Verdict Games Verdict Games
Helldivers 2 Best Stratagems — Tier List, Faction Picks and Loadouts

Helldivers 2 Best Stratagems — Tier List, Faction Picks and Loadouts

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Build every loadout around one reliable anti-tank answer (Quasar Cannon, Recoilless Rifle or EAT-17), one Eagle or orbital that kills heavies (500kg Bomb or Railcannon), one tool for crowds, and one backpack or sentry. Then swap one or two slots per faction: Shield Generator Pack against Automatons and Illuminate, crowd-clearing Eagles against Terminids.

Summary

You bring four stratagems into every mission, and the loadout decides more fights than your primary weapon does. The best picks answer two questions: what kills the heavy enemies of this faction, and what keeps the swarm off you while you do it. This guide ranks the stratagems that matter on the current patch, picks the best for Terminids, Automatons and the Illuminate, explains how Eagles, orbitals and backpacks share their limits, and gives four-slot loadouts for solo play and for a squad.

Who This Is For: Players choosing a four-stratagem loadout for Terminid, Automaton or Illuminate missions Intermediate

Key Points

Key Points

1

Every loadout needs a dependable anti-tank answer. The Quasar Cannon (Level 18), Recoilless Rifle (Level 5) and EAT-17 (Level 3) all one-shot a Charger's head or a Hulk.

2

Support weapons with their own backpack (Recoilless Rifle, Autocannon, Spear) take your backpack slot. Pair a Supply Pack or Shield Generator Pack only with backpack-free weapons such as the Quasar, EAT-17 or Machine Gun.

3

Eagles share one aircraft: each Eagle has a few uses, 15 seconds apart, then the Eagle rearms for 150 seconds. Orbitals are one shot each, on their own cooldown.

4

Against the Illuminate, high damage per second beats single big hits: Harvester shields absorb any single hit, so machine guns and flak work better than lone rockets.

5

Rankings reflect the current patch. Arrowhead rebalances stratagems often, so check the patch notes when a favourite suddenly feels different.

Helldivers 2 gives you four stratagem slots per mission, and you cannot take the same stratagem twice. That limit is the whole design problem: there are far more good stratagems than slots, and the right four change with every faction.

The short answer is a formula. One anti-tank weapon, one stratagem that deletes heavies, one crowd tool, one backpack or sentry. The rest of this guide tells you which stratagem fills each slot on the current patch, against each faction. Rankings reflect the current balance — Arrowhead adjusts stratagems often, so treat them as a snapshot rather than a law.

Best stratagems ranked

The ranking axis is how often a stratagem earns its slot across all three factions at higher difficulties. Faction specialists that are excellent against one enemy and weak against the others sit lower here and higher in the faction tables below.

S
LAS-99 Quasar Cannon — support weapon One-shots a Charger's head or a Hulk with no ammo to manage and no backpack. It charges for 3 seconds and recharges for 15, so it fires about once every 18 seconds forever. Frees your backpack slot. Eagle 500kg Bomb — Eagle 2,000 damage from the bomb itself plus a 1,500-damage blast. Kills Bile Titans and most things standing near them. Only 1 use per rearm, which is its one real weakness. Orbital Railcannon Strike — orbital Instant, auto-targets the largest enemy within 30 m, and reliably one-shots Bile Titans, Impalers, Chargers, Hulks and Tanks. 180-second cooldown. The safest way to delete one specific threat. GR-8 Recoilless Rifle — support weapon 3,200-damage HEAT rocket plus an HE mode for crowds and structures. 1 rocket loaded and 5 in the backpack. A teammate can reload it for you, which makes it the best anti-tank weapon in a coordinated squad.
A
Eagle Cluster Bomb — Eagle 4 uses per rearm. Wipes small and medium enemies across a wide strip. The workhorse crowd tool against Terminids and Voteless. Eagle Airstrike — Eagle 2 uses per rearm, Level 1. Destroys Bug Holes, Fabricators, Spore Spewers and Shrieker Nests from a distance, and its bombs penetrate heavy armor. SH-32 Shield Generator Pack — backpack A 150-point bubble that blocks projectiles, explosions, melee and arc damage from every direction. Turns Automaton and Illuminate firefights. Does not block fire or gas. EAT-17 Expendable Anti-Tank — support weapon Two disposable launchers per call on a 70-second cooldown. Same one-shot results as the Recoilless on Chargers and Hulks. The best anti-tank pick before Level 18. Orbital Gas Strike — orbital Level 1, 75-second cooldown. Damages and confuses everything in the cloud — organic or robotic — and slows confused enemies. Excellent for shutting down Bug Breaches and bot drops. B-1 Supply Pack — backpack 4 charges, each refilling ammo, grenades and stims — for you or a teammate. Makes stim-heavy play sustainable.
B
AC-8 Autocannon — support weapon Heavy armor penetration, a 10-round magazine and 50 spare rounds, plus a flak mode for Gunships and Shriekers. Strong all-rounder, but it takes your backpack slot. MG-43 Machine Gun — support weapon Free, Medium penetration, 175-round belt. Underrated against the Illuminate, where it destroys Harvester leg joints quickly. Orbital Precision Strike — orbital Free, 80-second cooldown, 4,000 damage. Can kill a Bile Titan and destroys most outposts in one hit. Hard to land on moving targets because of its 4.45-second delay. A/MLS-4X Rocket Sentry — sentry Prioritises large enemies with Anti-Tank I rockets. 32 rockets per call on a 150-second cooldown. Good against Automaton tanks and Hulks while you handle the rest.

The Orbital Laser (3 uses per mission), Orbital Napalm Barrage and the Exosuits are also strong; they fall just short because the Railcannon and the Eagles cover the same jobs on shorter cooldowns.

How the four slots should be split

Fill the slots in this order:

  1. 1

    Slot 1 — an anti-tank weapon you can always fire

    Quasar Cannon, Recoilless Rifle or EAT-17. Each one-shots a Charger's head or a Hulk. Never drop without an answer to heavy armor.

  2. 2

    Slot 2 — a stratagem that deletes the biggest enemy

    Eagle 500kg Bomb or Orbital Railcannon Strike. This is for the Bile Titan, Factory Strider or Harvester that your rocket alone will not solve quickly.

  3. 3

    Slot 3 — a crowd tool

    Eagle Cluster Bomb, Eagle Napalm Airstrike, Orbital Gas Strike or a machine gun support weapon. This is what stops a breach or a bot drop from overrunning you.

  4. 4

    Slot 4 — a backpack or a sentry

    Shield Generator Pack or Supply Pack if your support weapon is backpack-free; a sentry (Machine Gun, Gatling or Rocket) if your support weapon already wears a backpack.

The backpack rule. You can wear one backpack. The Recoilless Rifle, Autocannon and Spear each come with their own ammo backpack, so taking one of them plus a Supply Pack or Shield Generator Pack wastes a slot. Backpack-free anti-tank options — the Quasar Cannon, EAT-17 and MLS-4X Commando — are what let you run a utility backpack.

Best stratagems against each faction

Terminids

Terminids attack in numbers and their heavies — Chargers, Bile Titans, Impalers — close the distance fast. You want crowd clearing that comes back quickly and anti-tank that does not require standing still.

Rank Stratagem Why it works on bugs
1 Eagle 500kg Bomb Kills Bile Titans and wipes everything around them
2 Quasar Cannon / EAT-17 One-shots a Charger's head with no stationary reload while you are being chased
3 Eagle Cluster Bomb 4 uses per rearm against swarms of small and medium bugs
4 Orbital Gas Strike Confuses and slows a whole Bug Breach for a 75-second cooldown
5 Eagle Airstrike Closes Bug Holes from a distance; 2 uses per rearm
6 Supply Pack Bug missions burn stims and ammo; 4 charges keep you running

Solo, avoid the Recoilless Rifle against bugs: its 6-second stationary reload is long when a pack is chasing you.

Automatons

Automatons punish you at range. Their heavies — Hulks, Tanks, Factory Striders — are armored, and Gunships appear on higher difficulties. You want shields, precise anti-tank, and a way to flatten outposts.

Rank Stratagem Why it works on bots
1 Shield Generator Pack Blocks bot projectiles and rockets from every direction
2 Recoilless Rifle / Quasar Cannon One-shots a Hulk and breaks a Factory Strider's head armor
3 Orbital Railcannon Strike Instantly kills a Hulk or Tank; auto-targets the largest enemy
4 Eagle Airstrike Destroys Fabricators from outside their line of fire
5 Autocannon Heavy penetration for Factory Strider gatling guns; flak mode for Gunships
6 Rocket Sentry Prioritises heavies, so its rockets go where you need them

The Hulk Bruiser's head has only 250 health: the Railgun, Anti-Materiel Rifle and S-11 Speargun destroy it in one shot. The Factory Strider is easier if you destroy its gatling guns first with a Medium- or Heavy-penetration weapon, then crack the head with an anti-tank rocket.

Illuminate

The Illuminate reward sustained damage over single big hits. Harvester shields absorb any single instance of damage and regenerate, and many Illuminate units use explosive and arc damage. Swarms of Voteless and Fleshmobs fill the gaps.

Rank Stratagem Why it works on the Illuminate
1 MG-43 Machine Gun / Heavy Machine Gun High DPS destroys Harvester leg joints quickly and mows down Voteless
2 Shield Generator Pack Blocks explosive and arc damage, both common on the Illuminate
3 Autocannon (flak) Shrapnel strips Harvester shields cheaply
4 Eagle Cluster Bomb / Napalm Airstrike Clears Voteless and Fleshmob packs
5 Orbital Gas Strike Confusion and slow help when Warp Ships drop reinforcements
6 EAT-17 / Recoilless Rifle One rocket destroys a Harvester joint once the shield is down

Removing just one of the Harvester's two shield generators (above and below its eye) disables its shield permanently. Destroying any one leg joint kills it.

Unlock levels and costs

Costs are in Requisition Slips and unlocked on your Super Destroyer once you reach the level. Stratagems from Warbonds cost Medals instead and are not listed.

Stratagem Category Level Cost Base cooldown
Orbital Precision Strike Orbital 1 Free 80 s
MG-43 Machine Gun Support weapon 1 Free 480 s
Eagle Strafing Run Eagle 1 1,500 15 s between uses
Eagle Airstrike Eagle 1 4,000 15 s between uses
Orbital Gas Strike Orbital 1 4,000 75 s
A/MG-43 Machine Gun Sentry Sentry 1 1,500 90 s
B-1 Supply Pack Backpack 1 4,000 480 s
EAT-17 Expendable Anti-Tank Support weapon 3 3,000 70 s
Eagle Cluster Bomb Eagle 3 4,000 15 s between uses
GR-8 Recoilless Rifle Support weapon 5 6,000 480 s
Eagle Napalm Airstrike Eagle 5 5,000 15 s between uses
A/G-16 Gatling Sentry Sentry 5 4,000 150 s
AC-8 Autocannon Support weapon 10 7,000 480 s
E/MG-101 HMG Emplacement Emplacement 10 10,000 180 s
Eagle 500kg Bomb Eagle 15 10,000 15 s between uses
Orbital Laser Orbital 15 10,000 300 s, 3 uses
A/MLS-4X Rocket Sentry Sentry 15 7,500 150 s
LAS-99 Quasar Cannon Support weapon 18 7,500 480 s
Orbital Napalm Barrage Orbital 18 10,000 240 s
Orbital Railcannon Strike Orbital 20 10,000 180 s
SH-32 Shield Generator Pack Backpack 20 10,000 480 s
EXO-49 Emancipator Exosuit Vehicle 25 20,000 420 s, 3 uses

How cooldowns, uses and categories work

Support weapons drop in a Hellpod. Most have a 480-second cooldown; the EAT-17 (70 s) and MLS-4X Commando (120 s) are built to be called often. If you die, go back and pick your weapon up rather than waiting 8 minutes.

Backpacks also have a 480-second cooldown (the Ballistic Shield Backpack is shorter). One backpack at a time, and support weapons that need ammo packs count as your backpack.

Eagles share one aircraft. Each Eagle stratagem has a fixed number of uses per rearm — Strafing Run 4, Cluster Bomb 4, Airstrike 2, Napalm 2, 500kg Bomb 1 — with 15 seconds between uses. When any one runs out, the Eagle rearms for 150 seconds and none can be called. Use the Eagle Rearm stratagem to send it back early when one Eagle is empty and the others are not worth waiting for.

Orbitals are one shot per call with their own cooldown, independent of each other. A few are limited per mission: the Orbital Laser has 3 uses.

Sentries and emplacements have short cooldowns (90–180 s). Sentries fire automatically and do not check whether a Helldiver is in the line of fire; emplacements such as the HMG need someone to man them.

Vehicles — the Patriot and Emancipator Exosuits — are Level 25, 20,000 Requisition each, limited to 3 uses per mission on a 420-second cooldown.

Ship modules shorten everything. Expanded Weapons Bay adds one use per rearm to every Eagle. Pit Crew Hazard Pay cuts Eagle rearm from 150 to 120 seconds. Zero-G Breech Loading cuts orbital cooldowns by 10%, Streamlined Request Process does the same for support weapons, Hand Carts for backpacks, and Morale Augmentation cuts all stratagem cooldowns by 5%.

Loadout templates

Solo

Solo, nobody reloads for you, nobody covers you, and every stratagem has to work without a partner.

Faction Four stratagems Why
Terminids Quasar Cannon + Supply Pack + Eagle 500kg Bomb + Eagle Cluster Bomb Anti-tank without a reload stop, ammo for kiting, and two Eagles that cover both heavies and swarms
Automatons Quasar Cannon + Shield Generator Pack + Orbital Railcannon Strike + Eagle Airstrike The shield lets you trade at range; Railcannon handles the Hulk or Tank you cannot reach; Airstrike closes Fabricators
Illuminate MG-43 Machine Gun + Shield Generator Pack + Eagle Cluster Bomb + Orbital Railcannon Strike Sustained DPS for Harvester joints and Voteless; the Railcannon covers the occasional target the MG cannot handle
Before Level 15 EAT-17 + Supply Pack + Eagle Airstrike + Machine Gun Sentry All unlocked by Level 3 for 12,500 Requisition in total

Squad of four

In a squad, cover the four jobs across people instead of inside each loadout. Heavies tend to split the team up, so at least three of the four players should carry a direct anti-tank weapon; the specialties are what you divide.

Role Four stratagems Job in the squad
Heavy hitter Recoilless Rifle + Eagle 500kg Bomb + Orbital Railcannon Strike + Orbital Precision Strike Kills every Bile Titan, Hulk and Tank; a teammate reloads the Recoilless
Crowd control Machine Gun or Stalwart + Supply Pack + Eagle Cluster Bomb + Orbital Gas Strike Holds breaches and drops; refills teammates from the Supply Pack
Defence Quasar Cannon + Shield Generator Pack + Gatling Sentry + Rocket Sentry Locks down objectives and extraction with sentries while the shield keeps them alive
Objectives EAT-17 + Jump Pack + Eagle Airstrike + Orbital Napalm Barrage Moves fast between nests, Fabricators and side objectives

Do not stack four 480-second support weapons that need backpacks. If the whole squad brings the Recoilless, Autocannon and Spear, nobody has a Supply Pack or shield, and every death costs an 8-minute cooldown. At least one player should run a backpack-free weapon and a utility pack.

Common mistakes

  • Throwing a Hellpod onto a teammate. Support weapons, sentries and reinforcements arrive in Hellpods that crush whatever they land on, including Helldivers. Beacons can even stick to another player's Shield Generator Pack.
  • Calling the Orbital Airburst Strike near the squad. Anyone caught in the blast dies regardless of armor or shield; the safe distance is about 30 m.
  • Sentries behind your own team. Sentries keep firing through Helldivers in their line of fire. Place them to the side of your fighting line, not behind it. The Guard Dog Rover and the Arc Thrower can also hit teammates.
  • Wasting Eagle uses. Using the last Strafing Run on two small bugs locks the 500kg Bomb out for 150 seconds. Rearm deliberately.
  • Ignoring the backpack rule. A Recoilless Rifle plus a Shield Generator Pack means one of them stays on the ground.
  • Throwing stratagems into a jammer. Stratagem Jammer towers block beacons in their radius until you destroy them.

Learn each faction's heavies and weak points in the faction guide, then match your primary and grenades to your stratagems with the weapons tier list. If you are still learning stratagem inputs and early missions, start with the beginner guide. Whether the game is worth your time is covered in the honest review.

★Honest Take: four slots is where the game is decided

The best thing about Helldivers 2's stratagem system is that it refuses to let one loadout win everywhere. A 500kg Bomb that ends every bug mission is clumsy against bot outposts; a Shield Generator Pack that saves you from rockets does nothing against fire. The cost is that the game rarely explains this — new players carry a crowd tool into a Bile Titan fight and blame their aim. The other honest caveat is churn: Arrowhead buffs and nerfs stratagems regularly, so a tier list ages faster than in most games. The formula — anti-tank, heavy-killer, crowd tool, backpack or sentry — has survived every patch so far, and it is the thing worth remembering.

FAQ

FAQ

On the current patch, the most consistently strong picks are the Quasar Cannon or Recoilless Rifle for anti-tank, the Eagle 500kg Bomb and Orbital Railcannon Strike for killing heavies, the Eagle Cluster Bomb or Orbital Gas Strike for crowds, and the Shield Generator Pack or Supply Pack as a backpack. Which ones belong in your loadout depends on the faction you are fighting.
The Orbital Precision Strike and the MG-43 Machine Gun are free. Spend your first Requisition on the EAT-17 Expendable Anti-Tank (Level 3, 3,000), the Eagle Airstrike (Level 1, 4,000) and the B-1 Supply Pack (Level 1, 4,000). Then save for the Recoilless Rifle (Level 5, 6,000) and the Quasar Cannon (Level 18, 7,500).
All Eagle stratagems use the same aircraft. Each has a set number of uses per rearm (Strafing Run and Cluster Bomb 4, Airstrike and Napalm 2, 500kg Bomb 1), with a 15-second cooldown between uses. When an Eagle runs out, the aircraft rearms for 150 seconds and no Eagle can be called. The Eagle Rearm stratagem sends it back early to refill the empty one.
Not in your own loadout — each of your four slots must be a different stratagem. Teammates can bring the same stratagem as you, but in a squad it is usually better to cover different jobs.
The Orbital Railcannon Strike, Orbital Precision Strike, Eagle 500kg Bomb and Eagle 110mm Rocket Pods can kill a Bile Titan with one use, depending on where they land. A Recoilless Rifle or EAT-17 rocket to the head also kills it in one hit.
For most loadouts, the SH-32 Shield Generator Pack (Level 20) against Automatons and Illuminate, and the B-1 Supply Pack (Level 1) against Terminids or in a squad. Remember that a support weapon with its own backpack, such as the Recoilless Rifle, takes the backpack slot.

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

Related

Related Articles