1 strike, then a 2 min 30s rearm
Eagle 500kg Bomb carries 1 use before Eagle-1 flies home to reload. The cooldown column says 15s, but that is only the gap between shots inside one magazine.
Steam Every Helldivers trainer on the internet shows you a random code and grades it right or wrong. Nobody calls in a random stratagem. You call in your four — and the press that costs you is never the hard one, it is the one that repeats the direction before it.
Type it. Arrow keys or WASD.
This is the whole premise. Everything below reads your four: the drill times these codes and no others, the board shows when they come back, and the audit checks the things a loadout screen never tells you — like the fact that you have one back and two of these want it.
Read off the deck above, from published cooldowns, slots and unlock levels. Nothing here is a judgement about whether a stratagem is good — this page has no evidence for that and does not pretend to.
Eagle 500kg Bomb carries 1 use before Eagle-1 flies home to reload. The cooldown column says 15s, but that is only the gap between shots inside one magazine.
That is the soonest anything in this deck is available again — counted from a rearm where one applies, not from the cooldown column, because an Eagle with a single-round magazine is a rearm away the moment you use it.
A repeat is the same direction twice in a row — one finger lifting and landing again instead of two fingers taking turns. Your longest code is 6 inputs (AC-8 Autocannon). The drill below times both kinds separately on your own hand.
AC-8 Autocannon is rated Medium or Heavy. Penetration classes are published for support weapons only, so orbitals, Eagles and emplacements in this deck are not counted in that reading.
Some support weapons arrive with their own backpack, which occupies the same slot as a dedicated backpack stratagem. That pairing is not published in a table this page could read, so the backpack check counts only the thirteen stratagems the wiki files as backpacks. It will under-report, never over-report.
A code appears, you type it, the next one appears. No countdown and no score — the point is not to win, it is to produce enough presses that the two kinds of gap can be told apart.
The drill uses the four stratagems in your deck. Change the deck and it changes with it.
A repeat penalty is a property of your fingers, not of any one stratagem, so every attempt in the session is pooled into it. That is also why it transfers: it holds for codes you have not learned yet.
Run the drill above and this fills in. It needs three attempts before it will say anything.
Going from ↑ to → lets one finger start moving while the other is still finishing. For most hands this is the fast case, and it is the case every trainer drills you on by accident.
↓ then ↓ has to lift clear of the switch's reset point and land again. There is no second finger to hide the travel behind, so the gap is the honest cost of the motion.
If your repeat gap is much larger than your change gap, running the whole 500kg code a hundred more times mostly practises the part you are already good at. The three downs are the drill.
Published base cooldowns, laid against a mission clock. Two things this cannot know, both of which make it a ceiling rather than a forecast: ship upgrades shorten cooldowns, and some stratagems carry a per-mission use limit the cooldown column says nothing about.
Eagles are the sharp edge of that second limitation: their listed cooldown is the gap between uses, not the rearm that follows an empty magazine, and the rearm is shared across every Eagle you brought. A deck of three Eagles has one supply line, not three.
Four divers pick in four separate menus and find out at the objective that three of them brought the same airstrike. Paste the deck links — yours is the Copy deck link button above — and see the overlap before the drop rather than after it.
Paste at least two decks and the overlap appears here.
Set your level in the deck panel and the list stops showing you things you cannot bring. Pick four, drill only those, and let the other eighty-eight wait. Four codes entered reliably beat twelve entered hopefully.
Set your level → pick four → drill.
Codes change when the game changes, and the ones you have in your fingers may be the old ones. Every code here carries the date it was read — 12 September 2026. Drill your old four first: the ones your hands get wrong are the ones that moved.
Rebuild your old deck → drill → watch for failures on a code you "know".
Run twenty attempts, then read the repeat penalty. If it is above about a quarter, your ceiling is the repeat and not the code. Drill the run on its own — three downs, over and over — then re-measure and watch the number move.
Twenty attempts → read the penalty → drill the run → re-measure.
All 92, as arrows, with the published cooldown and unlock level. Cost sits under the name with its unit attached, because two currencies share it — a stratagem bought with medals and one bought with requisition slips cannot be compared as bare numbers, and a column that drops the unit invites exactly that mistake.
| Stratagem | Code | Cooldown | Level |
|---|---|---|---|
| Eagle 110mm Rocket Pods 7500 Requisition Slips | ↑→↑← | 15s 3 per 2 min 30s rearm | 10 |
| Eagle 500kg Bomb 10000 Requisition Slips | ↑→↓↓↓ | 15s 1 per 2 min 30s rearm | 15 |
| Eagle Airstrike 4000 Requisition Slips | ↑→↓→ | 15s 2 per 2 min 30s rearm | 1 |
| Eagle Cluster Bomb 4000 Requisition Slips | ↑→↓↓→ | 15s 4 per 2 min 30s rearm | 3 |
| Eagle Gas Airstrike N/A | ↑→←→ | 15s 2 per 2 min 30s rearm | 1 |
| Eagle Napalm Airstrike 5000 Requisition Slips | ↑→↓↑ | 15s 2 per 2 min 30s rearm | 5 |
| Eagle Smoke Strike 4000 Requisition Slips | ↑→↑↓ | 15s 2 per 2 min 30s rearm | 8 |
| Eagle Strafing Run 1500 Requisition Slips | ↑→→ | 15s 4 per 2 min 30s rearm | 1 |
| Orbital 120mm HE Barrage 4000 Requisition Slips | →→↓←→↓ | 3 min | 5 |
| Orbital 380mm HE Barrage 7500 Requisition Slips | →↓↑↑←↓↓ | 4 min | 8 |
| Orbital Airburst Strike 4000 Requisition Slips | →→→ | 1 min 40s | 5 |
| Orbital EMS Strike 6000 Requisition Slips | →→←↓ | 1 min 15s | 5 |
| Orbital Gas Strike 4000 Requisition Slips | →→↓→ | 1 min 15s | 1 |
| Orbital Gatling Barrage 1500 Requisition Slips | →↓←↑↑ | 1 min 10s | 1 |
| Orbital Laser 10000 Requisition Slips | →↓↑→↓ | 5 min 3 per mission | 15 |
| Orbital Napalm Barrage 10000 Requisition Slips | →→↓←→↑ | 4 min | 18 |
| Orbital Precision Strike Free | →→↑ | 1 min 30s | 1 |
| Orbital Railcannon Strike 10000 Requisition Slips | →↑↓↓→ | 3 min | 20 |
| Orbital Smoke Strike 4000 Requisition Slips | →→↓↑ | 1 min 15s | 8 |
| Orbital Walking Barrage 7500 Requisition Slips | →↓→↓→↓ | 4 min | 10 |
| Stratagem | Code | Cooldown | Level |
|---|---|---|---|
| 40-K Meltagun Anti-Tank III · 110 Medals | ↓←↑←←↓ | 8 min | 1 |
| AC-8 Autocannon Medium or Heavy · 7000 Requisition Slips | ↓←↓↑↑→ | 8 min | 10 |
| APW-1 Anti-Materiel Rifle Heavy · 5000 Requisition Slips | ↓←→↑↓ | 8 min | 1 |
| ARC-3 Arc Thrower Anti-Tank III · 7000 Requisition Slips | ↓→↓↑←← | 8 min | 15 |
| AX/AR-23 Guard Dog Backpack slot · 7500 Requisition Slips | ↓↑←↑→↓ | 8 min | 10 |
| AX/ARC-3 K-9 Backpack slot · 110 Medals | ↓↑←↑→← | 8 min | 1 |
| AX/FLAM-75 Hot Dog Backpack slot · 75 Medals | ↓↑←↑←← | 8 min | 1 |
| AX/LAS-5 Rover Backpack slot · 7500 Requisition Slips | ↓↑←↑→→ | 8 min | 10 |
| AX/TX-13 Dog Breath Backpack slot · 110 Medals | ↓↑←↑→↑ | 8 min | 1 |
| B-1 Supply Pack Backpack slot · 4000 Requisition Slips | ↓←↓↑↑↓ | 8 min | 1 |
| B-100 Portable Hellbomb Backpack slot · 110 Medals | ↓→↑↑↑ | 5 min | 1 |
| B/FLAM-80 Cremator Heavy · 110 Medals | ↓↓→↓↑↑ | 8 min | 1 |
| B/MD C4 Pack Anti-Tank III · 110 Medals | ↓→↑↑→↑ | 8 min | 1 |
| CQC-1 One True Flag Medium · 110 Medals | ↓←→→↑ | 8 min | 1 |
| CQC-20 Breaching Hammer Anti-Tank II · 75 Medals | ↓←→←↑ | 8 min | 1 |
| CQC-9 Defoliation Tool Medium to Anti-Tank I · 85 Medals | ↓←→→↓ | 8 min | 1 |
| EAT-17 Expendable Anti-Tank Anti-Tank II · 3000 Requisition Slips | ↓↓←↑→ | 1 min 10s | 3 |
| EAT-411 Leveller Anti-Tank II · 85 Medals | ↓↓←↑↓ | 2 min 20s | 1 |
| EAT-700 Expendable Napalm Anti-Tank II · 85 Medals | ↓↓←↑← | 2 min 20s | 1 |
| EXO-45 Patriot Exosuit 20000 Requisition Slips | ←↓→↑←↓↓ | 7 min 3 per mission | 25 |
| EXO-49 Emancipator Exosuit 20000 Requisition Slips | ←↓→↑←↓↑ | 7 min 3 per mission | 25 |
| EXO-51 Lumberer Exosuit 50 Medals | ←↓→↑→←↑ | 7 min 3 per mission | 1 |
| EXO-55 Breakthrough Exosuit 50 Medals | ←↓→←→↓↑ | 7 min 3 per mission | 1 |
| FAF-14 Spear Anti-Tank III · 9000 Requisition Slips | ↓↓↑↓↓ | 8 min | 20 |
| FLAM-40 Flamethrower Heavy · 6000 Requisition Slips | ↓←↑↓↑ | 8 min | 10 |
| GL-21 Grenade Launcher Medium · 6000 Requisition Slips | ↓←↑←↓ | 8 min | 5 |
| GL-28 Belt-Fed Grenade Launcher Heavy · 110 Medals | ↓←↑←↑↑ | 8 min | 1 |
| GL-52 De-Escalator Heavy · 85 Medals | ↓→↑←→ | 8 min | 1 |
| GR-8 Recoilless Rifle Anti-Tank I or Anti-Tank II · 6000 Requisition Slips | ↓←→→← | 8 min | 5 |
| LAS-98 Laser Cannon Heavy · 4000 Requisition Slips | ↓←↓↑← | 8 min | 5 |
| LAS-99 Quasar Cannon Anti-Tank II · 7500 Requisition Slips | ↓↓↑←→ | 8 min | 18 |
| LIFT-182 Warp Pack Backpack slot · 110 Medals | ↓←→↓←→ | 8 min | 1 |
| LIFT-850 Jump Pack Backpack slot · 6000 Requisition Slips | ↓↑↑↓↑ | 8 min | 8 |
| LIFT-860 Hover Pack Backpack slot · 110 Medals | ↓↑↑↓←→ | 8 min | 1 |
| M-1000 Maxigun Medium · 110 Medals | ↓←→↓↑↑ | 8 min | 1 |
| M-102 Gunner FRV 25000 Requisition Slips | ←↓→↓→↓↑ | 8 min | 25 |
| M-103 Supply FRV N/A | ←↓←←↓↑→ | 8 min | 1 |
| M-104 Incinerator FRV N/A | ←↓→←↓↑↑ | 8 min | 1 |
| M-105 Stalwart Light · 3500 Requisition Slips | ↓←↓↑↑← | 8 min | 1 |
| MG-206 Heavy Machine Gun Heavy · 6000 Requisition Slips | ↓←↑↓↓ | 8 min | 12 |
| MG-43 Machine Gun Medium · Free | ↓←↓↑→ | 8 min | 1 |
| MGX-42 Bullet Storm Light · 75 Medals | ↓←↓→↑← | 1 min 10s | 1 |
| MLS-4X Commando Anti-Tank II · 8000 Requisition Slips | ↓←↑↓→ | 2 min | 15 |
| MS-11 Solo Silo Anti-Tank V · 110 Medals | ↓↑→↓↓ | 3 min | 1 |
| PLAS-45 Epoch Heavy to Anti-Tank I · 75 Medals | ↓←↑←→ | 8 min | 1 |
| RL-77 Airburst Rocket Launcher Medium · 8000 Requisition Slips | ↓↑↑←→ | 8 min | 15 |
| RS-422 Railgun Anti-Tank I · 10000 Requisition Slips | ↓→↓↑←→ | 8 min | 20 |
| S-11 Speargun Anti-Tank I · 85 Medals | ↓→↓←↑→ | 8 min | 1 |
| SH-20 Ballistic Shield Backpack Backpack slot · 6000 Requisition Slips | ↓←↓↓↑← | 4 min | 12 |
| SH-32 Shield Generator Pack Backpack slot · 10000 Requisition Slips | ↓↑←→←→ | 8 min | 20 |
| SH-51 Directional Shield Backpack slot · 75 Medals | ↓↑←→↑↑ | 5 min | 1 |
| StA-X3 W.A.S.P. Launcher Anti-Tank II · 12000 Requisition Slips | ↓↓↑↓→ | 8 min | 20 |
| TD-220 Bastion MK XVI 35000 Requisition Slips | ←↓→↓←↓↑↓↑ | 13 min | 30 |
| TX-41 Sterilizer Anti-Tank I · 85 Medals | ↓←↑↓← | 8 min | 1 |
| Stratagem | Code | Cooldown | Level |
|---|---|---|---|
| A/AC-8 Autocannon Sentry 6000 Requisition Slips | ↓↑→↑←↑ | 2 min 30s | 13 |
| A/ARC-3 Tesla Tower 8000 Requisition Slips | ↓↑→↑←→ | 2 min | 15 |
| A/FLAM-40 Flame Sentry 85 Medals | ↓↑→↓↑↑ | 1 min 40s | 1 |
| A/G-16 Gatling Sentry 4000 Requisition Slips | ↓↑→← | 2 min 30s | 5 |
| A/GM-17 Gas Mortar Sentry 85 Medals | ↓↑→↓← | 3 min | 1 |
| A/LAS-98 Laser Sentry 85 Medals | ↓↑→↓↑→ | 2 min 30s | 1 |
| A/M-12 Mortar Sentry 7000 Requisition Slips | ↓↑→→↓ | 3 min | 8 |
| A/M-23 EMS Mortar Sentry 8000 Requisition Slips | ↓↑→↓→ | 3 min | 20 |
| A/MG-43 Machine Gun Sentry 1500 Requisition Slips | ↓↑→→↑ | 1 min 30s | 1 |
| A/MLS-4X Rocket Sentry 7500 Requisition Slips | ↓↑→→← | 2 min 30s | 15 |
| E/AT-12 Anti-Tank Emplacement 110 Medals | ↓↑←→→→ | 3 min | 1 |
| E/GL-21 Grenadier Battlement 10000 Requisition Slips | ↓→↓←→ | 2 min | 15 |
| E/MG-101 HMG Emplacement 10000 Requisition Slips | ↓↑←→→← | 3 min | 10 |
| FX-12 Shield Generator Relay 9000 Requisition Slips | ↓↓←→←→ | 1 min 30s | 10 |
| MD-17 Anti-Tank Mines 7000 Requisition Slips | ↓←↑↑ | 2 min | 15 |
| MD-6 Anti-Personnel Minefield 1500 Requisition Slips | ↓←↑→ | 2 min | 1 |
| MD-8 Gas Mines 12000 Requisition Slips | ↓←←→ | 2 min | 20 |
| MD-I4 Incendiary Mines 4000 Requisition Slips | ↓←←↓ | 2 min | 8 |
No stratagem matches that.
Every timing on this page comes from keydown events in your own browser, read
from the event's own timestamp rather than from a clock this page starts. Gaps are
reported as medians, because one interruption — a phone, a glance at the screen
— moves a mean far enough to make the reading false.
Nothing is uploaded. The deck and the session live in this tab.
Codes, cooldowns, unlock levels, costs, slots and armour penetration classes were read from the Helldivers Wiki stratagem tables on 12 September 2026. Arrowhead publishes no machine-readable stratagem list, so this is community-reported and dated rather than official. An old date is a stale number.
Check a code in-game before you rely on it in a dive.
Ship upgrades shorten cooldowns and reloads; none of that is modelled. Call-in time — the delay between the beacon landing and the thing arriving — is published for 34 of the 92, so it is not shown at all, because a column that is two-thirds empty invites the reader to compare numbers that are not there. Support weapons that carry their own backpack are not flagged. No enemy armour data was read, so nothing here says what a penetration class kills.
Every number above is a ceiling, not a forecast.
One honest caveat about the timing: a browser reports key events at the rate your keyboard, USB stack and operating system deliver them, so an absolute figure carries a few milliseconds of platform noise. The comparison this page is built on — your repeat gap against your own change gap — is immune to it, because both halves travel the same path.
All 92 of them are in the reference table on this page, drawn as arrows, grouped by permit, with each one’s published cooldown, unlock level and cost beside it. They were read from the Helldivers Wiki stratagem tables on 12 September 2026 and the page carries that date, because Arrowhead publishes no machine-readable list and codes move when the game moves. Treat an old date as a number worth re-checking in game.
Usually at one specific press rather than randomly, and the likeliest suspect is a repeated direction. Going from one direction to another lets two fingers take turns — the second can start moving while the first finishes. Pressing the same direction twice gives you no second finger to hide behind: the finger has to clear the switch and land again, and that travel is dead time the game is counting. The drill on this page times both kinds of gap on your own hand and tells you which of your attempts died on which.
Measure before you practise, because the usual advice — run the whole code a hundred times — mostly drills the part you are already good at. Run twenty attempts here, read your repeat penalty, and if it is well above your direction-change gap then the run of same-direction presses is your ceiling, not the code. Drill the run on its own, then re-measure. If the penalty is near zero, speed is not your problem and memorising more codes is the better use of the evening.
Yes, and it is worth knowing which way round you want it: Options › Mouse & Keyboard › Stratagem Input lets you pick WASD or the arrows, and there is a separate option to keep moving while you enter a code. Putting codes on the arrow keys is what lets you keep running on WASD while you type. This page accepts both without asking which you chose, because what it measures — how long your hand takes between two presses — is the same question whichever four keys you are on. The full verified binding list is on /controls/helldivers-2/.
Nine inputs, held by the TD-220 Bastion MK XVI. Most codes sit between four and six. Length is not what makes a code hard, though: a six-input code made entirely of direction changes is usually easier to produce than a five-input code that ends in three of the same direction, which is exactly what the drill on this page is built to show you.
You can select two backpack stratagems, but you have one back — pick up the second and it replaces the first, so one of your four slots was spent on something you will never wear. The audit on this page flags it from the deck you build. It counts only the thirteen stratagems the wiki files as backpacks; some support weapons arrive with a backpack of their own and that pairing is not published in a table this page can read, so the check under-reports rather than over-reports.
The mission board on this page works it out from the published base cooldown: one call at the start plus one per completed cooldown. It is a ceiling, not a forecast. Ship upgrades shorten cooldowns and are not modelled here, some stratagems carry a per-mission use limit that is not in the source table, and Eagle rearm is shared across every Eagle you brought rather than being the number in the cooldown column.
That is what this page is. The community trainers are randomisers: they show you one of 92 codes at random and grade it right or wrong. Nobody takes a random loadout into a dive, so most of that practice is never cashed in. Here you pick the four you actually bring, and the drill cycles those four in order — which also means every code gets the same number of attempts, so the per-code reading is comparable.
The fastest clean run of every code stays in this browser, so the next visit has a number to beat rather than a blank box. That is the whole loop: build the deck once, drill it before a session, and watch the press that used to cost you get shorter.
A stratagem code is only half the input problem. These test the other half.
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.
Answers come from this site's pages.