Soloing in FBC: Firebreak is possible, but it isn't for the faint of heart. It’s for those who don’t just hold the line, they are the line. Without a crew at your back, you carry your own synergy. You are your own support, assault, control, and clutch.
Going solo demands more than just raw skill it requires foresight, layering, adaptability, and mastery of both your Crisis Kit and enemy behavior patterns.
Why Go Solo in a Game Built for Teams?
Maybe your matchmade crew dropped out.
Maybe you're optimizing for speedruns.
Or maybe… You just trust yourself more than you trust anyone else.
Solo play in FBC: Firebreak is about maximizing tactics. When you’re alone:
You make every decision.
You dictate the pace.
You learn the system faster than anyone leaning on a crutch.
Important Considerations:
Job length increases (no split-tasking).
Failure tolerance is lower (no crew to revive you).
Build cohesion becomes mandatory (no leaning on team comps).
SOLO STRATEGY CORE PILLARS
1. Control > Damage
Without a team to clean up behind you, raw DPS is inefficient without soft or hard crowd control. Prioritize:
Status effects: Wet, Shock, Fire
Stuns, slows, and stagger mechanics
Funnel-based or chokepoint strategies
2. Your Kit Is Your Lifeline
Each Crisis Kit isn't just a playstyle; it’s your core build. If your tool, device, and augment don’t synergize and loop, you’ll be overwhelmed by Elite enemy types.
3. Mobility is a Utility
Don't confuse movement with escape. Mobility should be purposeful, whether it’s retreating to a healing mist, circling into a flank, or drawing enemies into a kill zone.
Splash Kit
Strengths: Area control, mid-range suppression, adaptive support logic
Weaknesses: Weak to burst encounters or surprise elites like Hiss.
Tool: Crank-Operated Fluidic Ejector – Provides both status layering and environmental interaction. Water globs apply Wet, enabling combos with Shock or Fire effects.
Device: Humidifier – Transforms based on interactions:
With Standard globules → Healing mist over AoE
With TEAPOT augment globs → volatile mini volcano for AoE ignite
Parautility: AI44 “TEAPOT” – Adds fire layering to Ejector, giving you explosive potential and offense scaling
Solo Notes:
Provides both damage and healing, rare in solo options
Best-in-class for Paper Chase, Hot Fix, or any elemental hazard-heavy map
Optimal Weapon Pairing:
Pump-Action Shotgun
Shock Grenade
Core Loop
Pre-wet zones with Fluidic Ejector
Drop Humidifier and adapt:
Use TEAPOT augment for AoE fire
Use Standard Shot Water Globule for Healing mist
Layer Shock Grenades for elemental combo chaining
Best in Slot Perk:
Shower Thoughts (Player) – Heal faster from your Humidifier’s regenerative mist.
Wet Rounds (Bullets) – Your weapon fire can inflict Wet, synergizing with both Ejector and Humidifier.
Blazing Speed (Effects) – Move faster while you are on fire—perfect when using TEAPOT.
Jump Kit
Strengths: Aggro control, burst escapes, crowd scatter
Weaknesses: Fragile under pressure, timing-dependent survivability
Tool: Electro-Kinetic Impactor – Melee-based stun with electrical discharge
Device: Boom Box – Aggro trap with music-triggered detonation; charges via enemy attacks or Impactor hits
Parautility: AI9 “GARDEN GNOME” – Mobile elemental storm that hunts nearest targets
Solo Notes:
High-execution build. Missed stuns or Misused aggro tools can cause wipes
Best on open-map Jobs where rotation space is available
Requires perk support (Jackrabbit, Shake It Off)
Optimal Weapon Pairing:
SMG
Epoxy Grenade
Core Loop
Initiate with Boom Box for aggro clustering
Use Electro-Kinetic Impactor to trigger stuns
Deploy GARDEN GNOME to clear or suppress escape lanes
Best in Slot Perk:
Jackrabbit (Effects) – Reduces damage taken while airborne—critical for hit‑and‑run dives.
Shake It Off (Effects) – Automatically clear harmful conditions when you jump.
Bogus Charges (Utility) – Even missed parautility shots grant you a charge, ensuring Gnome uptime.
Fix Kit
Strengths: Defensive uptime, long-range suppression, passive kill loops
Weaknesses: Low mobility, weak to flanking
Tool: Wrench – Repair and stagger via melee
Device: Swivel Cannon – Auto-lock turret; covers zones when assembled with Wrench
Parautility: AI16 “PIGGY BANK” – Shrapnel field on hit; returns to Wrench after a short delay
Solo Notes:
Extremely stable for Defense and anomaly missions with repeat spawn patterns
Plays well in linear maps or Jobs with structured spawns
Optimal Weapon Pairing:
Machine Gun
Gunpowder Grenade
Core Loop
Deploy Swivel Cannon pre-engagement
Melee with Wrench to stagger and repair
Use PIGGY BANK for AoE chip damage + reload automation
Best in Slot Perk:
Elbow Grease (Player) – Speeds up your wrench repairs and cannon charges.
First Responder (Crew) – Revive yourself faster via Determination synergy if you go down.
Rapid Response (Utility) – Accelerates every repair, charge, and extinguish action.
TACTICAL GRENADE USAGE
As a Solo Player, your grenade isn’t your opener it’s your reset. You throw when:
You’ve overcommitted
You need an exit path
Best Picks:
Shock Grenade – Stalls enemies, triggers elemental reactions
Epoxy Grenade – Armor Shred; great vs. Hiss Brutes
Gunpowder Grenade – Clutch crowd control in tight halls
Solo players should avoid redundancy. If your Kit already applies AoE, pick grenades that fill the damage gap, not echo it.
THE SOLOIST’S MINDSET
You are your own rhythm section.
Pre-battle check: Is my Device placed? Is my Augment off cooldown? Do I have exit options?
Mid-battle mindset: Where’s my next fallback zone? What’s charging up?
Post-battle loop: Refill. Reset. Reposition. Deploy early.
Closing Thoughts: Prepare for the Breach
Always deploy Devices before enemy contact
This lets you own the first move.- Treat every Augment like an Ultimate
Long cooldowns or active effects should be pre-planned into your combat rotation. Don’t panic-spam.
You’re not just fighting the Hiss, you’re fighting the House itself. Mastering Crisis Kits, Job mechanics, and Loadouts is the key to thriving in FBC: Firebreak, different Jobs, and Zones.