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Perks
Helldivers II

Perks

Discover the best perks in Helldivers II, including Stratagem Priority which lowers stratagem cooldowns by 40%. Learn about all perk options.

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Discover the best perks in Helldivers II, including Stratagem Priority which lowers stratagem cooldowns by 40%. Learn about all perk options.

Walkthrough
  1. 1
    Perks are small, interchangeable upgrades for you or your gear in Helldivers II.
  2. 2
    You select one perk per mission.
  3. 3
    Perks unlock with player levels and do not have their own upgrades.
  4. 4
    Each perk occupies its own slot and does not compete with other equipment.
  5. 5
    Perks are not lost upon death.
Tips
  • Perks are listed in approximate order of preference.
  • Consider your playstyle and team composition when choosing a perk.
  • Some perks offer benefits that stack with gear upgrades.

Stratagem Priority

This perk lowers stratagem (special abilities called down during missions) cooldowns by 40%. This is the time from using a stratagem to being able to use it again, not the delay between throwing the beacon and its arrival. It does not affect single-use stratagems like most supplies. It is beneficial for builds that frequently use stratagems with cooldowns, and it functions even when you are inside a mech (a large combat vehicle). Stratagem Priority stacks with upgrades that also decrease stratagem cooldowns and call-in delays, allowing you to call ammo and EAT-17s (Explosive Anti-Tank 17) more often. It also applies to the Reinforce (which respawns (brings back fallen teammates)) and Hellbomb stratagems.

Displacement Field

This offers personal protection by providing a short, random, involuntary teleport when you are about to take fatal damage. After teleporting, your halo (a temporary shield) disappears, and you will die if hit again before it regenerates. This can save you from certain-death scenarios and powerful weapons. It is particularly valuable when playing with random teammates, as it cannot be lost. However, its effectiveness diminishes against faster, tougher enemies like butchers and brood commanders, who can quickly reacquire your new location. Do not rely on it as a substitute for a longer lifebar against formidable foes. The teleport can sometimes place you in advantageous positions for escape, but other times it can move you into dangerous areas with hazards like fire or heavy enemy fire.

Cardio Accelerator

This perk enhances your running speed, making it ideal for solo runs or coordinated teams where no one is using a mech. When not slowed by teammates, it helps in avoiding or escaping fights, reducing mission times, quickly collecting samples, and achieving clean extractions. It allows for rapid movement, such as running in a large circle around the extraction beacon while fending off a swarm. Its utility is reduced if slow teammates impede your movement.

Laser Aim Module

This is your starting perk and provides a laser sight. While new players are sometimes advised to disable it to learn aiming without assistance, it remains useful. Some heavy weapons like the HAV main gun, EAT-17, and recoilless rifle can be upgraded with their own laser sights. However, sniper rifles and the Suppressor weapon never gain laser sights without this perk, making it essential for them. It can also help teammates identify your intended field of fire.

Heavy Armor

This perk provides damage resistance that you cannot lose, but it is generally considered less preferable than the Displacement Field. Heavy armor does not protect against certain situations where the Displacement Field would save you, such as being landed on by a Hellpod or run over by a tank. While heavy armor users would die in these scenarios, Displacement Field users would live. The advantage of heavy armor is that it avoids the brief teleport and potential disorientation of the Displacement Field. If you land in an unintended spot with your halo missing after a Displacement Field save, you risk friendly fire. This perk is suitable if you dislike the loss of control over your exact position. A drawback is the slower run speed, which can cause you to lag behind teammates during transit, making it harder to spot oncoming patrols.

MD-99 Autoinjector

This defensive perk speeds up your self-healing process. While it does help you patch yourself up faster, its effectiveness is limited against enemies like bugs and Illuminates that can finish you off too quickly. It can be helpful against certain cyborg units that are less adept at finishing off wounded enemies. However, perks that keep you mobile and actively fighting are generally considered more beneficial than faster recovery.

Incendiary Grenades

This perk provides grenades that set a small area of ground on fire for approximately 10 seconds. This can be useful for creating temporary blockades, allowing time to reload heavy weapons or input codes into SAM launchers. The fire effect lasts longer than stun effects. While it can deny enemy routes, standard grenades are often sufficient, and the opportunity cost of taking specialty grenades might be better spent on perks like Stratagem Priority or defensive options.

Smoke Grenades

This perk replaces frag grenades with non-damaging smoke bombs. Smoke bombs can prevent alarms from being triggered, which is beneficial for stealth. They can be used to obscure enemy patrols, similar to stealth mechanics in games like Metal Gear, allowing you to maneuver around them without detection.

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