How to Use the Warp Pack in Helldivers 2

The backpack that saves your life right before everything explodes.

Warp Pack is a Dark Fluid-powered backpack in Helldivers 2 that lets you warp a small distance through an area and enemies to reposition quickly, aim better, and survive the higher difficulties. Warp Pack allows you to teleport 10 meters with just a 5-second recharge between safe warps. To dodge a Bile Titan’s spit or move during mid-Quasar charge, it keeps you alive and lethal when every other option falls short. Here’s how Helldivers 2’s Warp Pack works, when to use it, and what to pair it with for the best use.

How to Activate the Warp Pack in Helldivers 2

Warp Pack in Helldivers 2

The Warp Pack uses the same input as the Jump Pack and Hover Pack. For jump, you tap the keys, but need to press & hold to wrap.

  • PC: Hold Spacebar (default climb/mantle button)
  • PlayStation: Hold X
  • Xbox: Hold A

Once equipped, press 5 to select your backpack, then hold Space / X / A while moving in any direction. You’ll instantly warp 10 meters forward, backward, or sideways according to the current movement.

The glowing orb on top of the Warp Pack tells everything you need to know. The pack recovers 6% energy per second and consumes 33% per warp, which means warping every 6 seconds will keep you completely safe.

Purple – Safe Warp

  • Energy above ~85%
  • Zero damage
  • It’s the default state
  • One warp every ~6 seconds is completely safe anytime

Orange / Yellow – Risky Warp

  • Energy between ~56% and 85%
  • Warping causes random limb damage or ignition
  • Damage varies:
    • Arms: ~35
    • Legs: ~45
    • Head: ~10
  • You might break limbs or catch fire

Red – Guaranteed Death

  • Energy below ~56%
  • Warping instantly kills you
  • Democracy Protects can save you, but the pack will still be destroyed

Note: Wait until purple returns before the next warp. You can push it in combat emergencies, but keep in mind that you trade health for the move.

Warp Pack is great for the times when the Jump Pack stumbles. Charger sprinting at your face? Warp sideways. Stalker about to pounce? Gone. Is the turret near the lock on? Reposition before it shoots. You can chain two warps for a quick 20-meter escape, but it will cost limb damage. Don’t get carried away and spam it, though; three in a row means instant death.

You can warp behind the Chargers and Hulks to expose their weak points. The teleport passes straight through enemies, which lets you dance around threats that would flatten other players. Large targets like Bile Titans can be an easy target to deal with when you blink behind them for rear armor shots. The explosion does 1000 damage in a small area, which is enough to wipe out small enemies. You’ll probably figure this out when you accidentally telefrag teammates – it’s all part of learning spatial awareness. You don’t need to commit to a direction either. Warp forward, shoot, warp back. No other backpack lets you do that cleanly.

Best Weapon Synergies With Warp Pack

Charge Weapons

Warping does not interrupt charge-ups.

  • Quasar Cannon
  • Railgun
  • Any weapon with a wind-up time

You can charge, warp to safety or a better angle, and fire immediately, which alone makes Warp Pack S-tier for anti-armor roles.

Flamethrower

With Flamethrower, you can lay down fire barriers and immediately warp backward to keep enemies in the flames while you stay out of range. Torch a Bile Titan’s face, then warp as it’s about to spit. Warp Pack lets you get very aggressive with close-range weapons, even though they usually need a more careful playstyle.

Unsafe Railgun Fail-Safe

If the Railgun is ready to explode in Unsafe mode, warping right before detonation absorbs most of the damage. It’s risky, but it works.

Terrain and Environmental Tactics

Warp Pack moves you through solid objects like walls, rocks, bunker doors, and even thin structures. When you farm solo and find a bunker, just warp right through the door—no need to waste a stratagem on entry tools to save the Super Credits. Some bunkers are tricky, but diving or going prone before warp will help slip through tight geometry.

Vertical movement works within limits. You can warp up or down 5 meters maximum, which helps with elevation changes but won’t replace the Jump Pack to move up cliffs. Going uphill works fine, though moving down the hill needs caution—you teleport in a straight line, and if there’s no ground, you will fall. Wile E. Coyote moments are normal until you learn the terrain. Use the Warp Pack mid-fall to cancel up to 5 meters of drop distance. Time it right before touching the ground to negate fall damage and the stagger animation completely.

Safety and Hazards

Never warp into large enemies because you’ll die right away unless you have Democracy Protects, which can stop this death and let you take zero damage. Explosive hazards kill through warps. If you encounter mines, bile bugs, or explosive barrels, you will take damage or might die in the end. So, it’s better to scout your destination always before you blink.

The pack’s effect won’t work during swimming. Stay out of deep water or accept that you’re just a regular Helldiver until you get on land. If you are in an FRV passenger seat, gunner position, or manning an emplacement, the Warp Pack offers a quick exit. Simply hold the activation button to exit – a safe way to jump from moving vehicles. Unfortunately, you can’t equip warp when driving vehicles or piloting Exosuits.

Strategic Loadout

  • Warp Pack doesn’t need specific stratagems, but it lets you play aggressive. Without defensive mobility tools in the stratagem lineup, you can free up slots for more firepower or support. Orbital Strikes, heavy weapons, and turrets can offer what you want because your escape plan is strapped to your back.
  • Ship Modules can also be valuable if you’re committed to backpack builds. Hand Carts reduces backpack cooldowns by 10%, and Morale Augmentation cuts all stratagem cooldowns by 5%. The base 480-second cooldown drops to 410 seconds if both upgrades are active, though the pack has unlimited uses once called in.
  • Passives that protect limbs extend your emergency warp tolerance. Servo-Assisted or Vitality Enhancement allows your limbs stay intact one damage warp before they break. Reinforced Epaulettes can prevent limb breaks entirely, and Feet First stops leg injuries, which is a great advantage since leg damage is the highest at 45 per warp.

When to Choose Warp Over Jump

Jump Pack beats the Warp Pack for real traversal speed on downward slopes and to beat long distances across open terrain. If you are to complete simulator missions where mobility between objectives matters more than being able to react in fights, the Jump Pack is the better choice.

When objectives put you in frequent combat, you have charge weapons, or when you need instant dodge ability, we recommend choosing the Warp Pack. The 5-second safe cooldown versus the Jump Pack’s 15-second cooldown makes a big difference in long firefights. That quick response time keeps Helldivers alive, no matter how tough the enemies are.