Perks & Classes

KF2 Firebug on Hell on Earth: Role, Weapon Matchups and Loadouts

The Firebug is the disliked perk of KF2, yet used well it offers power no other perk can imitate. This is a rewrite of a Japanese guide by karukan, aimed at Hell on Earth but also useful on Suicidal and Hard, with most of its information drawn from the community wiki and the author's own experience. For other write-ups see Firebug weapons, skills and loadouts and the Firebug ultimate guide.

Why Firebugs are disliked

Not the perk's performance but careless players are to blame: those who burn things at random, ruin teammates' vision, set big ZEDs on fire, make them dance around and drive campers crazy. The author hopes more Firebugs play well and that views of the perk change.

Strengths and weaknesses

Weaknesses:

  • Your attacks worsen teammates' vision. Pair up with perks that do not need precise aim: Demolitionist, Berserker, Support, and sometimes SWAT or Survivalist.
  • Burning ZEDs run about unpredictably, hurting aim. Finish off what you ignite yourself; it is the Firebug's courtesy and duty.
  • Almost no power against big ZEDs. It can be done but only as a last resort, ideally with teammate support; leave big ZEDs to others and contribute by clearing the trailing small ZEDs.

Strengths:

  • The fastest close-range trash clearing of any perk, with instant all-round attacks hitting many enemies at once.
  • Panicking ZEDs cannot attack or use special actions, which is excellent crowd control (just do not set big ZEDs on fire carelessly).
  • Some weapons can threaten two directions at once, and the Molotov lets any loadout do it: throw one to hold a flank and watch the other.

Basic way to fight

The most important rule is to avoid bothering others and keep killing trash efficiently. Firebugs are good at sustained suppression of small ZEDs, mostly as a close-range defense line. Stay near teammates who attack at range and deal with enemies that reach you. When a flood of trash breaks through, spray a wide front of fire to stop it and push the line forward. If big ZEDs are in the mix, do not ignite them; call teammates early, reporting the type, and use a help shortcut (spamming it if three big ZEDs charge in).

Partners: Demolitionist, Support, Berserker and spray SWAT first; Sharpshooter (you clear nearby trash so they can focus) and Gunslinger (you cover their reloads) second; Commando is a disastrous match. If you have no partners, just burn trash and report big ZEDs.

Damage types and mechanics

  • Direct damage: damage when the attack hits directly. The level 5 skill Bring the Heat boosts it and indirectly boosts afterburn. Types by weapon: fire for Caulk 'n' Burn, Flamethrower, Molotov, HRG Incendiary Rifle grenade and the HRG Scorcher's alt shot; shotgun for Dragonsbreath; SMG for Mac 10 (it used to be shotgun); handgun for Spitfire and the Scorcher's primary; assault rifle for the HRG rifle part; microwave for Microwave Gun and Helios (with named resistances for some ZEDs); explosive for Husk Cannon; shell for a dud HRG grenade.
  • Splash: blast damage around the hit point from Caulk 'n' Burn, Flamethrower, Microwave Gun, Molotov and the HRG grenade only. Not boosted by Bring the Heat.
  • Ground fire: a fire pillar when a direct hit lands on a wall or ground (not on enemies) from Caulk 'n' Burn, Flamethrower, Microwave Gun, Spitfire (at the scattering fire position), Dragonsbreath (at the impact point), the HRG grenade and the Scorcher's alt fire. The level 10 skill Ground Fire turns it blue. Not boosted by Bring the Heat.
  • Residual flame: similar but without the Ground Fire skill effect. From Spitfire, Molotov and the HRG grenade (Dragonsbreath's residual flame was removed on 2020-04-07). Bring the Heat boosts it, and each residual flame has independent damage, so stacking them accelerates damage.
  • Afterburn: continuous damage to burning ZEDs. It is computed from direct damage (so Bring the Heat boosts it) and from the ZED's resistances (so fire-weak targets take more), and stacks with other damage over time such as poison and bleed.

Weapons and matchups

Caulk 'n' Burn and Flamethrower

Recommended skills: Ground Fire, Heat Wave, ZED Shrapnel. The classic starter flamethrower is strong, cost-efficient and useful to the end; the Flamethrower is a pure upgrade with more range, area, magazine and damage, the best for trash.

  • Clot family and Crawler: aim at their feet to apply ground fire; you can also wait until they are close and ignite your own feet. A group is easy prey. For Elite Crawlers just burn them and accept the poison cloud, or bash the head if you can.
  • Rioter: takes triple fire damage; burn it together with the buffed ZEDs as with Clots.
  • Stalker: when you hear or see its outline, spray a wide barricade of fire to find it. Low health, but afterburn alone may not kill, so follow up.
  • Gorefast and Gorefiend: ignite from the edge of range, back off while the ground fire hits, and use bash to keep them on the fire.
  • Bloat: rush in before its vomit range, use Heat Wave to knock it back and burn its feet; if farther, aim at the feet from max range.
  • Siren: burn her feet to panic her before she screams, then finish.
  • Husk: fire hardly hurts a Firebug. Close in without fear, flinch him with Heat Wave and burn him with ground fire; watch for the suicide explosion and confirm the kill.
  • E.D.A.R.: mostly ranged attackers, so break line of sight and wait until they enter your range, then burn their feet. It eats fuel; without cover, zigzag and jump toward them.
  • Quarter Pound: call allies; slow with ground fire and Heat Wave.
  • Scrake and Fleshpound: run, call allies, do not burn. A bit of scorching will not enrage them, so stay calm and stop.

Dragonsbreath (incendiary trench gun)

Recommended skills: Bring the Heat, Ground Fire. A ballistic weapon like Support's shotguns with strong close damage; fire at distant enemies to apply ground fire and slow them.

  • Crawler: hard to hit on the ground; crouch to be parallel to the floor and aim for the head.
  • Rioter: point-blank at the legs with all pellets.
  • Stalker: spray 2-3 shots at the outline.
  • Gorefast and Gorefiend: very effective since it has shotgun damage; all pellets remove the head in one shot.
  • Bloat: aim for the head is hard with this weapon; shoot from afar for ground fire, or close in, Heat Wave and shoot the head.
  • Siren: ground fire or close in and shoot quickly.
  • Husk: induce the flamethrower and shoot the tank, or flinch him with Heat Wave and unload.
  • E.D.A.R.: wait or approach while dodging, break the torso armor and hit the core.
  • Quarter Pound: no. Scrake and Fleshpound: run, call allies and clear trash around.

Mac 10

Recommended skills: Bring the Heat, Barbecue, Napalm. An incendiary SMG; headshots matter for almost every enemy and ammo is a constant struggle. Residual flame only occurs in ZED Time (as of 2018-07-04 it did not occur even then; unknown if fixed or a bug).

  • Clots and Crawlers: headshots with as few rounds as possible.
  • Rioter: aim at the legs. Stalker: about 7 shots as a barrage. Gorefast and Gorefiend: headshots, body when needed. Bloat: headshots like other gun perks, afterburn is too slow. Siren: headshot at range. Husk: aim at the tank during the flame or fireball gaps. E.D.A.R.: hit the core from cover.
  • Quarter Pound: poor matchup, call allies. Scrake and Fleshpound: dump the magazine in the head if allies freeze them with flashbangs or freeze weapons; otherwise call allies and run.

Spitfire

Recommended skills: Bring the Heat, Barbecue, Napalm. An incendiary revolver with strong afterburn: one hit can finish mid-size ZEDs except Husks and E.D.A.R.s. Ammo is scarce relative to fire rate, so know how many shots each ZED needs. Residual flame is frequent, so you can also pre-place fire.

  • Clots and Crawlers: any body hit kills; fire residue may kill them.
  • Rioter: about two shots to the legs, then afterburn.
  • Stalker: poor matchup; hit the outline or build a barricade.
  • Gorefast: one headshot, or one body shot plus afterburn.
  • Gorefiend: three headshots (hard); one body shot plus afterburn is slow, so three body shots finishes it quickly.
  • Bloat: five headshots; better one or two body shots and afterburn.
  • Siren: one body shot and afterburn at range.
  • Husk: dump shots into the body to kill before teammates are hurt.
  • E.D.A.R.: shoot from range with everything, anywhere, to at least stop ranged attacks.
  • Quarter Pound: call allies. Scrake and Fleshpound: call allies; slight ignition from residual flame will not enrage, so calmly stop shooting and clear nearby trash.

Husk Cannon

Recommended skill: Bring the Heat. In the current state not strong, but a big damage source against Fleshpounds, and it also handles small and medium ZEDs at range. Weak at point blank, so bring a short-range sidearm.

  • Small ZEDs, Rioter, Stalker, Gorefast, Gorefiend: blast them, varying charge time to save ammo. Sirens will cancel your shots, and take care not to hit big ZEDs in the same group.
  • Bloat: resists explosions, so use your sidearm.
  • Siren: she erases projectiles; kill her before she screams or fire between screams.
  • Husk: "Shall we see whose cannon is stronger?"
  • E.D.A.R.: prioritize with max-charge shots, though trash can block; decide quickly whether to use the sidearm.
  • Quarter Pound: back up and fire partly charged shots, and call allies.
  • Scrake: poor; swap to the sidearm and call allies.
  • Fleshpound: if you have Gunslinger or Sharpshooter handlers, leave it to them and clear trash with the sidearm; when a Demolitionist or Berserker starts beating it, blast it, but wait a beat in case the Demolitionist gets the stun.

HRG Incendiary Rifle

Recommended skills: Bring the Heat, Ground Fire, Pyromaniac. An assault rifle with an incendiary underbarrel grenade launcher, close to the Demolitionist's M16 M203. The rifle bullets and effects are small, so vision stays clear, and damage is enough to destroy trash heads. No residual flame or ground fire from the rifle itself. The grenade has a proximity fuse, so unlike a Molotov it does not detonate at your feet or at close range; if it fails to explode it only deals shell damage. On impact it makes fire damage, residual flame and ground fire, slowing groups from afar. Its real power is in Pyromaniac ZED Time: the grenade fires at near-normal speed with no reload, endlessly, and with Commandos extending ZED Time it becomes a sea of fire; with Ground Fire the slow adds 30% and narrow passages are sealed against everything but big ZEDs. Weight 6, so you can carry it with the Helios or Microwave Gun. It is weak in close-range brawls, so use it where you have distance and sight lines.

  • Small and medium ZEDs: headshots for reliable kills; grenade a swarm when you see it spawn at a distance.
  • Rioter: aim at the legs, or grenade in a crowd. Husk: tank or head; grenade fire if in a crowd. E.D.A.R.: hit the core; with triple fire damage, grenade fire is effective in a crowd.
  • Quarter Pound: no, but a distant grenade applies ground-fire slow.
  • Scrake: possible with the rifle in ZED Time but not worth forcing. Fleshpound: do not grenade it at range; apply the slow only to ones already enraged.

HRG Scorcher

Recommended skills: Bring the Heat, Ground Fire, Pyromaniac. The primary shot fires a handgun-type flare that sticks, with strong warhead and damage over time; the alt shot launches fluid that lays a ground-fire path far ahead in a straight line. The standout feature is a 6-second ground fire duration, almost double other weapons. Ammo looks low but is enough for a wave if you alternate shots well. Map-dependent, but if enemies must walk the path one shot kills many; the primary is very strong against ZEDs that resist fire.

  • Clots, Crawlers, Stalkers, Gorefast and Gorefiend: use the alt shot ground fire; hold positions where they must cross it and finish ignited ones with bash.
  • Bloat, Siren, Rioter: alt shot for groups, primary on the body or head for singles.
  • Husk: two primary shots to the body. E.D.A.R.: primary in the core kills in one; elsewhere two shots.
  • Quarter Pound: little effect; switch to a higher weapon or leave it to teammates, or use the primary for support damage.
  • Scrake and Fleshpound: strengthened primary headshots can kill, but allies are essential; better not to touch. If a Fleshpound spawns enraged, ground fire slows it so you can flee.

Microwave Gun

Recommended skill: Heat Wave. The Firebug's heaviest weapon, valued for crowd control more than damage. The alt-fire blast is very powerful, knocks down most ZEDs and cancels their actions. Avoid the primary; it is expensive.

  • Small ZEDs, Rioters, Stalkers (and mixed groups with medium ZEDs): wasted on them; use your sidearm. The exception is when everything floods in at once: with no big ZEDs, blow them all back with alt fire (Bloats, Sirens, Husks, even E.D.A.R.s) and push the line forward.
  • Gorefast and Gorefiend: sidearm, or alt fire when three or four cluster (about two alt shots).
  • Bloat: sidearm; for three or four, alt fire, or a Molotov plus sidearm to save ammo.
  • Siren: one tap and one alt usually kills; closing in while flinching her avoids the scream, but the sidearm is better.
  • Husk: tap, alt, tap combo kills instantly.
  • E.D.A.R.: 3.25 times microwave damage; about one tap and two alts kills; a priority for teammates' sake.
  • Quarter Pound: alt fire sends them flying farther than Fleshpounds; with Heat Wave and alt fire you can shut down any number of them. Draw them in close, then alt fire; too slow and you get punched. Watch the magazine.
  • Scrake: a last resort if nobody else can take it. Two to four alts knock it down if it has no status effects. Sequence: alt for a knockdown, reload at once, chip with primary and knock back with Heat Wave then alt, chip from range and flinch with bash then alt, finally retreat while chipping. It can die within one magazine; always call allies.
  • Fleshpound: no; call allies and support Demolitionists and Berserkers. When it spawns enraged, jump and parry with the knife so stun and freeze work later.

Helios Rifle

Recommended skills: Bring the Heat, ZED Shrapnel, Heat Wave, Pyromaniac. The Firebug's answer to big ZEDs: consecutive headshots kill quickly and body shots produce huge total damage, good for supporting Demolitionists and Berserkers. Aim-dependent, so use it in small games, when allies have freeze weapons or if you trust your aim. It sacrifices your crowd control. With Pyromaniac ZED Time its DPS and total damage are among the best of any perk.

  • Small ZEDs: one headshot kills, but a sidearm is better value. Rioter: not suited. Gorefast and Gorefiend: sidearm or headshot. Bloat: shoot the body from range to clear the line. Siren: head or body. Husk: one shot on the tank. E.D.A.R.: the "EDAR slayer": a core hit through the armor in one shot; or 3-4 shots anywhere.
  • Scrake and Fleshpound: consecutive headshots can kill, but they will rage midway, so you need consistent hits. Allies with freeze weapons help.

Molotov

Recommended skills: Bring the Heat, Barbecue, Napalm. It explodes immediately on any hit (enemy, ground, wall) and at max level you take no self damage, so when surrounded throw it at your feet to clear small ZEDs at no risk (though on Hell on Earth the decision must be quick). It leaves residual flame for a while, which blocks narrow corridors. Direct damage is very high and afterburn alone does 1000. Great against floods in narrow passages: hit the pack and keep the followers on the flames.

Good moments: when your weapon cannot burn it all and the floods break in; when a flood comes while your magazine is empty; when you or an ally are surrounded; to attack two spawn points at once; Bloat packs; when everyone attacks a big ZED; right before the Patriarch flees (enough damage may let afterburn kill him before he heals); any direct hit on bosses.

Techniques for good Firebugs

  • Donate Dosh: Firebugs are very ammo-efficient and Support gives them a lot of ammo. With one Support, a Firebug can keep the Caulk 'n' Burn and one Spitfire to the final wave. Buy the Spitfire after wave 1, 0-2 Molotovs from wave 2, then throw your money before the trader or give it to upgrade teammates; armor from about wave 5. Make sure you are equipped too, and ask for Dosh when everyone is set.
  • Stop a Fleshpound rage: when one rages or spawns enraged, parry with the knife to stop it and make stun and freeze work. If it is already in your face, Heat Wave knocks back even raging Fleshpounds, so back-dash and pull out the knife. Bind the knife to an extra mouse button.
  • Save teammates: during a marathon, if an ally is targeted by a big ZED, cut in and flinch it with Heat Wave, parry, panic it with flames or knock it down with the Microwave Gun.
  • Secure the retreat: when the camp is collapsing, charge to the front, sweep the trash and fight at the front until you reach an open area with fewer spawns, then take the rear and hold off chasers.
  • Hold two directions: for example on Zed Landing's beach, watching the narrow back stairs; throw a Molotov at one side and handle the other.
  • Spot big ZEDs: call them out by type (SC, FP, QP) or use the help request; mashing it conveys danger (once for 1-2 big ZEDs, 3-4 for three Scrakes and a Fleshpound, about 10 for a flood). With the Microwave Gun you can handle a Scrake or even Quarter Pounds yourself.
  • Fire control: stop or pull back your fire on hearing a big ZED spawn; check ahead; resume when none comes. If you accidentally ignite one, fire-resistant big ZEDs do not rage from slight scorching, so ease off calmly. Fire should be neither too weak nor too strong.

Loadout combinations

Personal opinions; find what suits you.

  • Caulk 'n' Burn + Microwave Gun (+ Medic pistol if not upgrading): the simplest and most versatile; burn trash and use the Microwave Gun against mid-size and unavoidable big ZEDs. Wait for enemies to enter your short range.
  • Dragonsbreath + Microwave Gun: long-range trench gun; slightly higher burst than the burner but small total ammo and weaker up close. Good on open, fairly wide maps.
  • Dual Spitfire + Microwave Gun: long range, lots of ammo, frequent residual flame, strong Pyromaniac ZED Time; weak at point blank.
  • Mac 10 + Microwave Gun: the least inspiring, but coexists best with shooter perks if you aim for headshots.
  • Husk Cannon + Flamethrower: good with a Demolitionist; burn small and mid ZEDs and add max-charge shots on Fleshpounds, better still with a Berserker.
  • Freezethrower + Flamethrower: if you must play with a Commando; freeze big ZEDs for them and burn trash that reaches them.
  • Flamethrower + Helios Rifle: with no big-ZED handlers, allies with freeze weapons or good aim; Helios for E.D.A.R., Husks, Sirens and big ZEDs, the Flamethrower for the rest.
  • HRG Scorcher (+2) + Microwave Gun: Scorcher for small and mid ZEDs, the Microwave Gun for crowd control; for veterans on maps with long sight lines and constrained paths.

Boss fights

Bring the Caulk 'n' Burn, Flamethrower, Microwave Gun, Spitfire and Helios Rifle. Written for multiplayer; solo is different. A Molotov direct hit is a good damage source on every boss, and clearing the minions is often more appreciated than chipping the boss.

  • Dr. Hans Volter: Flamethrower and Helios Rifle. Fire damage is 1.1 times. Hans avoids fire, so spraying keeps him from approaching while he is not running. Burn him with Spitfire for afterburn, or Helios for damage; burn trash waves.
  • Patriarch: Helios Rifle and Flamethrower. Low microwave resistance, so the Helios works despite named resistance. Use a Molotov direct hit or strong afterburn just before he flees, because afterburn may finish him.
  • King Fleshpound: Microwave Gun or Helios Rifle. The worst boss for Firebugs, since only Quarter Pounds spawn; the Microwave Gun alt fire handles Quarter Pounds up close, so protect your allies' backs.
  • Abomination: Flamethrower and Caulk 'n' Burn, double flame. He avoids fire even more than Hans: block his path with ground fire and keep burning with Molotovs and reloads and you can shut him down along with his spawns.
  • Matriarch: Helios Rifle and a ballistic weapon. The Helios shreds E.D.A.R. swarms and handles pink lasers better than other perks; focus fire the left arm weapon.

FAQ

Why is the Firebug disliked?
According to the author, not because of the perk but because careless players block teammates' vision, set big ZEDs on fire and make them run around in panic.
Which perks pair best with the Firebug?
Perks that need little aim: Demolitionist, Berserker, Support and spray-style SWAT. Sharpshooter and Gunslinger are the next options; Commando is a poor match.
What should I do when a Scrake or Fleshpound shows up?
Stop burning, back off, call teammates and do not ignite it. A slightly scorched big ZED will not rage, so calmly ease off the fire.