each module also costs 20,000 to 35,000 Requisition.

Good early purchases:

  • Donation Access License (Patriotic Administration Center, 60 Common) — support weapons deploy with the maximum number of magazines.
  • Liquid-Ventilated Cockpit (Hangar, 80 Common) — Eagle stratagem cooldown reduced by 50%.
  • Pit Crew Hazard Pay (Hangar, 80 Common + 40 Rare) — Eagle Rearm time reduced by 20%.
  • Streamlined Request Process (Patriotic Administration Center, 80 Common + 40 Rare) — support weapon cooldown reduced by 10%.
  • Expanded Weapons Bay (Hangar, 80 Common + 80 Rare + 10 Super) — one extra use per rearm for every Eagle.

Pick a category that matches how you play. If your loadout leans on Eagles, the Hangar line pays back fastest; the stratagem guide explains how Eagle uses and rearming work.

Armor: weight class and passive

Body armor sets your armor rating, speed and stamina. Helmets have no gameplay effect, and capes are cosmetic.

Class Armor rating Speed Stamina regen Feels like
Light 50-100 550 125 Fast repositioning; good for objectives and avoiding fights
Medium 100-150 500 100 The default; works everywhere
Heavy 150-200 450 50 Survives more hits but makes escaping hard

The passive often matters more than the class. The B-01 Tactical you start with is medium armor with Extra Padding, which raises its armor rating to 150. Passives worth knowing early:

  • Med-Kit — +2 stims carried and +2.0 s stim duration (CM-09 Bonesnapper in Mobilize).
  • Engineering Kit — +2 throwables and 30% less recoil when crouching or prone (CE-35 Trench Engineer).
  • Democracy Protects — 50% chance to survive lethal damage and no bleeding from chest wounds (DP-40 Hero of the Federation).
  • Fortified — 50% resistance to explosive damage and 30% less recoil when crouching or prone (FS-05 Marksman, FS-23 Battle Master).
  • Scout — map markers generate radar scans every 2.0 s and enemies detect you from 30% shorter range (SC-34 Infiltrator, SC-30 Trailblazer Scout).

For a first armor upgrade, Med-Kit or Democracy Protects on medium armor is forgiving on every faction.

Friendly fire and teamwork

Friendly fire cannot be turned off. The usual causes:

  • Hellpods. Support weapons, sentries, resupply and reinforcements land in Hellpods that crush whatever is under them.
  • Eagles and orbitals. Strikes do not distinguish targets. Throw beacons ahead of the squad, never at your own feet when teammates are near.
  • Sentries. They fire through Helldivers in their line of fire. Place them to the side of the fight.
  • Your own aim. Shooting across a teammate kills them as easily as an enemy.

Teamwork basics that fix most problems: stay within sight of at least one teammate, call out big strikes, share the Resupply stratagem (4 Supply Boxes, each with ammo, grenades and two stims; one call per squad every 180 seconds), and do not bring duplicate boosters. In a squad, at least one player should carry anti-tank and one should focus on crowds. The stratagem guide has four-player role loadouts.

The three factions in one line each

  • Terminids — swarms of bugs that close the distance fast, with heavies such as Chargers and Bile Titans; destroy Bug Holes to stop the flow.
  • Automatons — armored robots that punish you at range, with Hulks, Tanks and, on higher difficulties, Gunships; Fabricators keep producing them until destroyed.
  • Illuminate — Voteless swarms backed by shielded Harvesters and Warp Ships that drop reinforcements; sustained fire beats single big hits.

Weak points and counters for each are in the faction guide.

Common beginner mistakes

  • Spending samples on the wrong thing in your head. New stratagems cost Requisition. Samples are for Ship Modules only.
  • Sitting on Medals. Anything above 250 is lost. Spend them in Mobilize even if the item is not your first choice.
  • Staying on low difficulty too long. Trivial to Medium never drop Rare Samples, so Ship Module progress stalls without Challenging and above.
  • Leaving the carrier behind. If the player holding the samples misses the shuttle, the whole squad loses them. Make sure they board.
  • Waiting out an 8-minute cooldown. After dying, run back to your body for your support weapon and backpack.
  • Wearing the same booster as a teammate. It does not stack.
  • Throwing a beacon at your feet in a crowd. Hellpods and strikes kill Helldivers too.

Once you know the loop, the next step is a proper loadout: the stratagem guide ranks stratagems and gives faction loadouts, the faction guide covers enemy weak points, and the weapons tier list covers primaries. Whether the game is worth buying is in the honest review.

★Honest Take: the game teaches the shooting and hides the economy

Basic training does a good job of the parts you would figure out anyway: aiming, diving, entering stratagem codes. What it barely explains is the economy around them. Samples that do not buy stratagems, a Medal cap that silently discards rewards, Rare Samples locked behind difficulty 4 and the difference between a successful mission and a successful extraction all have to be learned the hard way. None of this is complicated once written down, and the free Warbond is generous enough that a non-paying player never feels locked out. The honest caveat is that solo play is noticeably harder than squad play: reinforcements, reloads and anti-tank coverage are all designed around four people, so if you mostly play alone, stay a difficulty lower than you think you need.

FAQ

FAQ

Finish basic training, then play a few missions on Trivial to Medium. Spend your starting 1,000 Requisition plus your first mission rewards on the EAT-17 (Level 3, 3,000) and Eagle Airstrike (Level 1, 4,000), and spend Medals on the free Helldivers Mobilize Warbond. Move up to Challenging once you extract reliably.
Start on Trivial (1) to Medium (3) to learn stratagem inputs and extraction. Move to Challenging (4) as soon as you are comfortable, because Rare Samples only appear from there. Extreme (6) is the first difficulty with Super Samples. Higher difficulties also multiply XP and Requisition, up to +300% on Super Helldive (10).
They drop where you died. You or a teammate can pick them up again after you are reinforced. Samples only count if the Helldiver carrying them boards the extraction shuttle; anything carried by a player left behind is lost for the whole squad.
Samples are spent on Ship Modules, permanent upgrades to your Super Destroyer such as shorter Eagle cooldowns and more Eagle uses. Unlocking all 30 modules takes 3,830 Common, 2,920 Rare and 305 Super Samples plus Requisition for the higher tiers. Stratagems are bought with Requisition, not samples.
Yes. A Premium Warbond costs 1,000 Super Credits, and Super Credits are found in missions (usually stacks of 10, very rarely 100) and on Warbond pages. The free Helldivers Mobilize Warbond alone contains 750 Super Credits.
Yes, always. Bullets, explosions, Eagle and orbital strikes, sentries and Hellpods landing on a player all damage or kill teammates. Throw stratagems away from your squad, place sentries to the side of the fight, and call out big strikes before they land.

Our editorial policy is honest, no-spin reviews. We separate facts from opinion and back every rating with reasoning. View Editorial Policy

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