“The frag grenade releases a dense cloud of sharpnel in a large area of effect around its detonation zone. Use with caution.” —Trader description
The grenade is a hand-thrown, offhand explosive weapon, which requires the player to aim in an arc. One grenade can explode multiple weak specimens, or inflict a large amount of damage upon a strong specimen. Grenades are not randomly spawned on the map, but some ammo boxes contain exactly one Grenade.
Grenades can also be "stacked", meaning that when several grenades are successively thrown onto the same place, it will result in a single explosion that is proportional to the number of grenades thrown. This tactic is one of the most effective for damage against a powerful specimen, particularly the Fleshpound. However, it is dangerous because with poor timing, the last grenade thrown can detonate near the player if it is thrown just before the first grenade explodes.
As with any explosive, anyone or anything that takes damage but lives through the explosion will burn with a small fire for a few seconds. This deals no damage, but can be useful for tracking cloaked specimens such as the Patriarch and Stalkers without relying on a commando.
Grenades are a good way to destroy a group or a powerful and strong specimen, but keep in mind that the player must be cautious as a Grenade underneath the thrower's foot will result in a lot of health loss depending on how many Grenades were thrown there.
Specimens will notice thrown grenades and instinctively scatter a few feet away from one when it lands.
The firebug uses a special kind of grenade at level 3+. It does not do any additional damage (in fact, they seem to have much less explosive power than conventional grenades) but they are incendiary. These grenades inflict minor fire damage on all specimens caught within their blast radius, and ignite them. Weaker zeds can burn out and die as a result.
The Field Medic uses a special grenade at any perk level, which releases a constant cloud of gas over several seconds, healing players (including the thrower) for the duration of their stay in the cloud, and dealing light damage to specimens who come in contact with it.
- Welding a door for specimens to break and then throwing many Grenades when the door breaks would most likely kill all the specimens who broke the door. However, if timed wrongly, the door will be destroyed by the Grenades thrown and will not damage the specimens behind it.
- "Stacking" grenades is a good way to kill powerful specimens especially Fleshpounds without expending a lot of resources as they're weaker against explosive damage. However, Fleshpound's enrage animation is always shorter than grenade fuse timer due to that as Fleshpound starts to gain movement speed at higher difficulties players supposed to enrage him on top of stacked grenades after an initial nade toss right away to stack some more right after.
- Fleshpound appear to be 50% resistant against incendiary grenades of Firebug however they seem to be comparably weaker against Field Medic's neuro gas grenades or have no resistance against it. At the same circumstances, Scrake succumbs to stacked incendiary grenades quicker but resists staying inside neuro gas for longer compared to pure fire damage.
- Sirens are capable of exterminating grenades thrown at their way. This denies the assault against Fleshpound unless piercing fire or explosive shots paired with the grenade barrage to keep'em silent. When both are not optional repetitive gunfire from assault or battle rifles will cause Siren to stall and listen for changing target instead of acting hastily.
- Husks can shoot at tossed grenades if you're bold enough to throw one when staring at them in high difficulties. They can shoot from corners with ease, denying your engage against Fleshpound and kill you in a one fell swoop in the process. At the face of a combinated attack from up close, someone else have to take their attention or you will fail to deal burst against Fleshpound in a timely manner and possibly get yourself killed.
- Dropping a grenade at your feet at low difficulties can be useful when surrounded. It can sometimes kill everything around you while leaving you at low health thanks to low starter difficulties having very small penalty for self-damage while it gradually increase for higher difficulty scales. Specimens not killed outright will likely be staggered for a short time, giving you an opportunity to retreat.
- For the Firebug at level 5+, being caught in the blast of your own incendiary grenade does no damage at all. This provides a useful tactic for 'pest control' when surrounded by crawlers. Even at level 3 or 4, the fire damage is tolerable, with body armour on.
- The medic's grenade is useful as an utility when dealing with masses of weak specimens for struggle at ground control, so rather than waste them trying to combat a large foe when panic situation is going, deploy them among a group of wounded teammates to heal everyone within the area of effect. This means that you can heal teammates from a range without medic guns, and you can heal yourself without using the syringe's alt-fire or the quickheal button.
- For the medic, deploying a grenade at your feet is amazingly useful, it heals you and damages any zed that is close enough to attack you by melee, and any teammates that come to your aid will also be healed.
- Some players like to employ 'suicide grenades' in a hopeless situation: dropping all remaining grenades just before death can be a good way to weaken a powerful enemy and help the rest of the group - and to kill as many specimens as possible so that you get more money at the respawn.
- Grenades can deal blunt damage when thrown on specimen. Gibbing any corpse on their way or killing weak ones.
- On higher difficulties like Suicidal or Hell on Earth; where specimen gains extra speed, they can successfully avoid grenades. For preventing your grenade to be wasted, you should kite them a bit towards the grenade by running back. All specimen have a tendency to chase you but when you stand still or lose eye sight with them, they'll try and avoid grenades tossed at them.
- Each grenade has a slightly different fuse time it can vary from 2 to 3 seconds which can result in more or less stacked grenades. It is possible with the right timing to stack up to 8 grenades as mid-level support or demo.
- It is possible to throw 2 grenades on one button press for example on X. First open console ingame and type:
set input x throwgrenade | onrelease throwgrenade
now you can throw 2 grenades fast at one press of x button. Useful for stacking.
Advantages & Disadvantages
- 2-3 Grenades can be thrown in one second.
- "Stacking" of Grenades is allowed.
- Grenades inflict 100% more damage to Fleshpounds
- Can effectively eliminate clusters of specimens.
- Sometimes the only way to escape after being surrounded.
- (Field Medic, Firebug) Dropping a perk's specialized grenades at one's own feet produces an AOE damaging effect while doing little to no damage to the user, in fact healing the Field Medic.
- (Field Medic) Unlike the healing of the Med-Syringe, the self-healing of the medic grenade does level the player's Medic perk when used on Solo and Multiplayer. This allows players to (admittedly, very slowly) level their Field Medic perk in Solo mode, by doing self-damage and dropping a grenade, or by allowing zeds to partially injure you.
- Experienced Field Medics may use their special Grenade's area of effect against raging Fleshpounds to have certain control over their movement similar to this can be done with a regular grenade, but Medic grenades effect last longer.
- Unsellable as they use up one kilogram,no matter how many grenades you currently own.
- Blast radius can easily kill the thrower, if careless. (Does not count for field medic or a high level firebug grenades)
- Expensive (£40 per grenade).
- Grenades bounce off of enemies and other objects, and may thus explode near the player who threw them.
- May break welded doors and gates accidentally.
- (field medic,firebug) very low burst damage.
- (support specialist) self-damage gets increased as well, making accidental self-killing more an issue.
- Due to their long fuse, grenades are very vulnerable to Siren screams.
- On Suicidal and Hell on Earth difficulties, specimens become better at avoiding grenades.
- A field medic can use his specialized grenades to self-heal, which, contrary to Med-syringe self-heal, counts toward the player's perk, despite that he is not healing teammates. It also displays a heal-message. (Player's name is Stohner, he heals himself, producing the message, "You healed Stohner")
- Since Spectators are "neutral", they can damage both humans and specimens. This can be exploited with grenades as a method of griefing by throwing them near teammates and quickly spectating before the detonation to severely damage or kill them.
|Equipment by perk|
|Weapon damage table|