Gaming Guide

Hyde in Evolve Stage 2: Flamethrower Assault Kit and Full-Damage Perk Build

A look at how Hyde's close-range tools and a +16% damage perk setup play out in a Hunt match on Distillery.

A look at how Hyde’s close-range tools and a +16% damage perk setup play out in a Hunt match on Distillery.

First Combat Encounter

Hyde is one of the Assault-class hunters in Evolve Stage 2, built around getting close and setting the Monster on fire. He carries a Flamethrower as his main weapon, a Minigun for distance, Toxic Grenades for area denial, and a personal shield called Defense Matrix. The game rates him as an Easy-difficulty pick, which makes him a common starting point for new players learning the four-versus-one Hunt mode.

Quick answer: Hyde is a mid-range Assault hunter whose Flamethrower deals heavy close-quarters burn damage, backed by a Minigun, Toxic Grenades, and the damage-blocking Defense Matrix.


Hyde’s loadout in Evolve Stage 2

Hyde’s kit is split across short and long range. The Flamethrower does the work up close, the Minigun covers everything past it, and the two remaining tools shape the fight. Each one fills a clear job.

ToolRoleEffect
FlamethrowerPrimaryContinuous close-range fire with burn damage over time
MinigunSecondaryFast, low-accuracy fire for weak spots and distant targets
Toxic GrenadesAbilityPoison cloud that damages and pushes the Monster off protected areas
Defense MatrixClass abilityTemporary shield that blocks a share of incoming damage, then cools down

The Flamethrower is strongest when the Monster is right in front of you, so Hyde wants to be inside the arena dome and in its face. The Minigun exists for the moments when it breaks away, since it chews through weak spots at range. Toxic Grenades serve double duty as damage and as crowd control near objectives like the Power Relay.

Weapon & Ability Demonstration01:29Weapon & Ability Demonstration
A Toxic Grenade cloud fills a cavern during an early weapon test. Shown at 01:29 in BloodThirstyLord’s video. Image: Turtle Rock Studios

The full-damage perk build (+16% total)

The build shown here stacks three perks that all do the same thing, raising raw damage output. Together they add up to a +16% damage increase with nothing spent on movement, reload, or jetpack recovery.

  • Extra Force (Minor): +3% Damage Increase
  • Destructive Force (Major): +5% Damage Increase
  • Lethal Force (Superior): +8% Damage Increase
Perk Selection00:23Perk Selection
The perk menu with all three damage perks picked, including Lethal Force at +8%. Shown at 00:23 in BloodThirstyLord’s video. Image: Turtle Rock Studios

This is a pure offensive setup. It pays off against the Monster’s armor, which it can strip quickly, but it trades away any survivability or mobility help that other perks would give Hyde.


How Hyde plays in a Hunt match on Distillery

In Hunt mode, the four hunters drop onto the map and follow the Monster’s tracks, spooked birds, and other trails until the Trapper can throw down a mobile arena dome and pin it in place. On the Distillery map, that means moving through a snowy industrial canyon dotted with caves, factory ruins, and relay platforms.

Once the dome goes up, Hyde closes in and pours Flamethrower fire onto the Goliath while popping Defense Matrix to soak return hits. The footage shows the armor burning off fast under that pressure. The problem is staying alive long enough to finish the job.

First Combat Encounter02:39First Combat Encounter
The first dome fight, with the Flamethrower on the Goliath as the Medic goes down. Shown at 02:39 in BloodThirstyLord’s video. Image: Turtle Rock Studios

The team here runs Caira as Medic, Battle Cabot as Support, Griffin as Trapper, and Hyde as Assault, facing a Goliath called BlueFlames. The Monster repeatedly focuses the Medic, dropping her in each major clash. Every time the Medic goes down, the hunters lose their healing and start trading casualties they cannot recover from.

Regrouping and Second Chase03:31Regrouping and Second Chase
The Goliath leaps away across a canyon pass as the team regroups for a second chase. Shown at 03:31 in BloodThirstyLord’s video. Image: Turtle Rock Studios

Between fights the Goliath keeps fleeing and feeding, which lets it evolve. It climbs from Stage 1 to Stage 2, and the extra health and armor make each dome harder to win. Hyde gets incapacitated several times across the match and is revived by teammates, but the fire output never quite outpaces the Monster’s growth.

Second Battle & First Evacuation04:06Second Battle & First Evacuation
Hyde pours Flamethrower fire into the Goliath during the second canyon battle. Shown at 04:06 in BloodThirstyLord’s video. Image: Turtle Rock Studios

By the time it hits Stage 3, the fight moves to the Power Relay. The Goliath tears down the relay defenses and corners the last hunter, ending the match with the “MONSTER WINS!” screen. On the post-match screen Hyde finishes at Level 1 with zero wins, one loss, no kills, four wildlife kills, three deaths, and 13 minutes 48 seconds played.

Hyde Character Profile & Loadout00:09Hyde Character Profile & Loadout
Hyde's profile screen lays out his role and his four tools before a match. Shown at 00:09 in BloodThirstyLord’s video. Image: Turtle Rock Studios

What the loss says about Hyde

The result is not really a knock on Hyde’s damage. His Flamethrower repeatedly shredded armor, and the “MONSTER ARMOR DESTROYED” alerts confirm the output was landing. The match turned on the Medic dying over and over, which is a team problem rather than an Assault problem.

That is the trade a full-damage Hyde makes. He can delete armor and chase the Monster off objectives, but he still depends on the Medic keeping everyone upright and the Trapper landing clean domes. Against a Monster that is allowed to evolve to Stage 3, raw damage alone is not enough to carry the fight at the relay.