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The SEAF Artillery cannon is a large emplacement of the Super Earth Armed Forces which can hold a total of five shells of varying types. There may only be one SEAF Artillery position on a single mission at once.

S.E.A.F. shells of varying types will spawn in several locations throughout a SEAF Artillery fortification. There will always be at least 5 shells present, but spawn-rates tend towards 7-8 shells.

Once five shells are loaded into the SEAF Artillery cannon and it is connected to the Super Destroyer, the Helldivers gain a new stratagem which they can use to fire one round from the SEAF Artillery towards a designated position.

The cannon fires the shells in the order in which they were placed - where the first shell loaded is the first shell fired, and so on.

The cannon cannot be restocked with new shells after it is activated.

Stratagem[]


The SEAF Artillery is a Mission Stratagem in Helldivers 2. It is available after completing the SEAF Artillery Tactical Objective.

Stratagem Code[]

Players must enter the following sequence, using the default Ctrl+WASD keys or the controller D-Pad in order to call down this Stratagem during a mission:

SEAF Artillery Ammunition[]

Image Type Description Similar Payload
Explosive/High Yield Explosive The explosive shells are green-tipped and the most common shell type. They are high-explosive (HE) rounds which destroy all but the most armoured of enemies on impact. The High-Yield explosive is a bright yellow version of what is depicted to the left.

Designed for single target and small group elimination.

The standard Explosive payload is identical to that of the Orbital Precision Strike. The High Yield variant produces an explosion equal to that of the Eagle 500kg Bomb.
Smoke The smoke shells are grey-tipped and are rounds which briefly emit smoke upon impact, designed to create a smoke screen which infantry can use to break line-of-sight with enemy combatants, allowing for a safe retreat or advance. They are by far the least useful of all the rounds and should only be used in niche situations or to fill the slots of the SEAF artillery should there not be enough shells of other types.

Primarily useful against Automatons.

Its payload is identical to the G-3 Smoke grenade or one singular shell from the Orbital Smoke Strike/Eagle Smoke Strike.
Static Field The static field shells are blue-tipped and are rounds which briefly stun enemy combatants for several seconds, causing them to be unable to attack or move.

Particularly useful against large enemies, especially enemies such as the Charger or Hulk, whose unarmored spots can be targeted with ease while stunned.

Its payload is identical to the Orbital EMS Strike or a single shell from the A/M-23 EMS Mortar Sentry.
Napalm The napalm shells are red-tipped and are rounds which briefly coat a circular area in napalm, which sets enemies and friendlies on fire dealing substantial damage over time.

Used as an area denial tool to prevent enemy advances, works extremely well on smaller targets but struggles against larger ones.

Its payload is identical to the G-10 Incendiary or one singular shell from the Eagle Napalm Strike.
Mini Nuke The mini nuke shell is a black-tipped round that contains a miniature thermonuclear bomb which instantly decimates any combatant in a radius around, and in line-of-sight of, the impact.

Designed for the elimination of any target in one blow; it is highly effective against the most massive of enemies and the largest of groups. The mini nuke shell is often quite rare - sometimes not appearing at all - in any SEAF Artillery position.

Its payload is identical to that of the NUX-223 Hellbomb.

Mission Brief[]

Helldivers, you are the shock troops of Managed Democracy when all else fails. But you are not the first. The ones who came before you and fell in the defense of Liberty were the Army troopers of Super Earth Armed Forces Troopers (SEAF). They used these artillery installations to shout the praises of Managed Democracy before they fell silent against the onslaught. You get to make the very ground shudder with their songs again!

When you encounter the SEAF Artillery installation you first must activate the terminal so it can begin to compose its symphony of Liberty once again. Lying around you will be shells that will be the notes of your anthem to load into the battery itself. Pay attention as each shell will have a different effect, and the order in which you load them will affect the order in which you have access to them. These shells may create a simple explosion, nuke, napalm, static field, or smoke effect. You will always find at least 5 in the vicinity and at times there may be more. This objective does tend to draw enemies much like an extraction point. Be wary of their presence and prepare accordingly.

Not only does this objective give you mission rewards, but your team now unlocks a new stratagem! You will have 5 shared charges with a low cooldown between your group. Each charge will cause the SEAF Artillery to dispense your pre-loaded choice of Managed Democracy on whomever you wish... friends included.

Gameplay Tactics[]

SEAF MapHint

A SEAF Artillery position can be seen on the map - when in detectable range - by a blinking question mark (also note the circular crater which can be used to spot these positions).

  • While HE, EMP, Static Field, Napalm and Smoke shells are not as powerful when compared to their orbital variants, their quick cooldowns allow for some extra firepower while other stratagems are on cooldown; especially the HE, which can kill many types of heavily armoured enemies in one hit, such as the Charger.
  • Where the SEAF Artillery really shines is with the mini-nuke shell, which has the same payload as a NUX-223 Hellbomb and therefore is stronger than a Eagle 500kg Bomb; giving helldivers an effective one-hit-kill, targeted stratagem, on any enemy in the game.
  • Before activating the terminal, make sure to gather the shells at the intake first, as activating the terminal will automatically spawn an enemy patrol to investigate the disturbance, and will likely attract nearby patrols to it as well.
  • Helldivers can also use the LIFT-850 Jump Pack to carry shells quicker; by dropping the shell, activating the jump pack and then immediately picking the shell back up in mid-air.
  • The SEAF Artillery stratagem CAN be used after the mission time is up and the Super Destroyer has left low orbit despite the emplacement having to communicate with the Super Destroyer to fire its rounds.
  • A surefire way to identify if a SEAF Artillery is one of the side objectives in a mission is during the preparation phase: check the Mission Stratagems if SEAF Artillery is one of the available Stratagems.
  • SEAF Artillery sites are NOT affected by jamming effect such as that from an Ion Storm or Stratagem Jammers. This is incredibly useful for taking out the latter before they can cause any problems.