“ | Injury? WHAT INJURY?! | „ |
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The Combat Stimulative, commonly referred to as "Stim", is a part of a Helldiver's kit used to heal damage taken while spreading Democracy. As a product of PermaCura, the Stim is a wonder drug capable of instantly mending wounds and replenishing user strength within seconds, giving its users a second wind to turn the tides of an otherwise hopeless situation. It is applied with an injection to the neck.
Despite rumors, there are currently no officially recorded addictive side-effects of continuous Stim usage as per PermaCura's inquiries into the matter, besides an increased addiction of seeing Liberty's enemies dead.
Helldivers 2[]
A Stim shot provides about 4 seconds of greatly increased health and stamina regeneration, removes any status debuffs, and provides a brief second of unlimited stamina, along with healing any limb or chest injuries that the Helldiver has or sustains during its duration. Due to this, Stims can either be used after being injured or pre-emptively in situations where a Helldiver may expect to incur heavy damage, as the regeneration provided by the Stim can get them through situations where they would otherwise die in a split second.
Note that Stims do not heal instantly nor do they provide invincibility; they only provide increased health regeneration in this regard. It is still possible to die while under the effects of Stims, if one sustains more damage than the drug can heal.
Gameplay[]
- Stims are a tactical option just as much as a medical one. The massive health regen provided by the drug allows Helldivers to run past swarms of attacking enemies while taking damage. It does not provide 100% immortality, but does provide a great deal of survivability in an otherwise guaranteed death sentence.
- Instant-kill or highly damaging attacks, like being stomped on by a Bile Titan, cannot be negated by Stims.
- Likewise, being damaged at low-enough health while under the effects of Stims may still be lethal, if the Stim has not restored enough health for the user to withstand the attack at that moment.
- Besides healing, another use of Stims is to allow a swift getaway, as users are afforded a quick second of no stamina loss and it regenerates during this time, allowing one to sprint instantly on use and ignore the stamina damage caused by enemy attacks.
- A Helldiver can also Stim their squadmates, but only if they've taken health damage.
- Helldivers start with two Stims on their person per deployment, with a maximum capacity of 4. The Hellpod Space Optimization automatically drops them with 4 Stims on deployment.
- Stims can be replenished in a number of ways:
- Resupply Pods and a Resupply Pack restores two Stims per box.
- Combat Stim containers found in the field restore 4 Stims per box. These can be identified by their blue and white coloration.
- Armor sets with the Med-Kit ability increase the Helldiver's capacity to 6 Stims, and increase the duration of their Stims by 2 seconds.
- The Experimental Infusion booster causes all Stims to further increase sprint speed by 10% and reduces damage taken, but also affects the user's vision by giving them tunnel vision and color blindness. It is not overly crippling, but may lead to situations where a Helldiver runs into danger, as the color of the threat is not as visible as it should be.
- The P-11 Stim Pistol provides the same benefits as the Stim, albeit at a lesser rate.
Trivia[]
- The sound when preparing a Stim for use may still play even when the action itself is interrupted. While no Stim is consumed in such situations, the Helldiver must still pay attention to health unjustly withheld.
- During Operation Sushi Bar (24th of April, 2185), scientists stationed on Fenrir III started suffering from the effects of prolonged stress due to successive
Illuminate attacks and, in order to sustain their critical research, they were supplied with top-of-the-line treatments to maintain mental acumen. This reallocation had a short-term impact on Helldiver operations, with the Helldivers' standard Stim capacity temporarily reduced by 2.
- Following patch 01.003.101, the
Ministry of Humanity issued an amendment to its "Combat Mobility Safety Guidelines", now permitting Helldivers to self-administer Stims while in mid-dive, an act previously categorized in the same risk zone as "running with scissors" and "juggling live grenades."