The best defense, as they say, is a good offense. InHelldivers 2, the co-op shooter made by Arrowhead Studios, there’s a variety ofStratagemsyou can employ to turn the tide of battle in your favor. There are a wide variety of these, and they range from automated drones to powerful weaponry to devastating orbital strikes.
Of these various Stratagems, one particularly helpful subcategory is for sentry turrets, automated guns that must be placed manually, each with its own upsides, downsides, unique strategies, and best-use cases for making the most of their distinct abilities.

This list will explore these options, from the humble Machine Gun Sentry to the devastating Mortar Sentry, their pros and cons, and what sets them apart.
6Machine Gun Sentry
To Call: Down, Up, Right, Right, Down
The basic Machine Gun Sentry is the first of the sentry guns that you’ll find available, first attainablelevel twofor 1500 R. This is your bread and butter sentry, uncomplicated and fundamental in both form and function.
Throw it down to deploy some cover fire, defend an area, or draw attention away from yourself. This sentry is most adept at dealing with small enemies. The cooldown time for this sentry, as with all of the other sentries in the game, is 180 seconds and the call in time is three seconds. While superseded in most cases by sentries later on down the line, it can never hurt to have another helping hand on the battlefield.

5Gatling Sentry
To Call: Down, Up, Right, Left
The Gatling Sentry, in a sense, is more or less a straight upgrade to the Machine Gun Sentry, sharing the same basic use as the latter. It has all the drawbacks of its more basic sentry sibling, such as friendly fire, while boasting a higher rate of fire to compensate for those weaknesses.
There is, then, very little reason to choose the more basic Machine Gun Sentry over the more advanced Gatling Sentryonce unlocked, which can be done for 4000 R once reaching level five. Still, this is not a bad option to have in a pinch when you just need a little more firepower.

4EMS Mortar Sentry
To Call: Down, Up, Right, Down, Right
This sentry, as opposed to the others which deal direct damage to foes, instead creates an electromagnetic field that slows enemies who are unlucky enough to be caught within the line of fire. This is a property that is shared with various other Strategems, but is particularly useful in mortar form.
These foes can then be picked off more easily by players or by other sentries. The usefulness of this sentry is further augmented when making use of the synergizing effect it has when used in conjunction with other Stratagems such as the Mortar Sentry. The use of these two sentries together creates a devastating trap that can take care of much of what the game throws at you.

3Autocannon Sentry
To Call: Down, Up, Right, Up, Left, Up
The Autocannon Sentry excels in a few fields that are unique to this Stratagem. While this slow moving, heavy hitting sentry may be less agile than the likes of the Gatling or Machine Gun Sentries, it has the benefit of packing far more of a punch than either of those two. While this means it’s not ideal for chaotic horde situations, careful use of this sentry will result in far greater rewards.
Case in point: this sentry is best used from a distance, where enemies can be picked off before they can make their approach. As such, the Autocannon Sentry is best deployed strategically before encounters begin to go sideways in order to leave you and your team time to breathe and complete your objectives. The Autocannon Sentry is first available at level 13 for 6000 R.

2Rocket Sentry
To Call: Down, Up, Right, Right, Left
The Rocket Sentry, alternatively, is best deployed against large crowds of enemies or big single foes. The splash damage will have an ideal effect the closer foes are and the more bunched up they are together, so placing this sentry at natural choke points is ideal for making the most of its abilities.
This sentry is also particularly good at dealing with more heavily armored targets, breaking down their defenses, and as such will typically aim for larger targets. As with all other sentries however, this damage effects friend and foe alike, so be careful when placing this sentry in particular. The Rocket Sentry can be unlocked at level 15 for 7500 R.

1Mortar Sentry
There are few things a well-placed Mortar Sentry won’t make quick work of. When placed strategically, there are few better choices for dealing with the hordes of enemies Helldivers 2 will so common throw at you.
This can make things chaotic when engaging in combat in close quarters, however, so keeping track of your positioning is key to making the most of this Stratagem. If, for example, the Mortar Sentry is placed on high ground, it has the effect of routing entire groups of enemies who will be unable to reach it, making this a good option for holding your ground. The Mortar Sentry is first available at level 8 for 7000 R.