Steam
Co-op shooter · Stratagem input · Codes checked 12 September 2026

Your stratagem code has three downs in a row. That is where it dies.

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.

Measured on your keyboard Eagle 500kg Bomb

Type it. Arrow keys or WASD.

Press the first direction to start the clock. Nothing is sent anywhere. The timing is read from key events in this tab and stays in it.
Stratagems in the game 92 Every one of them is a code your hands have to produce under fire.
Codes with a repeated direction 54 The press that asks one finger to lift and land again, instead of two taking turns.
Longest code in the game 9 TD-220 Bastion MK XVI — ← ↓ → ↓ ← ↓ ↑ ↓ ↑
01 / The dive deck

Pick the four you actually bring

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.

02 / The audit

The four things a loadout screen never tells you

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.

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.

Use everything and you hold nothing for 2 min 30s

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.

22 inputs to learn, 4 of them repeats

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.

Heaviest thing you carry: Heavy at its best

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.

What the audit cannot see

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.

03 / The range

Drill your four, timed press by press

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.

Press start No clean run yet 0 attempts

The drill uses the four stratagems in your deck. Change the deck and it changes with it.

or W A S D — the drill accepts both, because the game's own default differs by platform and plenty of players rebind it.
04 / Your hand

The number no other Helldivers tool can give you

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.

01

A change is two fingers taking turns

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.

02

A repeat is one finger going twice

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.

03

So drill the repeat, not the code

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.

The codes that ask the most of it
  • Orbital 380mm HE Barrage 2 repeated presses
  • B/FLAM-80 Cremator 2 repeated presses
  • E/AT-12 Anti-Tank Emplacement 2 repeated presses
  • Eagle 500kg Bomb 2 repeated presses
  • FAF-14 Spear 2 repeated presses
  • B-100 Portable Hellbomb 2 repeated presses
05 / The boards

When it comes back, and who else brought it

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.

06 / Where to start

Three ways in, depending on where you are

Level 1–15: learn four codes, not ninety-two

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.

Coming back after a break

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".

Already fast, want the last 200 ms

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.

07 / Reference

Every stratagem code in Helldivers 2

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.

Offensive permit 20 stratagems

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

Supply permit 54 stratagems

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

Defensive permit 18 stratagems

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
08 / Method and limits

What is measured, what is quoted, and what is not known

Measured here

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.

Quoted, not measured

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.

Not known here

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.

09 / Questions

Helldivers 2 stratagem questions, answered

What are all the stratagem codes in Helldivers 2?

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.

Why do my stratagem inputs keep failing?

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.

How do I get faster at stratagem codes?

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.

Can I change the Helldivers 2 stratagem input to WASD or the arrow keys?

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/.

What is the longest stratagem code in 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.

Can I bring two backpacks in Helldivers 2?

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.

How many times can I call in a stratagem during one mission?

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.

Is there a Helldivers 2 stratagem trainer that uses my own loadout?

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.

Before you drop

Four codes. Two minutes. Then dive.

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.