Super Credits Farm (2025 Methods)

Super Credits Farm (2025 Methods)
Radar‑first. Bunkers next. Abort when dry. The 2025 Helldivers 2 Super Credits meta in one loop. (Image credit: Arrowhead Game Studios)

The fastest, most consistent Super Credit routes after the 2025 updates—complete with difficulty targets, bunker tech, and map‑reading tips.


Why this guide (and why now)

Super Credits (SC) fund your Warbonds and Superstore splurges, and—good news—you don’t have to swipe your card to keep up. As of late 2025, the game still lets you pick up SC during missions from Minor Points of Interest (mPOIs): sealed pods, locked containers, and bunkers. Each pickup awards 10 SC and—crucially—awards your entire squad at once. That means only one diver needs to loot an SC stack, and you can’t lose the credits to a death.

Also crucial: You keep Medals, Requisition Slips, and Super Credits you’ve picked up even if you leave or fail the mission—extraction is only required for samples. That’s why the most efficient SC grinds often end with “Abort to ship” once you’ve cleared your route.


TL;DR (fastest 2025 loop)

  • Difficulty: 1–3 (Trivial/Easy/Medium). Smaller maps, simpler spawns, and cleaner loot pools make these tiers the sweet spot for SC.
  • Biome: Prefer flat, sparse terrain (desert, moon, open snow). Avoid dense urban tiles—they often spawn single-item capsules and slow you down.
  • Objective: Find a Radar Station first. Activate it to reveal POIs on your map, then run a clockwise loop through clusters (skip combat, hit loot).
  • Solo vs Squad:
    • Solo: With the LIFT‑182 Warp Pack, you can warp into bunkers to loot them alone—fully intended by the devs. Without it, you’ll miss the biggest caches.
    • Duo/Full team: Split the map and open bunkers normally (two-button panels). Expect higher SC per hour with coordination.
  • Abort after the loop. You keep all SC even if you don’t extract. Rinse and repeat on another small map seed.

Typical returns: Community-tested 2025 routes report ~500 SC/hour solo and ~650 SC/hour in a squad when you’re cherry-picking optimal seeds and staying disciplined. Treat these as best-case targets, not guarantees—map RNG and player pace matter.


The three routes that still work in 2025

1) Radar‑First Sweep (lowest friction)

When to run it: Any time you can spot a Radar Station early (tall dish tower; often visible from a ridge). Power it up to mark all mPOIs on the map. Then trace a low-resistance loop through the closest clusters. Mining SC is faster when you make decisions from the map instead of wandering.

How to spot & run:

  1. Drop on Difficulty 1–3 into open terrain.
  2. Bee‑line to Radar Station; power and align the dish. (At Difficulty 4+, expect guards—another reason to stay low.)
  3. Plan a circle that touches every cluster within 600–800m of extraction.
  4. Hit sealed pods and metal crates (one grenade or a launcher pops the locks), and bunkers last to minimize time with patrol heat.
  5. Abort to ship as soon as your loop is dry. You keep all SC.

Why it works: Radar marks every mPOI, letting you prioritize credit‑bearing spots. It’s also terrain‑agnostic—if a seed spawns a Radar Station near drop, you can turn a mediocre biome into a good farm. Note: there’s a small UI quirk—after patch 1.000.104, radar‑marked POIs without samples can keep an “incomplete” icon and clutter your map. Ignore the noise; you’re after pods/crates/bunkers.


2) Warp‑Bunker Circuit (best solo ceiling)

What changed in 2025: The LIFT‑182 Warp Pack (Control Group Warbond) lets solos warp through bunker doors, loot, then warp out—intended behavior, not an exploit. This single change removes the old “you need two players for bunkers” bottleneck.

Bunker basics (for planning):

  • Bunkers are two‑panel “friendship doors.” Traditionally, they require two players; inside, you can find several loot spawns—including SC stacks. Community counts: bunkers can hold up to ~3 piles, metal crates ~2, crashed pods ~1. (Each pile = 10 SC.)

How to run it (solo):

  1. Equip LIFT‑182 Warp Pack.
  2. Target seeds with many mPOIs in an open biome. If you don’t see a bunker within 1–2 minutes, leave and re‑roll.
  3. Prioritize bunkers, then sweep pods/crates in the immediate ring.
  4. Abort once the bunker ring is clear.

Why it works: Bunkers consolidate multiple SC piles behind one door. Warping solo unlocks that value without coordination overhead, pushing solo rates closer to duo territory.


3) Two‑or‑Four Diver “Fan‑Out” (highest team ceiling)

Squad plan: Drop on Difficulty 1–2 desert/moon seeds. One diver sprints to Radar; the others fan out along a pre‑agreed ring. When Radar pings the map, everyone pivots to the densest clusters and meets at bunkers to open fast. Abort when the marked clusters are dry.

Expected returns: Veteran squads report ~650 SC/hour if you’re ruthless about re‑rolling slow seeds, skipping fights, and keeping loops under 6–8 minutes.


Difficulty breakpoints (what actually matters for SC)

  • Difficulty 1–3 (Trivial/Easy/Medium):
    • Best for raw SC over time: small maps, simple patrol patterns, and a mPOI loot pool that isn’t diluted by higher‑tier samples. Community testing notes that rare samples enter the loot pool from ~Difficulty 4 upward, seemingly lowering the chance that containers roll SC on those tiers.
    • Movement is king: light armor, sprint boosters, and a way to pop crates quickly (grenades/GL).
  • Difficulty 4+ (Challenging and above):
    • Radar Stations can be guarded, costing precious time and ammo. Also, higher difficulties add more optional objectives and larger maps, which slows SC/hour even if absolute mPOI counts don’t explode.
    • Choose these tiers only if you’re also targeting rare/super samples or specific orders.
Bottom line: If the goal is SC/hour, keep it low difficulty and low friction. Treat anything above 3 as mixed‑objective play, not pure SC farm.

Map POIs: what pays (and how to read the map)

What drops SC:

  • Sealed pods (crashed capsules) – 1 pile.
  • Locked metal crates – up to 2 piles.
  • Bunkers – up to 3 piles.
    Every pile awards 10 SC to all teammates instantly.

How to find them faster:

  • Complete the Radar Station side objective to reveal all POIs (mPOIs) on your map. Decide your loop from the map—don’t roam.
  • Icon quirk: After the 1.000.104 change, some radar‑revealed POIs that don’t contain samples can keep an “incomplete” icon, cluttering your view. That’s a UI issue—ignore it and prioritize pods/crates/bunkers.
  • Diamond vs pointer: If a revealed POI has samples, the minimap uses a diamond icon until you pick them all up; afterward it can change to a pointer. If you’re sprint‑farming SC, you can skip diamonds unless you want the samples too.

Solo vs Squad: realistic rates (2025)

  • Solo (No Warp Pack): You’re locked out of bunkers; expect noticeably fewer SC per hour.
  • Solo (With LIFT‑182 Warp Pack): You can match or approach duo output on good seeds by prioritizing bunker‑dense rings.
  • Duos & Squads: Best top‑end results due to split coverage and bunker access. Coordinated teams running Difficulty 1–2 in open biomes with radar marking consistently report 500–650 SC/hour, with the higher end requiring aggressive seed selection and minimal combat.

Pro tip: If a seed feels empty after 90–120 seconds, abort and re‑roll. Quantity of “good seeds” per hour drives your ceiling more than perfect micro.


Loadouts that speed the farm (not fights)

  • Mobility first: Light armor + sprint/endurance boosters for long sprints between POIs. A Jetpack is great, but the LIFT‑182 Warp Pack is meta‑defining for solo bunker access.
  • Openers: Bring grenades or a grenade launcher to pop metal crates instantly. (Don’t waste time meleeing or waiting for situational explosives.)
  • Crowd control to disengage: A panic‑button orbital (Gas, Laser, or Precision) beats protracted firefights; your “DPS” is route time, not killcounts.

Patch‑aware caveats (September 2025)

  • Warp Pack bunker entry is legit. Arrowhead confirmed the LIFT‑182 Warp Pack can be used to enter bunkers solo—not a glitch—so plan your solo routes around it.
  • The “Into the Unjust” update (Sept 2, 2025) introduced new content and balance shifts. While SC spawn mechanics weren’t headlined, enemy mix and mission flow can change how “safe” your farm loops feel on certain planets. Keep an eye on official patch notes.
  • Rupture Strain temporarily disabled (mid‑Sept 2025): Arrowhead took the new Rupture subfaction offline for ~5 weeks to fix issues. If you’re farming on Terminid worlds during this window, expect slightly different pressure patterns vs early September.
  • Radar UI oddity persists: The post‑1.000.104 behavior that marks non‑sample POIs as “incomplete” after a radar sweep can still clutter the map; it’s cosmetic, but know it’s there.
  • Spawn tables & difficulty: The community still observes that adding rare samples to the container roll at higher difficulties cuts into SC odds, which is why most dedicated SC farms stick to Difficulty 1–3. (Arrowhead’s notes rarely enumerate POI drop chances explicitly.)

Ethics & the war effort (short version)

Aborting after your loop doesn’t delete your SC, but heavy “loot‑and‑abort” grinds don’t contribute to liberation as efficiently as completing objectives. If you care about the live war, consider weaving quick objective clears between farm runs—especially during Major Orders.


Worked examples (step‑by‑step)

Example A: Solo Warp‑Bunker Run (~6–8 minutes)

  1. Difficulty 2, desert biome.
  2. On drop‑in, scan horizon for Radar; if obvious, grab it—else scan mPOIs within 600–800m of extraction.
  3. Ping bunkers first; warp through door, grab interior piles, warp out. (Each pile = 10 SC for you instantly.)
  4. Detour for close crates/pods; pop locks with a grenade.
  5. Abort to ship.
  6. Re‑queue a similarly open tile; if no bunker within 1–2 minutes, re‑roll.

Example B: Two‑Diver Fan‑Out (~5–7 minutes)

  1. Difficulty 1, moon biome.
  2. Diver A sprints to Radar. Diver B sweeps the nearest mPOI cluster. When Radar pings, both push toward the densest clusters.
  3. Rendezvous at bunkers to open fast, then split again.
  4. Abort after the ring is dry; repeat.
  5. Expect better SC/hour vs solo simply because of split coverage and guaranteed bunker opening.

FAQ (fast clarifications)

  • Do I need to extract to keep SC? No. SC, Medals, and Slips are kept on pickup; only samples require extraction.
  • Where do SC spawn most often? At mPOIs—sealed pods, metal crates, and bunkers. Each pickup is 10 SC.
  • How many piles per POI? Community observations: Pods = 1, Crates = up to 2, Bunkers = up to 3.
  • What difficulty should I use? For pure SC farm, 1–3. Above that, bigger maps and more complex loot tables reduce SC/hour.
  • Best planets? Open tiles with minimal clutter—desert, moon, snow flats. Avoid heavy urban biomes.

Final checklist for a great SC hour

  • [ ] Queue Difficulty 1–3 on an open biome.
  • [ ] Radar first if it’s nearby; otherwise, route by nearest mPOI cluster.
  • [ ] Prioritize bunkers, then crates, then pods. (Warp Pack for solos.)
  • [ ] Grenade/GL to open crates instantly.
  • [ ] Abort after the loop; re‑roll slow seeds.
  • [ ] If you’re farming during live ops, mix in a couple objective clears for liberation.


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