Helldivers 2 — From Cadet to Helldive: Armor, Loadouts and Staying Alive

Helldivers 2 — From Cadet to Helldive: Armor, Loadouts and Staying Alive

HELLDIVERS 2 (Steam 553850) · Reflects the live game as of September 2026 · Updated Sept 2026

You've cleared a few Medium and Challenging missions, and now you want to push toward the top difficulties without being dead weight. The jump isn't about aim. It's about knowing what your gun can and can't hurt, bringing a loadout that covers what you're missing, and not fighting fights you don't need to. This guide covers those three things. Balance patches land often, so it sticks to mechanics and habits that have held up across updates. Specific names and unlock levels were checked against the community wiki in September 2026.

1. The difficulty ladder and why it matters

There are ten difficulties: Trivial, Easy, Medium, Challenging, Hard, Extreme, Suicide Mission, Impossible, Helldive, Super Helldive. As you climb, you get more enemies, more patrols, bigger outposts, and more operation modifiers. The first modifier appears on Hard and the second on Impossible. Rewards grow too, with Requisition and XP bonuses running from +25% on Medium up to +300% on Super Helldive.

Two breakpoints matter most for progression:

So you have a reason to reach Extreme even if you never want to go past it. Everything above that is about skill and bragging rights, plus bigger Requisition payouts.

2. Armor penetration: the rule that decides every fight

Every weapon has an Armor Penetration (AP) value, and every enemy body part has an Armor Value (AV). Your hit is decided by comparing those two numbers:

ComparisonWhat happensWhat you see
AP higher than AVFull damageNormal hitmarker
AP equal to AVReduced damage (the wiki lists 65%)Hitmarker, but the target takes much longer to drop
AP lower than AVZero damage. The round ricochets.Sparks or a deflection effect, and nothing changes

The last row is the one that kills new players. Low AP doesn't mean "less damage" against heavy armor. It means no damage at all, and you've spent a magazine on nothing. Worse, ricochets can bounce back into you or your squad.

What this means in practice

Tip: Some Illuminate units carry shields or armor plating that soak up overkill damage. One huge shot is wasted on a shield, so steady sustained fire usually works better there. See the faction section below.

3. Building a loadout that covers the gaps

You get four stratagem slots. A reliable template for higher difficulties looks like this:

  1. A support weapon, usually your answer to heavy armor.
  2. A backpack for survivability or utility. Skip this if your support weapon already needs the backpack slot.
  3. An Eagle or Orbital strike for burst damage on heavies, nests and outposts.
  4. A sentry or other flexible pick to hold ground and cover extraction.

This isn't a law, but if you drop one of these roles, make sure a squadmate is covering it.

Support weapons

StratagemUnlockWhy take it
EAT-17 Expendable Anti-TankLvl 3 · 3,000 ReqCheap and early. Each call-in drops disposable launchers and it has a short cooldown, so you can keep calling more. It leaves your backpack slot free, which makes it a great first anti-tank pick.
GR-8 Recoilless RifleLvl 5 · 6,000 ReqA heavy-hitting reloadable launcher that uses the backpack slot for ammo. Strong, but it ties up your backpack.
AC-8 AutocannonLvl 10 · 7,000 ReqVery flexible. It deals with medium armor, clears groups and can shut down structures. It doesn't penetrate the heaviest plating head-on, so aim for weak spots.
LAS-99 Quasar CannonLvl 18 · 7,500 ReqAn anti-tank energy weapon with no ammo to manage. It has to charge before each shot and then cool down, so time your shots. It leaves the backpack slot free.

Backpacks

Eagles and Orbitals

Eagles come in several uses per rearm, then the Eagle has to go back and rearm. Orbitals each have their own cooldown. It pays to carry one of each.

Sentries

Tip: Sentries shoot whatever is in front of them, even if you're standing in the way. Place them beside your position, not behind you.

Coordinate as a squad

Four divers with the same build is a weak squad. At minimum, make sure at least two people carry anti-tank, and that someone can deal with crowds. The loadout screen shows what everyone picked, so glance at it before you lock in.

4. What to spend on first

The game has three progression currencies. Keeping them straight saves a lot of regret.

A sensible order

  1. An anti-tank support weapon, starting with the EAT-17 because it's cheap at Level 3. Later add the Quasar Cannon or Recoilless Rifle.
  2. One Eagle for crowds, the Airstrike or Cluster Bomb. Add the 500kg Bomb once you reach Level 15.
  3. A backpack, the Supply Pack early, then the Guard Dog or Shield Generator Pack as you level.
  4. Ship Modules that boost stratagems you already use. Put samples into the upgrade line that makes your main stratagems better, rather than spreading them thinly.
  5. Warbond items with Medals, but only the ones that fill a gap in your kit. Primaries that deal well with a faction's common armor are worth more than cosmetics early on.

5. How each faction wants to be fought

The three enemy factions in the live game are the Terminids, the Automatons and the Illuminate. Each one also has subfactions that change the mix of enemies, so read the mission briefing.

Terminids (bugs)

Automatons (bots)

Illuminate (squids)

6. Stealth vs. fighting

At high difficulty, every fight you start makes the next one worse. Enemies call in reinforcements: bots shoot a flare, bugs call a breach, and Illuminate bring in more units. Each wave uses up your time and your reinforcements.

7. Extraction and sample management

8. Squad etiquette


Quick checklist