helldivers

Supply Stratagem Permit
B-1 Supply Pack
Supply boxes containing ammunition, with a backpack that allows the user to distribute boxes to fellow Helldivers.
Requirements ReqIcon 4000 lvl 5

Supply Pack Tips [Edit]

  • A Helldiver wearing the Supply Pack can approach a squad mate that needs ammunition and press the Interact key (E on PC, X on PS5) to give them a supply box. To Resupply yourself, on PC you push the 5 key by default and down on the D-pad on controller.
  • The Supply Pack basically has 4 charges. You can tell how many uses you have left by the number of distinct, yellow supply boxes on your back. Even when ammunition is full, you are allowed to restock your Supply Pack by picking up supply boxes from Resupply Pods, which adds one box.
  • Partially empty mags in a weapon itself will not be refilled, so reload every weapon that has spent magazines first!
  • When equipped with the B-1 supply Pack, picking up an ammunition box restores not only a Helldiver's current ammunition, but also adds a use to the supply pack itself. As this effectively doubles the amount of ammunition gained from every box, it is more efficient to allow a dedicated ammo carrier to collect as many ammo pickups as possible.

Supply Stratagem Permit
Lift-850 Jump Pack
Enables the user to jump higher than 'gravity' and 'safety' would normally allow. Must be charged before use.
Requirements ReqIcon 6000 lvl 8

Jump Pack Tips [Edit]

  • The Jump Pack allows the Helldiver to either jump over obstacles or quickly leap over vast distances. While it ultimately depends on the terrain conditions and elevation, it is typically capable of covering 20-25m, although this changes if ascending or decending from a height.
    • Once maximum distance has been reached, the pack's retro-thrusters will fire and slow the user's decent to allow a safe landing. When descending from a very high position, it is not recommended to move forward while landing, as the jump pack may not slow the user fast enough to avoid a potentially-lethal crash landing.
    • If the Helldiver's body collides with a solid object while jumping, they will lose control mid-flight and come crashing into the ground. It is typically not lethal.
  • Note that holding [Sprint] while jumping will continue to deplete stamina, or prevent it from recharging.
  • The LIFT-850 can allow the Helldiver to break contact with most enemies should terrain or structures be leveraged. Be wary of jumping enemies such as Hunters, Stalkers, and Assault Raiders that may continue to pursue, while noting that their own ability to jump is similarly limited. Flying and elite enemies will also continue to pursue the bearer.
  • The Helldiver can continue to fire their weapon, use stratagems, or use stims on themselves while in-flight.
  • Jumping vertically can provide a Helldiver with some additional distance with a thrown Stratagem, or deployment over a wall.
  • Jumping may break pursuit of any Terminid patrols tracking a player they haven't yet found.
  • For a short time after jumping, it is possible to aim with the held weapon. Patch 1.002.001 further improved a Helldiver's ability to engage targets, though at cost of the third-person aiming reticle.
  • The bearer remains vulnerable to damage and blasts while airborne. An achievement may be earned for being knocked out of a jump.
  • Certain weapons that normally require a stationary reload (such as the MG-43 Machine Gun or GR-8 Recoilless Rifle) can be reloaded while airborne.

Dark Fluid Vessel

During the final assault on Meridia, Helldivers were tasked with pumping Dark Fluid into the planet.

  • The bearer could occasionally release a small amount of Dark Fluid from its containment backpack to achieve a superior jump effect to the LIFT-850. The vessel allowed higher jumps, knocked back enemies or dissidents near the jumping Helldiver, and recharged faster. However, there was a minor chance of the vessel bursting, killing the bearer and requiring a replacement to be deployed.

Supply Stratagem Permit
AX/AR-23 "Guard Dog"
An autonomous drone equipped with a Liberator assault rifle, providing 360° cover. Returns to backpack to rearm.
Requirements ReqIcon 7500 lvl 10

Guard Dog Rover Tips [Edit]

  • As of Patch 01.001.104 provided the Guard Dog with Liberator Penetrator rounds, giving it medium penetration capability.
  • In addition to medium-armor penetration, the Guard Dog is capable of inflicting critical hits on certain enemies, giving it an advantage over the Guard Dog Rover (laser).
  • The Guard Dog has a limited ammunition count of 6 magazines + 1 in the gun itself. This is visible in the backpack iself as the 6 box-like protrusions to the side. Once expended, it can no longer fire, however it's magazines can be replenished with ammo and supply pickups.
    • Due to it's limited ammunition, it is recommended to only deploy the Guard Dog during significant engagements, keeping it docked during minor fights as it may waste ammunition of enemies that could be easily dispatched with weapons on one's person.
  • The Guard Dog will eject it's magazine to reload when forced to dock manually, even if it has only expended one round, which is rather wasteful.

Supply Stratagem Permit
AX/LAS-5 "Guard Dog" Rover
An autonomous drone equipped with a laser rifle, providing 360° cover. Returns to backpack to cool down.
Requirements ReqIcon 7500 lvl 10

"Guard Dog" Rover Tips [Edit]

  • The AX/LAS-5 "Guard Dog" Rover is armed with a LAS-5 Scythe which benefits from exceptional staying power when compared to the AD-334 Guard Dog (which is armed with a AR-23 Liberator. It is not restricted by ammo capacity and can fire continuously for a very long time. While it will eventually overheat, it can dock on a Helldiver’s backpack to cooldown and return to action a few seconds later.
  • The Rover performs exceptionally well against Terminids, whose main strategy involves throwing dozens of expendable underlings at the Helldivers. Focus on the larger units allowing the Rover to clear out the swarms of Scavengers rushing you.
  • The Rover is exceptionally useful for protecting you on the run, allowing you to kite packs of bugs efficiently. Whether it is to maintain your survival or so that you can focus on traveling to the next objective.
  • The Rover often works as an early warning system, targeting mobs often before you are able to spot them. It is also useful for detecting Stalkers through their invisibility.

Warnings

  • The Rover has a large agro range and will engage enemy units when you are attempting to reach an objective stealthily.
  • whilst the Rover will not deliberately target you or your teammates, it will not stop firing its laser if you happen to get in the way, so be watchful when hostiles move into melee range. Using crouch can reduce your chance of being hit but, with a little practice, you'll begin to know how to position yourself to avoid friendly fire altogether.

Supply Stratagem Permit
SH-20 Ballistic Shield Backpack
A backpack which can be wielded as a one-handed ballistic shield, protecting against small arms fire.
Requirements ReqIcon 6000 lvl 12

Ballistic Shield Backpack Tips [Edit]

  • The SH-20 is a one-handed retractable shield held in the shooter's off-hand, allowing them to use any weapon with the "one-handed" trait, along with grenades, while remaining mostly impervious to small-arms fire and attacks from the front.
    • In addition to dedicated melee weapons, the Helldiver can still perform the basic melee gunstrike with the shield deployed.
    • Reloading a gun will slightly shift the shield to the side, breaking complete frontal coverage. However, this is typically not an issue, unless under very heavy fire. Crouching also reduces the risk of getting shot when reloading under heavy fire.
  • When aiming with the SH-20, ADS is not possible while in first-person view, as the user is sighting through the visor slit. When shooting with the shield, it best to either go into third-person, or use a gun with a laser module, as this still allows one to accurately aim with the shield.
  • The shield itself is medium-armored, allowing it to withstand most attacks from chaff.
    • The SH-20 only protects against melee attacks and inert projectiles. It is not capable of protecting the user from AoE attacks. It may withstand the direct damage of the attack, but not the splash damage. This includes cannon fire or bile attacks.
    • In addition to most melee attacks, it can also withstand a Brood Commander's charge without suffering from a concussion in the aftermath.
    • The shield typically cannot withstand a direct attack from an arc weapon. However, the shield may sometimes protect the user when an arc bolt chains through multiple targets, and the last chain shock stops at the shield.
    • Melee attacks that cause ragdolling, such as the Stalker's tongue lash, will be withstood by the shield, but it will still send you flying.
    • The shield is capable of blocking melee attacks, even from heavy units like Chargers or Hulks. But this most often results in the shield being heavily damaged or outright destroyed on one hit.
  • The shield has limited durability, but a fast cooldown, allowing one to cycle through several shields with ease.
    • It is recommended to replace, when it is near breaking, to avoid being caught off-guard at an ill-opportune time.
  • The SH-20 can still block attacks while slung in the back when using a two-handed weapon or holding an object, although typcially only towards the upper body. This is especially useful when retreating from Hunters or Voteless, who may fail to attacks a vulerable part of your body and bounce off the shield instead.
  • The ballistic shield can save your life against small to medium explosions, but it will be flung away, and require you to pick it up again.
  • The ballistic shield can protect against the direct impact of an Eagle 500kg Bomb, but not the ensuing explosion.

Supply Stratagem Permit
SH-32 Shield Generator Pack
Encloses the wearer in a spherical shield which blocks high-speed projectiles.
Requirements ReqIcon 10000 lvl 20

Shield Generator Pack Tips [Edit]

  • When equipped, the Shield Generator Pack will project a personal bubble shield around the user, providing 360 degree protection and blocking all incoming damage. However, the Shield has very limited durability and if it takes too much damage, it will break and leave the user vulnerable for about 12 seconds before recharging. Otherwise, if the Shield Generator is damaged but not broken, it will instantly regenerate it's lost health after 60 seconds of not taking further damage.
  • The Shield is more useful for negating chip damage from Automaton lasers and light rockets or from occasional Terminid melee attacks and is also great for surviving one-shot attacks, like from Cannon Turrets or Reinforced Scout Striders. This provides great survivability for both factions, allowing for a larger margin of error or for more aggressive and bold tactics.
  • This comes at the cost of a much larger hitbox, meaning the Shield will break extremely quickly when under a lot of suppressive fire or hit with high DPS attacks like from Heavy Devastators or Bile Spewers at close range, as it will absorb a lot of damage that would've otherwise missed the Helldiver entirely. It may also increase your chance of being ragdolled or staggered from certain attacks and enemies as the Shield still transmits some knockback, like from being slammed into by a Charger.

File:Guard Dog Dog Breath Clip.mp4
Supply Stratagem Permit
AX/TX-13 'Guard Dog' Dog Breath
An autonomous drone firing caustic gas at enemies, slowing and blinding them. Returns to backpack to refill.
Requirements MedalCurrency 110

"Guard Dog" Dog Breath Tips [Edit]

  • The Rover is useful for protecting you on the run, allowing you to kite packs of bugs efficiently. Whether it is to maintain your survival or so that you can focus on traveling to the next objective.
  • The Rover often works as an early warning system, targeting mobs often before you are able to spot them. It is also useful for detecting Stalkers through their invisibility.

Warnings

  • The Rover has a large aggro range and will engage enemy units when you are attempting to reach an objective stealthily.
  • whilst the Rover will not deliberately target you or your teammates, it will not stop firing its caustic gas if you happen to get in the way, so be watchful when hostiles move into melee range. Using crouch can reduce your chance of being hit but, with a little practice, you'll begin to know how to position yourself to avoid friendly fire altogether.

Supply Stratagem Permit
SH-51 Directional Shield
A one-handed device that deploys a wide energy barrier in front of the user. The barrier is semipermeable and blocks high speed projectiles from outside only, leaving the user free to shoot through it.
Requirements MedalCurrency 75

Directional Shield Tips [Edit]

  • The size of the shield allows for greater team play than that of ballistic shield.
  • Similar to Shield Generator, after taking sufficient damage, the shield will temporarily break. Make sure to keep a close look at how much health your shield has and plan accordingly.
  • Crouching while shielding completely covers the hitbox, making sure no stray shots from enemies below you injure your legs.
  • The shield can be used for great effect to cover sides of FRV if on the passenger seat. Use it while escaping under heavy fire.
  • Directional Shield is most effective against intense small and medium fire, while not providing any defense from melee attacks.
    • When paired with CQC-19 Stun Lance, you can reliably keep away any enemies that do not respect your personal space, leaving your shielded teammates to focus on more important targets.

Supply Stratagem Permit
B-100 Portable Hellbomb
A miniaturized version of Hellbomb, with same explosive power.
Requirements MedalCurrency 110

Portable Hellbomb Tips [Edit]

  • The B-100 occupies the backpack slot. It has the same level of destruction as the Hellbombs typically issued against objective-critical targets. It has a kill radius of 25m and an effective radius of up to 45m. It can destroy the same targets a hellbomb is typically required to destroy, and its activation is not hindered by Stratagem Jammers (although deployment within the jamming area still is).
  • The B-100 has unmatched destructive power, it deals maximum damage and armor penetration against everything within its kill radius. Ground units around it are obliterated upon detonation, including superheavy units.
  • The B-100 is activated by either the wearer by pressing the use backpack stratagem key, or by teammates by pressing the action key. A loud alarm is played, and the bomb will start flashing a white light, upon being armed. It will explode after 10 seconds and it cannot be deactivated.
  • Once armed, it is recommended to drop the backpack at an optimal location and run to escape the blast zone. Martyrdom for Liberty during its delivery is an option if the situation calls for it, but not always required.
  • Unlike objective-critical Hellbombs, portable Hellbombs do not react to gunfire or other damage sources.
  • The HUD for the backpack merely indicates whether the Hellbomb is ready (white, full meter) or armed (red, empty meter).

File:Hover Pack Clip.mp4
Supply Stratagem Permit
LIFT-860 Hover Pack
Offers its user brief fixed-height flight, stable enough for precise marksmanship.
Requirements MedalCurrency 110

Hover Pack Tips [Edit]

  • The LIFT-860 Hover Pack', is a backpack item that allows the user to hover into the air for a brief period of time. This opens a plethora of tactical options, such as opening new lines of fire, clearer and farther paths for stratagems to be thrown, or getting into elevations that one normally cannot access.
  • The Hover Pack allows up to 10 seconds of flight time, however one is only able to stay up for 7 seconds, as the last 3 seconds are used by the retro-thrusters to allow the user to safely land.
    • The item charges in 10 seconds, allowing liberal amounts of flight throughout the mission.
    • Note that you cannot land early on your own, the entire 7 seconds must be used up before landing is possible.
    • An exception is if you are ragdolled while in flight, in which case one will be forced to land (albeit very roughly).
  • The hover pack's elevation is an average of 20m off the ground, although it does depend on the ground's current elevation. It will however, provide enough ground clearance to avoid most melee enemies. Extra elevation may be gained if required to clear new obstacles.
    • Hunters and their subtypes are able to leap high enough to strike at an airborne helldiver, although moving around to avoid them does increase the chances of them missing.
    • While one can avoid a Shrieker's dive with this, they are still able to attack helldivers if they haven't swooped down yet to lock their elevation.
    • It is still possible to get stomped on by a Bile Titan while in mid-air.
  • The pack only allows limited horizontal maneuverability while airborne, hence it cannot be used to traverse long distances.
    • The user is also very vulnerable to flying and ranged units (even Bile Spitters) at this time, as evasion options are very limited and one cannot bring any defensive shields.
    • The user also has no dive equivalent. Hence, being set on fire while airborne will require a stim shot to be extinguished.
  • All manner of weapons, stratagems, and items can be used while one is airborne, including grenades and Stims.
    • Stratagems can also be readied, before taking flight and thrown.
  • If the user is killed while in-flight, the pack will detach from the former recipient, and fly off into the distance. It can still be recovered, provided it did not land off the map or in a pit. Similar results may occur if the user drops their backpack in mid-flight.

File:Warp Pack Clip.mp4
Supply Stratagem Permit
LIFT-182 Warp Pack
A Dark Fluid-powered backpack that generates a portable micro-wormhole. This safe and well-understood technology allows the wearer to warp short distances. Warning: do not use while pack is overloaded.
Requirements MedalCurrency 110

Warp Pack Tips [Edit]

  • The LIFT-182 Warp Pack allows a Helldiver to insert themselves about 10 meters laterally from their present position, and up to 5 meters vertically.[1][2]
    • Small gaps can be crossed by warping across them. Gaps up to 25m can potentially be crossed by diving and using two warps.
    • Users can warp off the edge of a platform, reappearing in mid-air, and must deal with such consequences. One possible consequence is using a second warp to return to the starting position.
    • Users do not maintain momentum through a warp. This can allow users to safely exit a moving vehicle, or reduce damage taken from a fall.
    • Safety measures prevent the user from rematerializing within hard terrain, but allow for some degree of incline. (In game engine terms, the user may be unable to warp into or through large static meshes.)
    • Users are also prevented from teleporting inside the Extraction shuttle.
  • The backpack can forcefully open a clearing in enemies below a certain size in the target area.
    • Small enemies and many medium enemies such as Warriors, Devastators, and Overseers can be destroyed by warping through them.
    • Larger enemies may result in a failed warp, killing the user. With careful positioning, it is still possible to warp near a large enemy, emerging safely while the enemy is blasted by the warp field.[2]
    • Warp integrity may depend on the target's health. Destabilizing the target with gunfire may increase success.
  • The Warp Pack can be used to cross certain barriers, such as city walls, secure bunkers, and even the perimeters of Terminid structures such as Stalker Lairs.
  • An HUD icon shows the backpack's integrity, as does the color of the warp generator at the top of the backpack. Each use of the Warp Pack decreases the meter, which recovers slowly over time.
    • Helldivers can safely travel at full meter (purple field). Full meter is regained within five seconds.
    • Light instability is indicated by a yellow field and white rays. Warp attempts in this range will inflict damage, perhaps due to misalignment or to dark fluid leakage. There is also a non-trivial risk of conflagration.
    • Attempts to warp while the meter and field are red may result in grossly inaccurate reconstitution and failure of the warp pack to rematerialize.
  • The backpack generally does not interfere with the user's actions. Users may freely warp while reloading, aiming, or charging a weapon. Stamina is not lost, although stamina recharge is interrupted.
  • Users have some measure of resistance to instantaneous damage while warping. Attempting to time warps around explosions is not advised.
  • The warp field may obscure first-person aim, especially while prone.
  • It remains to be seen how well enemies can track users through warp.
    • The flight path of jumping enemies may continue tracking, though at risk of landing within a warping user.
  • It also remains to be seen how well Democracy might protect squadmates.

General Tips

Available Upgrades