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Helldivers 2 Stratagems Tier List & Guide (2025)

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helldivers-2 stratagems

A‑Tier orbitals

Orbital Napalm Barrage

The Orbital Napalm Barrage saturates an area with five salvos of burning shells. It has a call‑in time of 7.45 seconds (6.45 seconds with upgrades) and a 240‑second cooldown. The napalm shells leave persistent flames that damage and slow enemies. This makes the Napalm Barrage perfect for area denial and crowd control against Terminids. However, because the flames scatter unpredictably and do not penetrate heavy armour, it sits below the Orbital Laser in our tier list. 

Synergy tips: pair with Machine Gun Sentry or Guard Dog Rover to target any enemies that survive the flames. Keep your team out of the fire!

Orbital 120 mm HE Barrage

This mid‑tier orbital fires five salvos of three high‑explosive shells. It has a call‑in time of 7.45 seconds (6.45 with upgrades) and a 180‑second cooldown. The short cooldown and decent area coverage make it a reliable opener on defence missions. However, each shell’s damage is lower than that of the Napalm or 380 mm barrages, so heavy Automaton units may shrug off the explosions. Synergy tips: call it first to clear lighter enemies, then follow with Railcannon for bosses.

Orbital Gas Strike

An interesting utility option, the Orbital Gas Strike disperses toxic gas instead of explosives. It has a call‑in time of 4.45 seconds (3.45 when upgraded) and a 75‑second cooldown. The gas damages, slows and confuses enemies, making it effective against bug swarms or as an area denial tool in narrow corridors. Because it deals minimal damage to armour, we rank it A‑tier. Synergy tips: combine with Incendiary Mines to ignite the gas for extra damage or with EMS Mortar to stun enemies in the gas cloud.

Orbital Precision Strike

A favourite of many divers, the Orbital Precision Strike calls down a single high‑powered shot from the ATLAS cannon. It has a call‑in time of 4.45 seconds (3.45 with upgrades), unlimited uses and a 90‑second cooldown. The shell deals huge damage to the targeted area and is effective against both Terminids and Automatons. Its short cooldown and quick call‑in make it ideal for sniping Chargers, Factory Striders or smaller bug hordes. However, because it only fires once, it is not as powerful as the Railcannon. Synergy tips: call the Precision Strike on nests or AA turrets while your team holds off enemies with mines or sentries.


A‑Tier eagle strikes and support

Eagle Airstrike (standard bombs)

The Eagle Airstrike is the basic bombing run. It has a call‑in time of 0 seconds (the plane is already overhead), two uses (three with upgrades) and a short 8‑second cooldown. The Eagle drops two bombs along a straight line, dealing moderate explosive damage. Its advantages are the extremely fast deployment and low cooldown, you can call it repeatedly to clear patrols or bug nests early. However, the bombs drop in a straight line and may miss mobile targets. Synergy tips: use on open terrain where enemies funnel along a clear path. Follow up with Anti‑Personnel Mines to catch survivors.

Eagle Smoke Strike

The Eagle Smoke Strike provides concealment rather than damage. It has a call‑in time of 4.4 seconds, two uses (three with upgrades) and a 15‑second cooldown. The strike drops smoke canisters that create a cloud blocking line of sight, allowing your team to cross open ground or interact with objectives without being shot. In 2025, smoke remains valuable against Automatons who rely on their sensors — though the Illuminate can still teleport into the cloud. Synergy tips: pair with Shield Generator and Jump Pack to reposition safely. Use smoke before calling heavy orbitals so enemies cannot target you.

Eagle Airstrike — Napalm variant (A‑tier)

As discussed earlier, the Eagle Napalm Airstrike sits near the top of A‑tier due to its wall of fire. When used strategically with orbitals and sentries, the napalm wall controls the battlefield and buys time to handle objectives.


A‑Tier sentries

Gatling Sentry

The Gatling Sentry is a heavier version of the machine gun. It has a call‑in time of 7.75 seconds (reduced to 4.75 with upgrades) and a 150‑second cooldown (128 seconds with upgrades). It fires 1,560 rounds per minute, shredding light armour but sometimes overheating. Players rank it A‑tier because it offers sustained fire but is less accurate than the machine gun and has a longer cooldown. Against the Illuminate, its ballistic rounds bounce off shielded units, so switch to laser or plasma options instead.

Laser Sentry

While not as popular as ballistic turrets, the Laser Sentry fires continuous beams that ignore shields and armour. Its call‑in time and cooldown mirror those of the Gatling Sentry. Players place it in A‑tier for Illuminate missions because the laser bypasses Obelisk shields and prevents teleporting units from closing in. However, on Terminid and Automaton missions, the laser’s DPS is lower than ballistic sentries, so prefer the Machine Gun or Autocannon there.

Heavy Machine Gun Emplacement (HMG)

The HMG Emplacement is a manually operated turret. It has a moderate call‑in time and a long 240‑second cooldown. Once deployed, a player can mount it to fire high‑calibre rounds at enemies. Because it requires a player to man the gun and has a long cooldown, we rank it B‑tier, but some players rate it A‑tier on defend missions because the continuous fire and high penetration can tear through Automaton armour.


A‑Tier backpacks

Jump Pack (LIFT‑850)

The Jump Pack drastically increases mobility by allowing divers to leap over obstacles and avoid enemies. It has a call‑in time of 9.75 seconds, unlimited uses and a 480‑second cooldown (reducing to 410 seconds with upgrades). After use, it must recharge for 15 seconds. The ability to jump up cliffs or across gaps helps speed clear operations and escape swarms. However, because it occupies the backpack slot and offers no direct damage or defence, it is A‑tier rather than S. Synergy tips: combine with Orbital Laser or Railcannon by quickly reaching high ground to call in your shots. Against Terminids, use it to leap over bile spouts; against Automatons, jump over trenches to reach factories.

Guard Dog Rover

The Guard Dog Rover is a supply backpack that summons a small flying drone armed with a laser rifle. It has a call‑in time of 5 seconds, unlimited uses and a 480‑second cooldown. The drone automatically targets nearby enemies, providing 360° cover around the diver. Its laser deals modest damage but can chip away at smaller Automatons or bugs. The rover overheats and must rest periodically, and it cannot kill heavy units alone. We rank it A‑tier because it offers constant passive fire and can revive teammates while you focus on objectives. 

Synergy tips: pair with Napalm Barrage to finish off burning enemies or with Smoke Strike to fire at enemies who cannot see you.

Hover Pack (LIFT‑860)

The Hover Pack allows the wearer to fly at a fixed height for six seconds. It has a call‑in time of 9.75 seconds, unlimited uses and a 480‑second cooldown. While hovering, divers can traverse canyons, cross rivers and avoid ground hazards. However, the pack deactivates if shot or if the diver takes damage, making it riskier than the Jump Pack. Because it lacks offensive power, we rank it B‑tier. Synergy tips: use on open snow maps to avoid deep snow; pair with Precision Strike to call in orbitals from aerial positions.

Warp Pack (LIFT‑182)

The Warp Pack uses dark‑fluid technology to teleport the wearer short distances. It has a call‑in time of 9.75 seconds, unlimited uses and a 480‑second cooldown. The pack recovers 6 % energy per second and each warp consumes about 33 %, meaning you can teleport every six seconds. Warping allows divers to pass through obstacles and even through enemies, potentially killing them. However, because teleporting can lead you into hazards or out of position, and due to the long cooldown, we rank the Warp Pack B‑tier. Synergy tips: use to quickly cross trenches or escape chargers; combine with Supply Pack to ensure you have stims if the warp goes awry.

Ballistic Shield Backpack (SH‑20)

The Ballistic Shield Backpack provides portable cover against small arms. It has a call‑in time of 9.75 seconds, unlimited uses and a 300‑second cooldown. To use the shield effectively, the diver must carry a one‑handed weapon and aim the shield at incoming fire. While this pack offers excellent cover in narrow corridors or against Automaton squads, we rank it B‑tier because it occupies the backpack slot and restricts your weapon choice. Synergy tips: pair with Orbital Gatling Barrage — the shield user covers the team while the orbital saturates the area.

Guard Dog (ballistic) — B tier

Different from the laser‑equipped rover, the Guard Dog backpack (ballistic version) summons a drone with a standard rifle. It has a call‑in time of 9.75 seconds, unlimited uses and a 480‑second cooldown. While the ballistic guard dog provides 360° cover, its damage is lower than the laser variant and requires more frequent reloading. We rank it B‑tier. Synergy tips: pair with Incendiary Mines to finish off burning enemies while your drone chips away.


A/B‑Tier mines and utility

Anti‑Personnel Minefield (MD‑6)** — A‑tier

The MD‑6 Anti‑Personnel Minefield calls down multiple salvos of mines. It has a call‑in time of 7.75 seconds (4.75 when upgraded), unlimited uses and a 120‑second cooldown. Each mine deals high damage to light and medium targets. The minefield is ideal for defending objectives or blocking enemy paths. Because mines persist and do not count as friendly fire, they remain effective crowd‑control tools. Synergy tips: combine with Orbital Gas Strike or Napalm Barrage; the gas confuses enemies into walking onto mines.

Anti‑Tank Mines (MD‑17)** — A‑tier

The MD‑17 Anti‑Tank Mines drop fewer mines than the MD‑6 but each mine deals huge damage to armoured targets and has a large blast radius. It has the same 7.75 s call‑in time and 120 s cooldown. Top players use them to protect extraction zones from Chargers or Factory Striders. Because heavy units often ignore other area denial tools, an anti‑tank mine can be the difference between success and failure. Synergy tips: pair with Eagle Napalm Airstrike; the flames push enemies into the mines.

Incendiary Minefield (MD‑I4)** — A‑tier

The MD‑I4 Incendiary Minefield behaves like the MD‑6 but each mine explodes into a fire patch. It has the same call‑in time and cooldown as the other mines. Because the mines burn for several seconds, they deal sustained damage and slow enemies. In 2025, this minefield is extremely popular on Terminid infestations. Synergy tips: combine with Orbital Gas Strike or Smoke Strike to mask the mines; unsuspecting enemies will walk into them.

Anti‑Personnel & Incendiary mine synergy

A strong strategy is to layer a minefield, then call a Precision Strike or Napalm Airstrike on top. The explosion triggers the mines simultaneously, creating a lethal chain reaction. Against Automatons, place anti‑tank mines on predicted tank routes, and then call an Orbital Gatling Barrage to drive them forward.


B‑Tier orbitals and niche options

Orbital 380 mm HE Barrage

The Orbital 380 mm HE Barrage is the bigger brother of the 120 mm barrage. It has a call‑in time of 8.45 seconds (7.45 upgraded) and a 240‑second cooldown. It fires five salvos of three shells with large explosions. While each shell hits hard, the extremely long call‑in time and cooldown make it less desirable compared with other orbitals. Nevertheless, it can wipe out entire fortifications when used correctly. Synergy tips: coordinate with your team so everyone stays clear of the long barrage; use for siege missions on Automaton factories.

Orbital Walking Barrage

The Orbital Walking Barrage fires multiple salvos that move in a straight line. It has a call‑in time of 5.45 seconds (4.45 with upgrades) and a 240‑second cooldown. Each volley advances slightly, allowing you to “walk” the explosions through enemy lines. While this can sweep enemies out of trenches, the barrage’s unpredictability and long cooldown keep it from A‑tier. Synergy tips: use on defence missions where you can predict enemy approach paths. Avoid using near your own team.

Orbital Smoke Strike

The Orbital Smoke Strike is similar to the Eagle smoke but covers a larger area. It has a call‑in time of 4.45 seconds (3.45 with upgrades) and a 100‑second cooldown. The smokescreen blocks line of sight for enemies and reduces incoming projectile accuracy. However, because the cloud can also obscure your vision and the long cooldown limits its use, we rank it B‑tier. Synergy tips: combine with Jump Pack to reposition or with Railcannon to call precision shots under cover.


B‑Tier backpacks and utility

Hover Pack (discussed above)

Warp Pack (discussed above)

Ballistic Shield Backpack (discussed above)

Guard Dog (ballistic) (discussed above)

In addition to these, the B‑tier includes other niche backpacks such as the Incendiary Pack (a backpack that throws small incendiary bombs) and Stim Pack expansions. While fun, these packs lack the impact necessary for high‑level dives.


Making load‑outs for each faction

Against the Terminids

Terminids overwhelm players with sheer numbers, acid spitters and heavily armoured Bile Titans. For bug hunts, prioritise crowd control and boss deletion.

  • Orbitals: Orbital Laser, Napalm Barrage, Railcannon. The laser burns through hordes and destroys nests; Napalm denies open ground; the Railcannon deletes Bile Titans.
  • Eagles: Eagle 500 kg Bomb, Napalm Airstrike. The 500 kg bomb one‑shots Bile Titans; napalm walls funnel swarms.
  • Sentries: Machine Gun Sentry and EMS Mortar. Place overlapping turrets to control approach lanes.
  • Mines: Incendiary and Anti‑Personnel mines slow and destroy waves.
  • Backpacks: Shield Generator or Jump Pack. The shield protects during extraction; the jump pack helps cross chasms and escape acid.

Against the Automatons

Automatons bring heavily armoured units, explosive ordnance and snipers. You need armour penetration and rapid response.

  • Orbitals: Railcannon, Precision Strike and Gatling Barrage. These orbitals quickly remove Automaton factories and tanks.
  • Eagles: Eagle 500 kg Bomb for tanks, Eagle Cluster Bomb for groups of bots.
  • Sentries: Autocannon or Rocket Sentry for armour; Machine Gun for suppression; Laser Sentry for shielded Illuminate units.
  • Mines: Anti‑Tank mines on known tank paths.
  • Backpacks: Shield Generator and Supply Pack are invaluable; Guard Dog Rover to provide constant laser fire.

Against the Illuminate

Illuminate enemies (released later in 2024) rely on energy shields, teleportation and mental attacks. Divers must balance continuous damage with shield bypass.

  • Orbitals: Gatling Barrage, Precision Strike and Railcannon remain effective; Napalm is less useful because Illuminate can teleport away.
  • Eagles: Eagle Cluster Bomb to saturate spawn points; Napalm Airstrike to control clones.
  • Sentries: Laser Sentry is essential because it bypasses shields. Machine Gun can still stagger minor units, but Laser should be your primary turret.
  • Mines: Anti‑Personnel mines remain decent; gas or incendiary mines may confuse units but are less effective.
  • Backpacks: Shield Generator provides temporary invulnerability to mental attacks; Warp Pack can help escape teleported enemies; Jump Pack for vertical repositioning.

Tips for using non‑weapon stratagems effectively

  1. Learn the codes by muscle memory: being able to punch in a stratagem code without thinking is crucial on higher difficulties. Practice in low‑risk missions until you can call orbitals or turrets under fire.
  2. Mind the cooldowns: plan your stratagem rotation. For example, call a Gatling Barrage early to free up the cooldown for the next wave, and save your Railcannon for boss spawns.
  3. Communicate with your team: avoid overlapping orbitals or dropping napalm on friends. Call out “Napalm incoming north!” to prevent accidents.
  4. Stack synergies: as discussed, combining napalm with minefields, or shields with orbitals, multiplies effectiveness.
  5. Adapt to the mission — Helldivers 2’s dynamic mission structures mean no one stratagem fits all. Swap out eagles for additional orbitals if you’re defending an extraction, or take more backpacks on long operations.

TL;DR

Helldivers 2 offers a rich suite of non‑weapon stratagems that dramatically shape each mission. In 2025, the Orbital Railcannon, Orbital Laser, Eagle 500 kg Bomb, Machine Gun Sentry and Shield Generator Pack remain at the top of the meta. These S‑tier tools deliver unparalleled damage, crowd control and defence. However, many A‑tier options like the Precision Strike, Napalm Barrage, Jump Pack and minefields provide situational power and should not be overlooked.

Ultimately, the best stratagem load‑out depends on your team, the enemy faction and the mission objectives. Use this guide as a foundation to experiment with combinations, coordinate with your squad and spread Managed Democracy across the galaxy. With the right mix of orbitals, eagles, sentries and support gear, you’ll be ready for whatever threats the Illuminate, Automatons or Terminids throw at you. So load up your stratagems, dive into danger and remember, for Super Earth!

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