Hulk Firebomber

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The Hulk Firebomber is a heavy Automaton that is a part of the Incineration Corps subfaction. It is equipped with an incendiary grenade launcher and a flamethrower.

Spawning

Hulk Firebombers can be first found on Challenging Difficulty Icon.pngChallenging on planets invaded by the Incineration Corps. They can spawn from Bot Drops, within patrols, guarding Automaton Outposts, Objectives, and Minor Places of Interest, or from Bulk Fabricators.

Behavior

Hulk Firebombers will sprint towards Helldivers, and will fire two incendiary grenades, one every two seconds, ahead of a moving Helldiver; these grenades will leave lingering fire where it lands. It will then pause for five seconds before firing its grenades again. Hulk Firebombers will also attempt to fire their grenades over cover.

At 25m and closer, Hulk Firebombers will use their flamethrower; they can also use their flamethrower soon after firing its grenades if Helldivers are within range.

If they are missing their arms, Hulk Firebombers can perform a stomp with their leg.

Tactical Information

Hulk Firebomber

  • It is highly recommended for Helldivers to move opposite of where they were initially running after a Hulk Firebomber fires its grenades to avoid them.
    • Due to this, Firebombers are extremely dangerous within groups of Automatons, as they can significantly disrupt a Helldiver's movement, or can lead to their deaths.
  • The direct hit of the grenade can instantly kill Helldivers. As it is an explosion, it can also trip Helldivers, and potentially cause them to burn to death within the lingering fire.
  • Against the Incineration Corps, Helldivers can equip armor with the Inflammable and Acclimated armor passives to reduce their damage from fire.

Hulks

  • Heavily armed and armored, Hulks are powerful enemies that demand special attention due to their durability and heavy weapons payload, as they are capable of killing Helldivers in very short order if ignored.
  • Hulks are completely covered in Armor AV4 Icon.png Heavy armor, but they do have two weak spots: the glowing heat sinks on its back, and its head.
    • Destroying its head will instantly kill it, though it is somewhat hard to hit due to its small size and the Hulk's swaying gait, especially while mobile. The head is protected by the same type of armor as the rest of its body, requiring Armor AP4 Icon.png Heavy penetration destroy it.
    • Its vents can be damaged by any weapon, but are relatively durable. If a Helldiver is unable to use a Support Weapon to damage it, high-damaging primaries can more easily damage their vents. Destroying its vents will cause the Hulk to go into a bleedout state, where they can be seen hobbling and flailing its weapons.
      • As the vents are on the Hulk's back, they are vulnerable to flanking. Helldivers can assist each other by having one attract the Hulk to them, while the other shoots the Hulk's vents.
      • The heat sinks are the only part of the Hulk that are not immune to explosive damage besides its torso. As such, grenades can be particularly effective at destroying them.
  • The Expendable Anti-Tank, Quasar Cannon, Recoilless Rifle and Spear are capable of destroying a Hulk in a single shot, though the EAT and Quasar Cannon can only do so by targeting the torso rather than the limbs. Additionally, a Thermite Grenade can inflict enough burn and explosive damage to destroy a Hulk no matter where on its body it is placed.
  • While more durable than its weak spots, the Hulk's limbs can often be valid targets for destruction depending on the situation.
    • The Hulk's arm joints can be shot and destroyed, causing them to drop that arm's respective weapon. Once both arms are destroyed, Hulks attempt to stomp on Helldivers instead.
    • Certain weapons like the Recoilless Rifle have enough direct damage to destroy a Hulk even if shot in the limb, making the limbs a good target if the Hulk's main chassis cannot be shot.
  • Hulks can be easily damaged and destroyed by most offensive explosive stratagems. Examples of effective stratagems include the Eagle 500kg Bomb, Eagle Airstrike, Eagle 110mm Rocket Pods, and Orbital Railcannon Strike.
  • Barring the Hulk Scorcher and the Hulk Firebomber, Hulks are slow and can easily lose sight of Helldivers behind large cover.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 1,800 Armor AV4 Icon.png Heavy 60% - None Yes 0%
Arms 500 Armor AV4 Icon.png Heavy 70% 80% None No 100%
Legs 500 Armor AV4 Icon.png Heavy 80% 80% 500 [50/s] No
(Downs)
100%
Head 250 Armor AV4 Icon.png Heavy 25% 100% None Yes 100%
Vent 900 Armor AV1 Icon.png Unarmored II Hulk Back Vent.png 60% 60% 650 [50/s] Yes
(Downs)
0%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Change History

Patch
Description

1.002.200
2025-03-18

Undocumented Addition

  • Added to the game with the Incineration Corps subfaction.