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Market Dominion Wiki

Welcome to the Official Market Dominion WikiWelcome to the Official Market Dominion Wiki
The free *Market Dominion* wiki encyclopedia with 32 articles that **anyone** can edit!
Please feel free to contribute by creating new articles or expanding on existing ones.

About Market Dominion

*Market Dominion* is a casual business simulation indie game that takes place in year 1960, with many companies formed after the war. It is now the Cold War, rivalry between the United States and Soviet Union is enormous. Different companies within different industries will reach out for the world's market dominion.

In Market Dominion, the player plays as a CEO of a brand new company. Their goal is to build a strong network around their company to dominate the market and knock down opponents during the process.[Read more...]

Content

* Territories Types
* Company Modifiers
* Global Rivalry (DLC)
* Victory Types

* Specialists
* Events
* Branches

Featured images

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Guides

* How to play guide for Market Dominion
* System requirements
* Release date
* Game support

Videos

Terrain Map changing overtime

*See more videos*

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Smoke Grenades

Swap standard grenades for smoke grenades that block line of sight for all enemies. Smoke cloud lasts approx. 15 seconds.

## Unlock Requirement

The Smoke Grenades unlock at rank 15 (Colonel).

## Gameplay Tips

* Enemies will get closer before firing at the player. Cyborg Comrades will close to melee range, while Hounds will not run at a player concealed by smoke, but instead walk (much the same as if the player was equipped with the SH-20 Shield Generator Pack).
* Illuminate Hunters won't be able to target you through the smoke.
* The Thunderer Smoke Round can also be used for concealment purposes and does not require ammunition or a Perk slot.

## Notes

* Grenade Perks now display correct icons of current grenades when chosen during the mission, this was added in Patch 7.01.

– Stun Grenades
– Heavy Armor
– Stratagem Priority
– Cardio Accelerator
– MD-99 Autoinjector
– **Smoke Grenades**
– Incendiary Grenades
– Displacement Field
– P-6 Gunslinger♦
– FLAM-24 Pyro♦
– PLAS-3 Singe♦
– All Terrain Boots♦
– Precision Call-In♦
Siege Mech

Cyborg Siege Mechs are the pinnacle of their perverse self-mutilating customs, it is even unclear if anything of the original human survives the process of being integrated into it. They are heavily armed, capable of deploying anti-air turrets and have the armor of a tank. It is recommended to bring heavy ordnance once facing these giant perversions.

†*Right arm is machine gun or grenade launcher. Left arm is autocannon or flamethrower.*

## Tactics

* The Siege Mech is found on special, outlying planets which players can only access after accumulating 50 points of influence against the Cyborg faction. The mission terrain can be any of the four normal environments (desert, forest, snow or volcanic) on a large square map, however, only missions on snow retain their environmental hazard. If players choose a dropzone suitably far from the enemy then they will have all the time necessary to call down any Stratagems, with the Siege Mech only spawning once Helldivers are nearby.

* The Siege Mech's behavior generally only consists of slowly driving closer to nearby players until they get in attacking range. At this point they will fire their weapons for a couple seconds, and then resume moving, attempting to run players over. They can be observed periodically dropping mini versions of the Cyborg AA turrets onto the ground out of a rear compartment. These turrets will disable the ability to call stratagems similar to their larger counterparts, but they have a smaller radius and can be cut down with small arms.

* Siege Mechs are initially supported by several Hounds which continually spawn for the duration of the mission. As the Siege Mech's health is depleted Berserkers, then Grotesques and finally Butchers will also begin to spawn.

* A Siege Mech can be defeated very efficiently through use of the upgraded Airdropped Anti-Tank Mines. Drop them all in the middle of the map, then run around the edges leading the Siege Mech over them, destroying AA guns and dropping more as needed.

## Notes

Each enemy Master is randomly named by combining a name and a title.

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– **Siege Mech**

* It is likely that the Siege Mech is a shout-out to the HK-Tank type Hunter-Killers in the original *Terminator* films.
Proving Grounds

This page is a work in progress and will be updated in the near future.

Proving Grounds is a newer game mode released in the Dive Harder expansion that consists of unique missions with various difficulties, and includes modifiers that cannot be seen anywhere else. It is separate from the war effort and can be played at any time. It takes place in the exclusive area of an undamaged Super Earth city.

**A Proving Ground mission consists of three components such as:**

**Challenge:** A challenge is an actual objective the Helldivers are tasked to complete. These are familiar from the main game, rescue Survivors or activate SAM-sites for example.

**Modifier:** A modifier mix things up and force the Helldiver to stay sharp. For example, unexpected orbital bombardment strikes the city, or the electricity goes out plunging the map into darknes

**Condition:** A condition primarily affects the loadout available to the Helldiver, like shotguns only, or only defensive stratagems, or perhaps a new weapon every time you reload.

## Proving Grounds Conditions Types

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

 Additional Notes

## Proving Grounds Reward

Helldivers who climb to the top of a Proving Ground’s leaderboard at the end of the Galactic Campaign will be awarded a cape (total of 9 to collect) by Super Earth Command. Only players reaching N1 spot will receive cape. Cape is awarded according to the difficulty of a mission. For example, tire 1 cape for Easy Bug mission, tire 2 for Medium Illuminate difficulty and tire 3 for Hard Cyborg difficulty. This means that to collect all capes, one would have to get first place in at least 3 Wars, for different mission difficulties/factions combinations.

## External links

* HELLDIVERS: Dive Harder development video Proving Grounds - Short official preview via YouTube from October 2019
	+ Related blog post: https://www.arrowheadgamestudios.com/2019/10/announcing-helldivers-dive-harder/
Specialist Pack

Helldiver Specialists are highly trained offensive support operatives specializing in the use of Stratagems and supportive fire. They are specially trained to receive enhanced air support.

* The Specialist Uniform: A cosmetic appearance option consisting of a helmet, body armor and cape.

* LAS-12 Tanto: An ultra-compact laser SMG with extremely limited range. The short focused beam is very powerful to compensate for the short engagement envelope.

* Close Air Support: An 'Eagle' delivers a powerful strafing run followed by a pair of anti tank missiles. Effective at damaging almost all targets it does however have the drawback of being slightly unpredictable.

## Notes

* The Specialist Pack DLC was released on 12 May 2015 and is available to buy on its own (for $2.99) or as part of the Helldivers: Turning Up The Heat limited edition (for $19.99).
AC-5 Arc Shotgun

> *"The AC-5 uses the same charge building setup as the AC-3 but instead of discharging at a specific target, it tries to saturate an area in front of the user with electricity. This application has limited range, but the damage output is enough to completely fry light and medium targets. The AC-5 is part of the Pilot equipment kit."
>  - Armory Description*
>
>

## Unlock Requirement

The AC-5 Arc Shotgun is part of the Pilot Pack and is automatically unlocked by purchasing the respective DLC.

## Upgrades

**Faster Charge**

* Improving the power generation and capacitors decreases the charge time significantly.

**Increased Range**

* Improvements and tweaks allows the shots fired to travel a greater distance before losing their power.

## Weapon Stats

As it is an Arc weapon, the AC-5 does not require any ammunition to fire.

## Gameplay Tips

* The Arc shotgun, like its longer ranged counterpart, is an unorthodox weapon requiring proper timing and positioning to use effectively. While it charges much faster than the Arc Thrower, it lacks the Arc Thrower's chain lightning property and has a severely reduced range. It should be reserved purely for fighting from behind cover and in close quarters as its minuscule range severely limits its ability to tackle scout patrols before they raise the alarm.
* An Arc weapon blast, if it connects with a target unit, will always ignore angle and assume the hit to be to the front of the unit. This can be demonstrated by shooting an upgraded HAV or a Cyborg Hulk with its shield raised.

* Arc Shotgun blasts have the unique property of ignoring terrain and other obstructions (such as objectives or friendly Helldivers). Any enemy caught within its cone of fire that is not heavily armored will be crippled or instantly killed. As a result of this, Helldivers can safely hide behind and fire through cover to attack enemies with impunity.

* If you need to reposition quickly but have your Arc weapon charged up, a good practice is to discharge it in the opposite direction of any friendly Helldivers or objectives.

* Charging an Arc weapon slows the user's movement to a crawl, which can hold back the rest of the squad. Divers should prioritize movement over fighting and only attack nearby scouts if absolutely necessary.
Close Air Support

> *"A low flying run from an Eagle fighter jet, where it strafes the area with its main cannon and fires two missiles that home in on targets. It has both great anti-tank and anti-personnel applications and represents the versatility of Helldivers air power. The Close Air Support stratagem is part of the Specialist equipment kit."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this stratagem during a mission:

## Unlock Requirement

Close Air Support is a DLC stratagem, available at any rank to those who purchase the Specialist Pack.

## Gameplay Tips

* Close Air Support strikes are always perpendicular to the direction of the throw.

* This and Strafing Run are the only stratagems that are not affected by the 1-second activation time reduction from Precision Call-In Perk. There is no way to activate these stratagems faster than 0.1 second.

* Close Air Support is fast, deadly and reliable, effective against most targets. However, exercise caution as the missiles may end up homing in on enemies in close proximity to Helldivers, potentially catching them in the blast.

## Notes

* Close Air Support's homing missiles are identical to those fired by the MLS-4X Commando and they work exactly the same.
* Close Air Support missiles are counted as a shot and they will most likely boost your total accuracy at the mission results screen.

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– **Close Air Support**♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Stratagem Codes

The tables below show all the Stratagems in the order they appear in the game's interface. Clicking on the different sub-headers allows for sorting by different characteristics.

* Clicking the *Input Code* sub-header will display stratagems with similar directional inputs grouped together. Becoming familiar with just a few of these will allow the savvy Helldiver to branch out to many other stratagems and playstyles quickly.

All *Cooldown*, *Uses* and *Activation* statistics listed in the tables on this page refer to the **Mk3** (fully upgraded) versions of each stratagem.
Helldivers

*"Our pride, the Helldivers are the scalpel of the military might of Super Earth, young men and women are drafted from the regular army corps to do their part in the unrestful galaxy that is set on destroying Super Earth.*

*Helldivers are dropped into battle using the iconic Hellpods, shock-absorbing tubes that break the atmosphere at extreme velocities only to crack the ground when they open to reveal their heroic cargo." - Encyclopedia Description*

## Gallery

* *A Helldiver*
* *Helldivers spreading liberty*
* *Hellpods being launched*
* *Helldivers engaging in public relations*
* *Operating a console*
* *Helldivers celebrating Liberty Day*

## Notes

Helldivers are always outnumbered and the waves of enemies have no end. Keep this in mind.
Distractor Beacon

> *"Sends powerful shockwaves into the ground attracting patrols several hundred meters away. This piece of equipment is to be used as a diversion."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this Stratagem up to three times per mission (five if upgraded):

## Unlock Requirement

The Distractor Beacon is granted to the player as a reward for completing all the missions on its associated planet (typically a low level planet - difficulty 1 to 3).

## Detailed Statistics

For a detailed overview and comparison of the statlines for Helldivers, their equipment and all enemies, check the Detailed Statistics page.

## Gallery

* *Distractor Beacon about to smash the ground*
* *Distractor Beacon smashed the ground*

## Notes

* The Distractor Beacon concept bears a striking resemblance to the "Thumper" devices used to attract native sandworms in Frank Herbert's science fiction series *Dune*.

* The Distractor Beacon Stratagem was rebalanced in Patch 1.04. It now has a smaller area in which it attracts enemy patrols.

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– **Distractor Beacon**
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
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Videos

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Defender Pack

Helldiver Defenders are the unmovable objects of humanity, capable of holding their ground in any situation. They have a bulkier look and a helmet reminiscent of the knights of Old Earth and used to double as riot police before humanity unified properly.

* The Defender Uniform: A cosmetic appearance option consisting of a helmet, body armor and cape.

* CR-9 Suppressor: A semi-automatic rifle firing small fragmentation grenades. It is a volatile weapon but capable of devastating large masses of enemies, hence the nickname ‘Suppressor’.

* AD-334 Guard Dog: A backpack drone system, featuring an automated defensive combat drone armed with a small submachine gun. The drone circles ahead, firing at targets of opportunity and will land in the backpack to reload.

## Notes

* The Defender Pack DLC was released on 17 March 2015 and is available to buy on its own (for $2.99) or as part of the Reinforcement Pack DLC bundle (for $5.99) which also includes the Commando Pack and Support Pack DLCs.
* In-universe, another weapon that seems to be closely associated with Defender specialized Helldivers is, quite appropriately perhaps, the MP-98 Knight SMG.
* The Heavy Armor perk is a good fit with a Defender type playstyle, both thematically and in terms of gameplay.
Cardio Accelerator

Increases movement speed while sprinting.

## Unlock Requirement

The Cardio Accelerator unlocks at rank 12 (Commander).

## Gameplay Tips

* Ordinarily, a Helldiver can sprint a short distance, before slowing down into a more sustainable jogging pace. A Cardio Accelerator kicks in *after* this initial burst of speed, allowing the Helldiver to cover much greater distances.

* Rough terrain (such as Swamp or Snow) prevents Helldivers from sprinting, which renders the Cardio Accelerator useless.

## Notes

– Stun Grenades
– Heavy Armor
– Stratagem Priority
– **Cardio Accelerator**
– MD-99 Autoinjector
– Smoke Grenades
– Incendiary Grenades
– Displacement Field
– P-6 Gunslinger♦
– FLAM-24 Pyro♦
– PLAS-3 Singe♦
– All Terrain Boots♦
– Precision Call-In♦
Ranks

Rank is a measure of a Helldiver's experience in the field. After gaining the required amount of experience from missions on enemy planets, a Helldiver will advance in rank, possibly unlocking new Weapons, Perks or Armor. Each promotion grants a free research point.

## List of Ranks

In the Chinese localisation of Helldivers, the skull imagery has been altered. All of the rank icons with a skull in their design have had it replaced with a Helldiver's helmet.

## Notes

* Ranks 26 and 27 were added with the Turning Up The Heat expansion. *(May 12, 2015)*
* Ranks 28-30 were added with patch 3.01. *(July 21, 2015)*
* Ranks 31-50 were added with the Democracy Strikes Back expansion. *(October 26, 2015)*
* Players have the ability to reset their rank or unlocks on the steam version of Helldivers.
Bugs

A species that has evolved for millions of years, the bugs have always come out on top in the game of natural selection. They are sentient creatures that live and fight in groups of between three and ten specimens per group.

How the bugs manage space travel is yet unclear, it may be that unhatched infants or very rapidly evolving, super resilient microbes are launched into space during planetary impacts such as meteoroids or even planetoids.

One thing is certain, the bugs are everywhere and if they are not destroyed - they can spell the end of mankind.

**Scout**
* Scout
* Vanguard
* Shadow

**Infantry**
* Stalker
* Warrior
* Elite

**Tank**
* Impaler
* Tank
* Behemoth

**Elite**
* Brood Commander

**Master**
* Hive Lord
Static Field Conductors

> *"The immediate area is covered in Static Field Conductors that shock nearby enemies, slowing their movement considerably. Certain enemies, such as vehicles and shielded units, are immune to the slowing effect."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this Stratagem during a mission:

## Unlock Requirement

The Static Field Conductors Stratagem is granted to the player as a reward for completing all the missions on its associated planet (typically a medium-low level planet - difficulty 4 to 6).

## Gameplay Tips

* The Static Field lasts for 15 seconds (30 when fully upgraded).

* For those Helldivers stuck in a static field, using the LIFT-850 Jump Pack or repeatedly going prone will allow them to get out of the area of effect relatively quickly.
	+ Flying enemies, like Bug Stalkers, can escape the static field in a similar manner

* The SH-20 Shield Generator Pack protects Helldivers from the slowing effect. Be aware, though, that if the shield is fully depleted, it will not recharge until you leave the static field!

* Precision Call-In reduces this Stratagem's activation time to the game's allowed minimum of 0.1 seconds.

* Helldivers using the M-25 Rumbler in a static field can cause the shells to explode immediately, killing the Helldiver and everything around.

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– **Static Field Conductors**
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | Emergency Beacon
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Butcher

Believed to be the surgeons performing all the Cyborg implantations, the Butchers are fleshy monstrosities capable of soaking immense amounts of damage in their hinged-on flesh. There are even reports of Butchers taking a recoilless rifle round to the chest and still keep on coming.
They will close to melee range as fast as they can to try to engage with their heavy melee weapons.

## Tactics

* Predominately found on high level planets, Butchers are airdropped onto the battlefield, normally in groups of two to six (~20 on difficulties 13-15), wherever 'Squadleader' Soldiers / Legionnaires or Infantry Fighting Vehicles have raised an alarm to warn of a Helldiver's presence.

* Butchers behave like Berserkers: after spawning they will quickly close to melee range and engage players in combat where just two or three strikes from their sawblades is enough to down a Helldiver.
	+ Unlike Berserkers, however, Butchers will not stop to finish downed opponents, instead moving towards another target, such as another Helldiver, vehicle (crewed or not), turret or objective. They will only strike at a downed Helldiver when they are either attacked by them from the downed state *or* if the downed Helldiver is between the Butcher and its next target.

* Butchers are also far more resilient and can absorb a great deal more punishment than all other Cyborg infantry, making even small groups of them a significant threat and emphasizing the importance of focused fire when dealing with these foes.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– **Butcher**
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
LAS-5 Scythe

> *"This continuous beam weapon consumes no ammunition unless it overheats. The weapon needs to be loaded with emergency heat dump canisters to fire."
>  - Armory Description*
>
>

## Unlock Requirement

The LAS-5 Scythe unlocks at rank 7 (Sergeant).

## Upgrades

**Heat Capacity**

* Adds another emergency heat dump canister to the weapon, increasing how much heat can be absorbed before an emergency dump is triggered.

**Heat Sink**

* Increased heat sink capacity improves the cooling rate of the weapon while also increasing the time window for continuous fire.

**Laser Overcharge** / **Increased Overcharge**

* Overcharging the laser causes it to output more damage at the cost of generating more heat. Increases damage per second.

## Weapon Stats

* Helldivers start missions with 3 heat dump canisters and can carry up to a maximum of 6.
* The Scythe takes 3 seconds to replace its heat dump canisters, although this is only necessary if the weapon overheats. This process cannot be sped up by any means.

## Gameplay Tips

* The Scythe is likely the first laser weapon Helldivers will unlock (not counting the LAS-13 Trident) and is the laser equivalent of the AR-19 Liberator, acting as an introduction to laser weaponry. The Scythe handles very differently compared to ballistic weapons; it has perfect accuracy, deals continuous damage to whatever its beam hits, and it has a much slower turning speed while firing. Once fully upgraded, the Scythe fulfills the same role as the Liberator with slightly higher DPS and much more range. Like the Liberator, a fully upgraded Scythe fares well all the way up until midgame, however it is greatly outperformed in most aspects by other laser weapons on higher difficulty planets.

* The Scythe deals a reasonable amount of damage per second but has a somewhat small heat capacity at first and turns very slowly while firing, making it awkward to use at first until fully upgraded and its user has had time to adjust. Sweeping fire with the Scythe is not recommended against most enemies as it will waste firing time due to hitting off-center and dealing only ~50% damage, or missing entirely. It is recommended to let go of the trigger to adjust your aim or switch between spread out targets to let the weapon cool down and ensure more firing time is spent on-target.

* Like all laser weapons, the Scythe will visibly vent steam when at 50% base heat capacity, and emit both an audible alert and even more steam when at 80% base heat capacity, warning its user that an emergency heat dump is imminent. Use these visual and audio cues to learn the heat up/cool down timing for the Scythe to prevent having to change heat dump canisters in the middle of a firefight.

* The Scythe is one of the few primary weapons capable of cutting through the armor of most Cyborg units, naturally barring the IFV. Hitting any unit up to and including a Warlord will deal at least partial, if not full damage. This allows Scythe users to take out almost every Cyborg unit on their own without the need for anti-tank Stratagems, although this method is slow and horribly inefficient.
Pilot Pack

The Pilot Helldiver is specially trained to operate the wide arsenal of vehicles available to the Helldiver troops. Especially trained in the use of the EXO-48 'Obsidian' Exosuit, Pilots are some of the few that are given the honor of using this heavily armed monster. Though they prefer to use vehicles they are still Helldivers and very formidable troops on foot.

* The Pilot Uniform: A cosmetic appearance option consisting of a helmet, body armor and cape.

* AC-5 Arc Shotgun: A further development of the Arc technology, the AC-5 fires a wide, short range cone and damages everything covered by the static discharge. The charge up is much faster than the original AC-3 Arc Thrower but the discharge is not quite as powerful.

* EXO-48 Obsidian Exosuit: A powerful exosuit with two double autocannons. The firepower contained in this walking monstrosity annihilates light and medium infantry, and the two magazines allows for both maximum firepower or conserving ammunition. The only downside to this mech is its distinct lack of anti-tank capabilities.

## Notes

* The Pilot Pack DLC was released on 12 May 2015 and is available to buy on its own (for $2.99) or as part of the Reinforcement Pack 2 DLC bundle (for $5.99) which also includes the Demolitionist Pack and Hazard Ops Pack DLCs.
Eagle

The Eagle Fighter is a multi-role aerospace craft used by the Super Earth armed forces, often deployed under Helldiver Command to perform atmospheric operations.

It is capable of aerospace superiority fighter operations, as well as performing precision ground attack operations in support of Helldiver surface missions.

The Eagle's ordnance payload is modular and can include a variety of direct fire cannons, guided missiles, or various guided bombs. However, loiter duration, flight performance envelope, and rearming time can vary significantly depending on the type of weapon load delivered to the target area.
Emergency Beacon

> *"An emergency beacon lands on the surface of the planet and starts to broadcast a signal to other Helldiver units. This increases the likelihood of other Helldivers joining your mission."
>  - Armory Description*
>
>

## Stratagem Code

Players must enter the following sequence, using the controller d‑pad, in order to call down this single-use\* *(see below)* Special Stratagem during a mission:

## Unlock Requirement

The Emergency Beacon is a standard-issue Stratagem, available to all Helldivers regardless of rank. However, Helldiver Command only provides this Stratagem during missions involving less than four players.

## Gameplay Tips

* A team of Helldivers can call down a single Emergency Beacon whenever they wish. As soon as one has been deployed, the Emergency Beacon Stratagem will no longer be available for all current team members. Helldivers dropping in during the mission can call in their own Emergency Beacon.
	+ A team of Helldivers can call up to three Emergency Beacons if they will type the code at the same time.

* Like every other Hellpod-based Stratagem in the game, the Emergency Beacon can be used to take out enemies by dropping it on top of them. Although it only has a single use, it can still be useful for disposing of large, dangerous enemies if the landing zone is compromised.

* Emergency Beacons are indestructible and can be used to deny an area to the enemy or to block line of fire. The beacon will eventually despawn after completing all objectives and calling a shuttle.
	+ Emergency Beacons will despawn on Retaliatory Strikes as soon as the players achieve the kill count objective.

## Gallery

* *Active Emergency Beacon*
* *Emergency Beacon in deployable stage*

## Notes

– REP-80
– AD-289 Angel♦
– AD-334 Guard Dog♦
– LIFT-850 Jump Pack
– Resupply Pack
– SH-20 Shield Generator Pack
– SH-32 Directional Kinetic Shield♦
MG-94 Machine Gun
– MGX-42 Machine Gun
– AC-22 Dum-Dum♦
– LAS-98 Laser Cannon
– FLAM-40 Incinerator
– TOX-13 Avenger♦
– Obliterator Grenade Launcher
– MLS-4X Commando♦
– RL-112 Recoilless Rifle
– EAT-17
– REC-6 Demolisher♦
– M-25 Rumbler♦
EXO-44 Walker Exosuit
– EXO-48 Obsidian Exosuit♦
– EXO-51 Lumberer Exosuit♦
– M5 APC
– M5-32 HAV
– TD-110 Bastion♦
 **Defensive Stratagems** | A/AC-6 Tesla Tower
– A/GL-8 Launcher Turret
– A/MG-11 Minigun Turret
– A/RX-34 Railcannon Turret
– Airdropped Anti-Personnel Mines
– Airdropped Stun Mines
– Anti-Personnel Barrier♦
– AT-47 Anti-Tank Emplacement♦
– Distractor Beacon
– Humblebee UAV drone♦
 **Offensive Stratagems** | Airstrike
– Close Air Support♦
– Heavy Strafing Run
– Incendiary Bombs
– Missile Barrage♦
– Orbital Laser Strike
– Railcannon Strike
– Shredder Missile Strike
– Sledge Precision Artillery♦
– Static Field Conductors
– Strafing Run
– Thunderer Barrage
 **Special Stratagems** | **Emergency Beacon**
– ME-1 Sniffer Metal Detector
– NUX-223 Hellbomb
– Reinforce
Observer

This scout unit has an advanced cloaking device which makes it near impossible to spot and is believed to keep the Illuminate civilization under tight watch.

These suppressing drones are also used on the battlefield to scout out enemy resistance, to which point they can teleport their more heavily armored warriors.

## Tactics

* Predominately found on low to medium level planets, Observers patrol the battlefield while cloaked, following semi-random patterns while searching for Helldivers. Their patrols are more densely clustered around mission objectives and they are also attracted to Stratagem Beacons.

* After spotting Helldiver troops, Observers will de-cloak and quickly raise an alarm to call for support from more powerful Illuminate units. As Observers have no offensive capabilities they normally re-activate their cloaking system after raising an alarm and seek to avoid conflict.
	+ A melee attack or single shot from any conventional weapon can very easily destroy Observers, however, their cloaking ability and small size means Helldivers must be alert and accurate when fighting Illuminate forces.

* Observers will stay at a distance from divers after they have raised an alarm and will reactivate their cloak. If the diver moves towards them they will also move back, making them difficult to reach with melee in this state, although they will not be quick in sounding another alarm.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | **Observer**
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Stalker

Called by many names, Hunters, Lurkers or Stalkers - these peculiar bugs have evolved the ability to camouflage themselves using their color changing skin.

They are supposedly the 'smart' kind of bug and can restrain themselves from attacking until they think they have an opportunity. With their weak carapace, their only advantage is the element of surprise.

 back | 60 | 130

## Tactics

* Found on most planets with a Bug presence, Stalkers patrol the battlefield individually, following semi-random patterns while searching for Helldivers. They patrol more often around mission objectives and are also attracted to Stratagem beacons.

* Soon after spotting Helldiver troops, Stalkers will typically leap into melee range to engage the player in combat. Their poisonous attacks do little direct damage but instead severely hinder player movement for several seconds, giving other bugs an opportunity to attack the stricken Helldiver. A few melee attacks or grazes from weapon fire will normally cause a Stalker to retreat away from Helldivers and towards the edge of the screen where they can be dispatched with ease and less risk of friendly fire.
	+ Hurt Stalkers retreat to the safe distance where it can regenerate its health before jumping into the combat again. It is recommended to follow and finish them before they pose a threat again.

* Stalkers can often be difficult to locate due to their excellent camouflage, however, they emit a characteristic hissing sound when close which should notify players of their presence. When leaping, Stalkers emit growls that sound similar to that of a large predatory Earth feline.

## Notes

– Vanguard
– Shadow
– **Stalker**
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Strider

Heavier versions of the Tripod, the Strider is similarly armed, but with much tougher armor and shields. They serve as the Illuminates heavy infantry, breaking enemy formations with their extremely painful electric attacks.

## Tactics

* Predominately found on medium to high level planets, Striders teleport onto the battlefield, normally in groups of three to five, wherever Observers or Watchers have raised an alarm to warn of a Helldiver's presence.

* Striders behave very much like Tripods: Immediately upon spawning, they will move towards players to engage them in combat with their close range electro-static weapons, just one or two shocks from which is enough to down a Helldiver.

* Striders are relatively slow and several well placed shots is usually enough to destroy them; however, their shield absorbs all damage from the first projectile which impacts them, meaning even very powerful weapons require at least two shots to destroy a Strider. Players can combat this trait by using shotguns or rapid-fire weapons.
	+ The Strider's shield blocks projectiles which would ordinarily pass through multiple enemies. This significantly reduces the effectiveness of the RX-1 Rail Gun and AR-20L Justice against grouped Striders.
* As long as the shield is up, Striders are immune to:
	+ Stun (Rail Gun, Stun Mines or Stun Grenades);
	+ Mini-Stun (most SMGs and the AD-334 Guard Dog);
	+ Ignition by incendiary weapons.
* Striders are immune to Slow (Static Field Conductors) whether or not their shield is up.

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– **Strider**
– Apprentice
– Outcast
– Obelisk
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech
Incendiary Grenades

Swap standard grenades for incendiary grenades that leave a fire behind after detonation.

## Unlock Requirement

The Incendiary Grenades unlock at rank 17 (Commodore).

## Gameplay Tips

* The Incendiary Grenades' fire burns similarly to that of the Incendiary Bombs stratagem, but covers a smaller, circular area.

* Many enemies will not walk through the fire and will try to find a path around it, making this useful for area denial. If they can't see a path, they'll usually hang back until the fire burns itself out. However, heavier foes aren't particularly intimidated by the flames and will march or drive right through.
	+ Despite the smaller area, the incendiary effect is still large enough to block narrow paths. Throwing both grenades can be used to create a small wall, useful even in an open area.
	+ Enemy patrols can still spot you through the fire.

* Even a single grenade can be succesfully used to destroy shielded Illuminate infantry units, such as the Strider. While the shield would absorb the single blast of a standard grenade, the fire deals damage in several "hits", able to deshield the target before setting it on fire.
	+ This does, however, rely on the target being in the middle of the blast-radius. If the target is too far, the fire will be unable to whittle down the target's shield before it leaves the area of effect.

* Because Incendiary Grenades deploy faster than Incendiary Bombs, they can be used as a backup anti-armour weapon. However, even when using both Incendiaries, the damage is too low to kill an undamaged Bug Tank.
	+ Even  Cyborg Warlords can be set on fire dealing damage over time.
	+ It is recommended to keep the Tank within the fire to maximize damage.
	+ The napalm-effect is one of the few things that can damage closed Illuminate Obelisks
	+ While Cyborg IFVs receive no damaging effects from fire (Incendiary Grenades or otherwise), it can be used to impair their movement.

## Notes

* Grenade Perks now display correct icons of current grenades when chosen during the mission, this was added in Patch 7.01.

– Stun Grenades
– Heavy Armor
– Stratagem Priority
– Cardio Accelerator
– MD-99 Autoinjector
– Smoke Grenades
– **Incendiary Grenades**
– Displacement Field
– P-6 Gunslinger♦
– FLAM-24 Pyro♦
– PLAS-3 Singe♦
– All Terrain Boots♦
– Precision Call-In♦
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Weapons Pack

The Weapons Pack is a collection of highly specialized weapons designed to incinerate, poison and destroy the enemies of Super Earth.

* PLAS-1 Scorcher: The first ever Helldiver issued plasma weapon, firing bolts of superheated gas that explode on impact.

* M-25 Rumbler: A heavy portable mortar firing three round bursts of 80mm grenades.

* AC-22 Dum-Dum: A shoulder carried version of the 20mm cannon normally found on Helldiver vehicles.

## Notes

* The Weapons Pack DLC was released on 18th August 2015 and is available to buy for $2.99.
Obelisk

The Obelisk is a heavily armored and shielded dome capable of self teleportation and projecting a strong energy wall. The wall itself allows other Illuminates to pass through but stops everything else. Fortunately the Obelisk exposes its core when projecting the wall and the only defence remaining is the shield.

## Tactics

* Predominately found on medium to high level planets, Obelisks teleport onto the battlefield alone wherever Observers or Watchers have raised an alarm to warn of a Helldiver's presence.

* After spawning, Obelisks will project an energy wall at the nearest player or piece of equipment (such as a M5-32 HAV) - this is a powerful attack which will instantly kill or destroy anything in its path which happens to be moving though the path at the time.
	+ Stationary players or equipment will still be targeted by the Obelisk but the energy wall will stop short and do no damage. As a rule of thumb; if the wall fully intersects the target, it will be destroyed; if not, it will be safe (though possibly take some damage). The energy wall will also destroy (or kill) any Illuminate forces that happen to be standing in the way when it is created, though this is usually a fairly rare occurrence.
	+ The wall also blocks player movement and weapons fire while still allowing Illuminate forces to move through and attack Helldivers, though Hunters cannot shoot through the wall. Survivors can move through an Obelisk's wall freely as well.
	+ The LIFT-850 Jump Pack allows players to leap over the Obelisk's energy wall. Indirect fire (such as grenades, Stratagem Beacons, and the Obliterator Grenade Launcher/A/GL-8 Launcher Turret's projectiles may also be thrown or fired over the wall.

* Obelisks have extremely thick armor which even many anti-tank weapons cannot pierce – e.g. the RL-112 Recoilless Rifle's shots bounce off the armour, while the fire-effect from Incendiary Grenades can still kill the Obelisk. Fortunately this armor is dropped whenever the Obelisk projects its energy wall – this exposes the shielded core of the enemy, which players can target with conventional weapons. However, if Helldivers don't destroy the core quickly enough, the Obelisk will raise its armor again and potentially teleport to another location
	+ an active displacement field skill, represented by a golden aura, would save a hell diver if it happened to be spotted on the wall of the obelisk
* RL-112 MK3 Will ignore its powerful armor

## Notes

– Vanguard
– Shadow
– Stalker
– Warrior
– Elite
– Brood Commander
– Impaler
– Tank
– Behemoth
 **Illuminate** | Observer
– Watcher
– Obsidian Observer
– Hunter
– Tripod
– Strider
– Apprentice
– Outcast
– **Obelisk**
– Illusionist
– Council Member
 **Cyborgs** | Initiate
– 'Squadleader' Soldier
– Legionnaire
– Hound
– Grotesque
– Immolator
– Comrade
– Berserker
– Butcher
– Hulk
– Warlord
– Infantry Fighting Vehicle
– Siege Mech