Best Stratagems Helldivers 2: What powers should you choose for your character?

 There are no classes in Helldivers II, but your choice of weapon and powers will determine your gameplay. As a Tier list would not be too relevant yet, we invite you to discover a selection of what we consider to be the best stratagems to choose!



Helldiverse 2


Helldivers 2 makes a wide range of strategies available to players, but it takes a significant number of hours of play to unlock everything and thus offer a quality Tier List. It can be a bit disappointing to pay a large amount of requisition only to realize that a stratagem doesn't fit your current needs or playstyle at all.

Let us be clear that each stratagem can shine in the right circumstances. This greatly depends on the difficulty level, mission objectives, and team composition. Even the best hammer in the world is no use when you need a screwdriver.

Best Low Level Stratagems

If you're just starting the game and looking to get off to a good start , listing the best stratagems available at level 20 doesn't help you much. Here is a selection available at level 5 at most .

Antipersonnel mine device

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 180 seconds
  • Price: 1500 Requisition

  • Terribly underestimated, and often very poorly used, this stratagem makes it possible to deploy a field of anti-personnel mines over a large area. You can stop a whole wave of Terminids emerging with this. The AI ​​won't think, and it will walk straight into it. The problem is that your teammates tend to do the same. However, you should not be discouraged, this stratagem is inexpensive, available from the start, and its cooldown time is short, being only 3 minutes. If you get into the habit of putting it in front of you before facing a group of enemies, your life will change. Still think about taking the tour afterwards.
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Machine Gun Turret

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 180 seconds
  • Price: 1500 Requisition

Another stratagem available from the start of the game. The turret will help you contain the enemy hordes. It will also protect you while you are fleeing, or completing an objective. Her only flaw is that she doesn't care if you're between her and her next target, which can kill you.

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Machine Gun or Vigorous

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 480 seconds
  • Price: - / 3500 Requisition

This basic stratagem is excellent for slaughtering large quantities of small enemies, and it is also relatively effective against medium enemies. By lying down, you gain precision and it becomes possible to hold a position. The important thing is to combine it with weapons or stratagems that can handle armored targets. The Vigorous is a little less powerful, but it is easier to handle and above all, easier to recharge in combat.

Helldiverse 2
Helldiverse 2

Anti-tank charge or recoilless rifle

  • Call time: 2 seconds
  • Uses: Unlimited
  • Cooldown: 70 seconds
  • Price: 3000 Requisition

  • Your options for killing armored enemies like Chargers are reduced at the start of the game. And it's a shame to deprive yourself of your main support weapon when these enemies are still rare, which explains why we prefer it to the Recoilless Rifle . which specializes in this area. The latter can nevertheless be an excellent choice if you coordinate your equipment with that of the rest of the group. This weapon only has 2 charges, but its cooldown is exceptionally short. You can easily call several pods ahead into the area, when a position needs to be defended, so that everyone has anti-tank missiles on hand. You can kill a Charger with 2 well-placed shots, before picking up your weapon on the ground.

Helldiverse 2
Helldiverse 2

Eagle - Airstrike

  • Call time: 0 seconds
  • Uses: 2
  • Cooldown: 15 seconds
  • Price: 4000 Requisition

  • When the situation escalates or an objective appears too dangerous, requesting a bombardment can change the situation. This is perfect for destroying eggs, or even destroying a few Terminid tunnels. The major flaw of this stratagem is its very limited number of uses. Some will prefer the 120MM Orbital HE Strike, which has a much longer recharge time (240 seconds) and more dispersed shots, but which has unlimited charges. You can also combine it with the Eagle - Cluster Bomb, in order to have immense firepower, which you can concentrate on relatively short missions.

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Mid-level Stratagems

Here are some suggestions for strategies to adopt after expanding your options. They are available at maximum level 10.


Automatic cannon

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 480 seconds
  • Price: 7000 Requisition


This weapon is a real killer of intermediate enemies, any ones that give you trouble due to their high health and light armor. She works miracles against the mothers of Terminid broods, and against Automatons in general. Its shots can also decimate groups of light enemies. It can fire at long range, with great precision and a large quantity of ammunition thanks to the integrated resupply backpack. This is obviously a problem if you want to use another backpack. This weapon also has the drawback of not being effective against giant armored enemies (Colossus, Charger, Tank), unless targeting a weak point.

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Mortar Turret

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 180 seconds
  • Price: 7000 Requisition

A very versatile evolution of the turret, which will automatically bombard your enemies from above. This allows you not to worry about your positioning and line of sight. It will automatically detect enemies and decimate entire groups of them. Its only flaw is once again that it is very likely to kill you if you are near one of its targets. The area of ​​effect of the explosions is large, so stay at a distance.

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Orbital HE Barrage 380MM

  • Call time: 6 seconds
  • Uses: Unlimited
  • Cooldown: 240 seconds
  • Price: 7500 Requisition

  • This massive orbital bombardment will help you devastate an enemy position from afar. The damage inflicted is immense, and it is done over a large area... too large an area in fact. If you don't move back after giving the signal, you will probably die, as will your teammates. It requires a little coordination, but its unlimited use and moderate recharge time make it a versatile tool.
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Astro-Cerberus

  • Call time: 5 seconds
  • Uses: Unlimited
  • Cooldown: 480 seconds
  • Price: 7500 Requisition

There are two models of personal defense drone, with a laser or a machine gun. They are very useful for defending yourself against hordes of Terminides, since they will automatically open fire on anything that approaches you. Of course, there are trade-offs. They must be recharged regularly from the pack in your backpack, which will prevent you from using an Autocannon for example. They also tend to touch your teammates, this will teach them to keep their distance.

Helldiverse 2

High-level stratagems

Finally, here's our pick of some of the best high-level stratagems, the ones you'll unlock between levels 15-20.

Rocket Sentinel

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 180 seconds
  • Price: 10,000 Requisition
  • Required level: 15

  • As we've mentioned many times in this article, armored enemies are a major problem, since it's almost impossible to kill them unless you have a suitable weapon, or a teammate serving as bait to attract their attention during that you shoot behind his back. A good way to avoid having to make sacrifices is to call this formidable and versatile turret equipped with anti-tank missiles.
Helldiverse 2

Orbital laser

  • Call time: 1 seconds
  • Uses: 3
  • Cooldown: 300 seconds
  • Price: 10,000 Requisition
  • Required level: 15

Everyone loves the orbital laser, it's a simple and effective way to kill a colossus, a group of Chargers or a bunch of enemies hidden in a base. The laser will automatically pursue the enemy with the most health, which allows it to melt everything it comes across during its fairly long period of activity. Its only drawback is the limited number of charges, but it's generally enough if you save it for key moments of the mission, or other players have it too.

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Electromagnetic rifle

  • Call time: 3 seconds
  • Uses: Unlimited
  • Cooldown: 480 seconds
  • Price: 15,000 Requisition
  • Level required: 20

If you're tired of Colossi, Tanks, Chargers and all those monstrosities, here's the ultimate weapon to eliminate them in just a few shots. The Railgun is an absolutely devastating weapon, and it has a large amount of ammunition, which allows it to be used in many situations. In return, you have to recharge it between each shot. You can also activate dangerous shooting mode in its options, to gain even more power. On the other hand, if you charge the shot for too long, the overload will kill you.

Helldiverse 2

Personal Shield Generator

  • Call time: 5 seconds
  • Uses: Unlimited
  • Cooldown: 480 seconds
  • Price: 15,000 Requisition
  • Level required: 20

Survival becomes really difficult at high difficulty levels, especially against the Automatons who will strafe you from afar. This personal shield will be able to stop several bullets or attacks (probably) before deactivating, greatly improving your chances of escaping alive. It's also the best stratagem to share with your companions who don't yet have a bag on their back.



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