What are the BEST Stratagems in Helldivers 2? (Complete TIER List)

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As we move into endgame, it was time we sat down and ranked all of the stratagems in Helldivers 2. Which stratagems do you think are a must have to dominate Helldive Mode?
#helldivers2 #arrowheadgamestudios #helldivers

0:00 Intro
0:53 Orbital Rail Cannon Strike
1:15 Orbital Laser
2:54 Shield Generator Pack
4:36 Railgun
5:05 Spear
6:33 Eagle 500kg Bomb
8:48 EMS Mortar Sentry
10:14 Eagle 110mm Rocket Pods
11:35 Anti-Material Rifle
12:04 Jump Pack
12:39 “Guard Dog” Rover
13:31 “Guard Dog”
14:20 Ballistic Shield Backpack
15:04 Rocket Sentry
15:34 Mortar Sentry
16:36 Machine Gun Sentry
17:24 Gatling Sentry
18:22 Tesla Tower
19:40 Autocannon Sentry
22:16 HMG Emplacement
22:45 Shield Generator Relay
25:03 Mines
25:51 Supply Pack
26:21 Laser Cannon
26:41 Arc Thrower
27:14 Expendable Anti-Tank/Recoilless Rifle
30:10 Flamethrower
31:17 Stalwart/Machine Gun
32:11 Grenade Launcher
33:21 Autocannon
34:10 Orbital Gatling Barrage
34:32 Orbital Airburst Strike
35:17 Orbital 120/Orbital 380
37:05 Orbital Walking Barrage
37:43 Orbital Smoke Strike/Eagle Smoke Strike
39:29 Orbital Gas Strike
40:25 Orbital EMS Strike
41:03 Orbital Precision Strike
41:28 Eagle Air Strike
41:45 Eagle Cluster Bomb
42:27 Eagle Napalm Strike
43:08 Eagle Strafing Run
43:27 Outro

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Regardless of how good a strategem is, using a strategem really gets the freedom pumped into you

lucienmoolman
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Honestly the list needs to be remade one for termids one for automatons

seanmccatharn
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Everyone has a strategy until they start getting swarmed then you have to start throwing everything

Ace-Intervention
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Expendable Anti Tank in D is a crime. Is easily deserving B. Having one guy in your team dropping those things constantly throughout the mission, is so damn useful. Even when you're running a different anti armour weapon already, your buddy drops one of those for you, you fire them both off in barely a few seconds, then go back to your main weapon. Just scatter the things liberally around the map as you go, and any of your team mates can just grab it, fire and continue. They keep your backpack slot free, meaning the person supplying the EATs can take a number of valuable roles, such as supplying ammo to the other backpack reliant support weapon users, a guard dog for that highly mobile crowd control, or even just a shield pack for safety.

I'd also move the basic "Eagle Airstrike" up to B. It may not have as much uses or light armour crowd control as the clusterbomb, or as much single target power like the rail-cannon, but it's the most versatile strike in the whole game. There's literally nothing it can't be a solution for to some degree. It has a wide area, kills medium bugs and bots better than the cluster bomb, can destroy fabricators, nests and objective buildings, enemy mortars, hulks, tanks, and even against less suitable targets like the Bile Titan is still decent extra damage. It's a jack of all trades, but in a game like this that can be very valuable, since you're never sitting on it waiting for the "right target".

This is also the benefit of the Rocket Pods. You can think of them like a budget Rail Cannon, one that you're more willing to use casually. When you mentioned inaccuracy regarding the laser marker, I think you're mistaking how they work. They lock onto the largest nearby target exactly like the rail-cannon, and whilst not as powerful, you get more of them and with additional AOE potential. One won't kill a Titan, but three definitely will, for less cooldown. You can use them against chargers or other mid-tier problems that you need gone now rather than later, without feeling wasteful. Is also great tool for finishing off that stubborn Titan that needs a little bit more, or complementing someone using the Spear or other anti tank options, without it being overkill and effectively wasting your allies ammo.

UnknownSquid
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I think y'all aren't giving Eagle Airstrike enough credit. It's like the cluster bomb but it's anti-tank, makes hit and running nests and bases easy and has amazing ad-clear because it does more damage to armored enemies. My team never starts a mission without at least two of them.

firewarrior
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EAT launchers in C/D is a crime, that 70 second cooldown is goated AND it doesn't take a backpack slot

terrantony
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The thing with the Expendable Anti-Tank is you don't run it *alone.* You run it WITH another call-down. You run around with an autocannon, or a railgun, and just keep slapping down EATs all over the map. Pick one up, and drop it, and now it shows up on your minimap.

You can go grab an EAT, shoot it at a dropship thruster (that's how you one-hit dropships) or hit a charger in the leg, then pickup your other support weapon. Just leave them lying around. The short cooldown is so good too just in case you die far from your respawn and can't get your old gear.

If you're on a long mission and want the extra stratagem slot, you could even just use someone else's autocannon/railgun support weapon after it comes off CD.

Thenlar
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The Anti-material rifle is crazy underrated. That thing can take out any enemy at any range and it gives you a long zoom. Railgun is usually going to be the better option in most situations, but can backfire when you miss your 1 shot. Also it's only got a red dot and aiming it can be sorta rough at a distance. While the Railgun can 1 shot a Hulk on Unstable mode, the Sniper can take out 3 Hulks in 1 magazine by landing 2 headshots on them. It's also great at giving fire support to your teammates from a decent distance where you can pick off some of the more problematic, smaller enemies that they might miss in the moment. It's crazy underrated and I'll stand by that

frohned
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Dude, I almost exclusively run the airstrike. You can wipe out an entire nest or bot encampment in one go without having to even step in there while also taking out heavies. Even if you dont take out a whole nest the majority of it will be done and the enemies hanging out will be dead meaning no breaches or bot drops, which is huge for not getting stuck in a loop of breaches. It is a MUST to have at least one person with this on higher difficulties.

Alvadar
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The disrespect shown to the EATs is wild. They recharge fast, strip armour off Chargers and Bile Titans pretty well, and can one-shot Hulks. I'd easily throw that in A tier. Recoilless gets C for how slow the thing is to reload for dealing the same damage as EATs, you're either slow with a teammate or completely immobile by yourself, and it is incredibly ammo-hungry. In Helldivers 1, you got a full complement of rockets by picking up an ammo pack or using the Supply Backpack. Here, you only get two out of the five you're allotted, and one if it's a floor ammo and not a Resupply stratagem. If Recoilless Rifle could one-shot Chargers and Tanks like it did in Helldivers 1 compared to the EATs, I'd bump it up to A.

jamesgrose
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For the SPEAR: pinging the target speeds up tracking! That made it wayyyy more reliable and quick

martialfarts
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The expendable rocket’s biggest strength is its cooldown time. 70sec. Cooldown compared to 480 for the recoiled. Even on the higher difficulties when ever I need it, it is ready to drop in. There are better things for the higher tiers usually, but it’s never a bad option. I would definitely say it’s A tier.

miniacialgenuis
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If people didnt know on pc, you can press 5 to rearm yourself and on controller press down on d-pad with supply pack to rearm yourself making it S+ teir

Tintin-uydd
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It went from an actual good tier list to a dumpster fire by half way of the video. Didn't finish, and read about EAT launcher, yeah I made the right call.

LinzJc
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Hello so I clicked on this video because of the placement of the flame thrower. I'm level 36 and personally it ones of my favorites. Yes I don't suggest it against the bots if your playing harder difficulties, but when it comes to the bugs the flamethrower is a blast. The trick is you need to get comfortable with knowing how the flames light the floor on fire and keep backing up as you do it you cant just stand still or walk forward into the flames. The flamethrower should be used as a kiting weapon or a defensive weapon to hold bottle necks. You should be turning around and trying to light the bugs and the floor on fire and the moment the bug start getting close you turn and run for more distance. I also highly suggest the shield gen backpack with light armor as it really helps with the kiting. As for the chargers the flamethrower handles them pretty well once you got the hang of dodging them and can even hurt bile titans, but I really don't suggest using it on them unless almost dead. Generally Ill run the orbital railgun and the orbital laser as a way to deal with the Bile Titans. The railgun is without a doubt better for the bigger bugs, but if you like being in the front line don't count out the flamethrower completely.

SpiritGRF
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I've been solo running the autocannon and absolutely falling in love with it.

Whowhatzz
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The Shield Pack has the hidden benefit of keeping the Scorchers splash damage from killing you. But you can also mitigate the splash damage from 1 tapping you by also using Explosive Resistance armor. Also you can kill a Bile Titan 100% of the time with the 500kg bomb by forcing him to stop and throw up under the red beam. 2 bombs plus a railgun orbital is 3 free Titan kills.

nickmancini
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Eagle 500 kg is crazy because you can call two in back-to-back in 8 seconds and then refuel in 2 minutes, whereas the orbitals take so long to go off cooldown

dudeydude_clips
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Grenade launcher + ammo backpack= 110 grenades, literally one of the best crowd control weapons in the entire game.

shimimikami
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looking at the chat during the arc thrower section threw me for a loop. *a lot of people just dont know how to use the arc thrower correctly.*
the arc thrower is my favorite at higher difficulties if i know i have teammates with their anti-armor support weapons, it has unlimited ammo and can kill 4-5 enemies per charge up AND you can just have 4 strategems dedicated to eagles and orbitals (or 3, then have a shield pack) because your arc thrower does all of the ad clear.
*the trick is to aim the arc thrower at least 2-3 reticle heights above the enemy and the electricity fires upwards, then strikes downwards on everything in front of you for like a 30-40m radius. it's called the arc THROWER for this very reason. people keep using it like its a crossbow and just aiming directly at the enemy.* the charge's damage stays the same regardless of how many enemies it hits at once. it one shots the basic bugs and bots, it three shots lightly armored enemies, and can completely pass through the at-at lookin bots so you dont have to shoot them from the side or back. it completely bypasses medium armor (like on chargers) and clears the area around the charger so your team can focus on the charger itself.

thefunny