Mine Guide

Mines have evolved from risky novelties to meta-defining tools in Helldivers 2. Recent buffs (cooldown reduced from 180s to 120s, damage doubled on AP/Incendiary mines) have transformed these stratagems into essential area-denial weapons for competitive squads.

This guide breaks down tactical deployment against all three factions—Terminids, Cyborgs, and Illuminates—with specific enemy matchups, squad loadouts, and advanced placement strategies.

Mine Arsenal Overview

💥

AP Mines

MD-6 Anti-Personnel

Damage: 700 (AP3)
Radius: 5m blast
Count: 48 mines
Cooldown: 120s 180s
PATCH BUFF
Damage increased 2x

🔥

Incendiary

MD-I4 Incendiary

Damage: 300 + fire DoT
Radius: Fire patch area
Count: 48 mines
Cooldown: 120s 180s
PATCH BUFF
Cooldown -33%

☠️

Gas Mines

MD-8 Gas

Damage: Minor + poison DoT
Effect: Blind + Frenzy
Count: 48 mines
Duration: 10s buffed
CROWD CONTROL
Enemies attack each other

🎯

AT Mines

MD-17 Anti-Tank

Damage: 2000 (AP5)
Radius: 7m blast
Count: 18 mines
Trigger: Heavy units only
SAFE TRIGGER
Ignores infantry/divers

Enemy Effectiveness Matrix

The table below shows mine effectiveness by star rating across all major enemy types. Hover over any cell to see blast radius, specific combos, and tactical notes.

Mine Type🐛 Bug Warrior
Melee rusher
🦟 Bug Hunter
Fast flanker
🪲 Bug Heavy
Tank/Behemoth
🤖 Cyborg Infantry
Ranged troops
🚗 Cyborg IFV
Tank/Vehicle
🛸 Illuminate Infantry
Shielded troops
🚁 Illuminate Flyer
Hovering units
🦾 Harvester
Heavy walker
💥 AP Mines
★★★★☆
Excellent
★★★★★
Perfect
★★☆☆☆
Weak
★★★★☆
Excellent
★☆☆☆☆
Ineffective
★★★★☆
Excellent
☆☆☆☆☆
Immune
★★☆☆☆
Weak
🔥 Incendiary
★★★☆☆
Good
★★☆☆☆
Situational
★★☆☆☆
Weak
★★★★☆
Excellent
★☆☆☆☆
Ineffective
★★★★★
Perfect
☆☆☆☆☆
Immune
★★☆☆☆
Weak
☠️ Gas Mines
★★★★☆
Excellent
★★★☆☆
Good
★★☆☆☆
Weak
★★★★★
Perfect
★☆☆☆☆
Ineffective
★★★★☆
Excellent
★★☆☆☆
Situational
★★★☆☆
Good
🎯 AT Mines
★★☆☆☆
Won’t Trigger
★★☆☆☆
Won’t Trigger
★★★★★
Perfect
★★☆☆☆
Won’t Trigger
★★★★★
Essential
★★☆☆☆
Won’t Trigger
★★☆☆☆
Won’t Trigger
★★★★☆
Excellent

Faction-Specific Strategies

🐛 Terminids (Bugs): Swarm Annihilation

Bug Breach Defense

Multi-layer minefield strategy

3
mine layers
LAYER 1: Outer Perimeter
Type: AP Mines (48x)
Radius: 30m spread
Purpose: First-wave massacre
LAYER 2: Mid-Field
Type: Gas Mines (48x)
Effect: Blind + frenzy
Purpose: Friendly-fire chain
LAYER 3: Heavy Intercept
Type: AT Mines (18x)
Damage: 2000 per hit
Purpose: Behemoth/Impaler kill
KEY TACTICS
Place mines at breach spawnStagger grids to prevent chainsGas → Fire ignition combo
AVOID
Mining your own retreat pathDense stacking (waste)Ignoring burrowing Rupture strain
RUPTURE STRAIN COUNTER

Gas mines force burrowers to surface early and attack each other. Combine with incendiary weapons for “warcrime” effectiveness—smoking them out then burning the exposed enemies.

🤖 Cyborgs (Mechanized Forces): Anti-Armor Focus

Cyborg Tank Ambush

Vehicle interdiction strategy

1
shot kill
PRIMARY: AT Mines
Damage vs IFV2000 (instant kill)
Trigger SafetyIgnores infantry
PlacementVehicle spawn routes
SUPPORT: Gas Mines
vs InfantryBreak formations
EffectFriendly-fire chain
Use CaseDisrupt ranged units
CRITICAL: AVOID FRIENDLY VEHICLES

AT mines trigger on ANY large object—including your own SEAF cars and Exosuits. Place mines on enemy approach routes, never your team’s paths. Communicate mine locations constantly.

DO THIS
✓ Mine ahead of vehicle spawns
✓ Use Hellpod drop to distract infantry
✓ Kite Warlords into AT mines
DON’T DO THIS
✗ Place mines in open (shot by infantry)
✗ Forget about your own vehicle
✗ Deploy without anti-armor plan

🛸 Illuminates (High-Tech Aliens): Chokepoint Mastery

Illuminate Corridor Defense

City map chokepoint control

2
mine types
GAS + FIRE COMBO
Step 1: Gas Mines
Blind shielded troops, force friendly-fire on own shield generators
Step 2: Incendiary Mines
Fire burns through shields, prevents regeneration, creates fire walls
Result
Illuminate waves stalled in corridor, taking continuous DoT
HARVESTER COUNTER
BAIT TACTIC
Place turret behind AT minefield. Harvester prioritizes turret, walks into mines.
ALTERNATIVE
Mine objective paths preemptively before Harvester spawns
FLYER LIMITATION

Illuminate hovering units ignore ground mines. Maintain anti-air coverage (personal weapons, turrets) to complement mine strategy. Mines handle 80% of threats; you handle the remaining flyers.

IDEAL FOR
City street defensesCivilian evacuationsStatic objectives
WATCH OUT FOR
Teleporting unitsDropship bypassesCivilian mine triggers

Squad Loadout Templates

Effective mine usage requires coordination. Below are recommended 4-player compositions for each faction, balancing mine coverage with essential support roles.

🐛

Bug Mission Loadout

Swarm + Heavy Coverage

Player 1: AP Mine Layer
MD-6 AP Mines + Guard Dog + Eagle Cluster
Role: First-wave massacre
Player 2: Gas Specialist
MD-8 Gas Mines + Flamethrower + Mortar Sentry
Role: Crowd control + Rupture counter
Player 3: Heavy Killer
MD-17 AT Mines + EAT-17 + Railcannon
Role: Behemoth/Impaler removal
Player 4: Support
Resupply Pack + Autocannon Sentry + Stims
Role: Sustain + Cleanup
🤖

Cyborg Mission Loadout

Anti-Armor Priority

Player 1: AT Mine Layer
MD-17 AT Mines + EMP Mines + Railcannon
Role: Vehicle interdiction
Player 2: Gas Specialist
MD-8 Gas Mines + Machine Gun + Laser Cannon
Role: Infantry disruption
Player 3: Fortification
MD-I4 Incendiary + Autocannon Sentry + Shield Gen
Role: Area denial + Defense
Player 4: Anti-Heavy
Recoilless Rifle + Spear Launcher + Strafing Run
Role: Direct AT + Air support
🛸

Illuminate Mission Loadout

Chokepoint + Civilian Defense

Player 1: Gas Layer
MD-8 Gas Mines + Incendiary Grenade + Arc Thrower
Role: Shield disruption
Player 2: Fire Wall
MD-I4 Incendiary + Flamethrower + Napalm Strike
Role: Sustained burn
Player 3: AT Backup
MD-17 AT Mines + Gatling Sentry + Orbital Laser
Role: Harvester counter
Player 4: Anti-Air
Autocannon + Rocket Sentry + Resupply
Role: Flyer coverage + Sustain

Do’s and Don’ts: Visual Quick Reference

DO THESE

✓ Deploy at chokepoints and enemy spawn paths
Mine where enemies WILL be, not where they are. Predict breach points, vehicle routes, dropship zones.
✓ Communicate mine locations constantly
”Mines north side!” Ping the map. No IFF means your team needs to know where death zones are.
✓ Use mines to buy time during retreats
Drop minefield behind you when falling back. Pursuers walk into it while you heal/reload.
✓ Layer different mine types in depth
AP outer → Gas mid → AT inner creates 3 kill zones for different threats.
✓ Refresh minefields with 120s cooldown
Multiple active fields possible. Drop new mines before old ones fully detonate.
✓ Combine gas with fire for maximum chaos
Gas cloud → Incendiary ignition = “warcrime” effectiveness. Blinded enemies burn together.

DON’T DO THESE

✗ Mine your own extraction or objective paths
Forgetting your minefield location kills more divers than enemies. Clear lanes for retreat.
✗ Stack mines too densely in one spot
Chain reactions waste mines. One bug triggers 10 mines = 9 wasted. Spread them out.
✗ Ignore friendly vehicle locations
AT mines obliterate your own tank/Exosuit. “But they only trigger on heavies!” You ARE heavy.
✗ Deploy mines in enemy line-of-sight (Cyborgs)
Cyborg gunfire detonates mines prematurely. Use terrain cover or Hellpod distraction.
✗ Rely only on mines without backup
Flyers ignore ground mines. Heavies might not path correctly. Have manual firepower ready.
✗ Use AP/Incendiary against heavy armor
Wrong tool for the job. Bug Behemoth? Cyborg tank? You need AT mines, not AP.

Advanced Tactics & Community Meta

⚡ The Hellpod Pause Exploit

When a stratagem Hellpod drops (including mine dispensers), enemies briefly halt their advance. Exploit this:

STEP 1
Call mine stratagem slightly ahead of approaching patrol
STEP 2
Enemies pause as pod lands, giving mines time to arm
STEP 3
Enemies resume movement, immediately step on armed mines
RESULT
Patrol eliminated before engaging

☠️ Gas Mine Superiority Theory

Community consensus post-buff: Gas mines are the most versatile mine type across all factions. Here’s why:

Works on ANY faction’s fodder: Bug swarms, Cyborg infantry, Illuminate troops all affected
Safer for friendlies: Gas doesn’t insta-kill; allies/civilians take gradual damage with escape time
Disables ranged threats: Cyborg/Illuminate shooters can’t aim while blinded—unique advantage
Extended duration (10s): Patch buff doubled effect time, massive area denial window
Friendly-fire chain: Enemies damage each other, effectively multiplying kill potential

”Gas mines + flamethrower is so strong it feels like cheating. Everything just melts.” — Level 10 Helldiver, 200+ hours

🎯 AT Mine Solo Carry Potential

AT mines enable solo clears of content previously requiring full squads:

2000
Damage per mine
vs 2500 HP Cyborg Warlord = near instant kill
18
Mines per deployment
Enough for 3-4 heavy kills per cooldown
120s
Cooldown
Fast enough to maintain constant fields

Solo Strategy: Kite heavy enemies through AT mine corridors. Let the environment kill them while you manage adds. “AT mines will do a lot of heavy lifting in solo play” — Veteran advice

🔄 Mine Refresh Rotation

With 120s cooldown, you can maintain overlapping minefields. Advanced rotation:

0:00
Start
Deploy Field A (AP Mines)
Outer perimeter, 48 mines active
2:00
+2 min
Deploy Field B (Gas Mines)
Mid-field, 48 mines active (Field A still live)
4:00
+4 min
Deploy Field C (AT Mines)
Heavy paths, all 3 fields now active
4:00+
Sustain
Maintain Rotation
As Field A depletes, refresh it. Always have 2-3 active fields

Final Notes: Mines in the Current Meta

Patch 1.400.002 transformed mines from niche tools into meta-defining stratagems. The combination of halved cooldowns (180s → 120s) and doubled anti-personnel damage has made minefields viable as primary defensive strategies, not just supplementary tools.

Key takeaways from the competitive community:

Terminids (Bugs)
Gas + AP mines = swarm annihilation. Counters new Rupture strain. AT mines for heavies. Mines now solve “impossible” bug breach scenarios.
Cyborgs (Bots)
AT mines mandatory for vehicles. Gas disrupts ranged formations. Requires more tactical placement than bugs, but equally effective when executed.
Illuminates (Squids)
Gas + Incendiary combo dominates chokepoints. Fire burns through shields. AT mines for Harvesters. Flyer coverage still required.
COMPETITIVE META VERDICT

Mines are no longer optional at high difficulty. A coordinated 4-player squad with proper mine coverage (AP/Gas/AT split) can hold objectives that would overwhelm the same squad using only direct-fire weapons and orbitals.

The 120-second cooldown enables strategic layering—deploying multiple minefields over the course of a mission to create persistent area denial. This wasn’t possible with the old 180s cooldown.

Perhaps most importantly, mines shift the difficulty curve: they reward tactical planning over mechanical skill. A well-placed minefield achieves what rapid reflexes and perfect aim struggle to accomplish—controlling space and forcing enemy behavior.


Guide based on patch 1.400.002 meta analysis • Updated January 2025 • FOR DEMOCRACY