“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. The Support specialist, Demolitions, Field medic and Firebug perks receive bonuses to their grenades, although the weapon itself is categorized as a Commando item.
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 or toss get blocked by a fast specimen mid air. Specimens will notice thrown grenades on the ground and instinctively scatter a few feet away from one when it lands. While this doesn't postpone their demise at lower difficulties, at high difficulties the movement speed bonus combined with their +/-10% random spread at movement speed can make a difference.
As with any handheld explosive, anyone or anything that takes damage but endured the explosion will be marked with a small visible fire for a few seconds on their back. This deals no additional damage, but can be useful for tracking cloaked specimens such as the Patriarch and Stalkers at long distance without relying on a commando.
Grenades are not randomly spawned on the map, but ammo boxes have a chance contain exactly one Grenade and/or Pipebomb that diminishes with difficulty indicator number. In Beginner difficulty, the chance is 100% and difficulty indicator is 1. Onward difficulties mitigate this chance with their related multipliers by dividing this chance further. These difficulty indicators are; 2 on Normal, 4 on Hard, 5 on Suicidal and 7 on Hell on Earth, mitigating the chances of finding grenade or Pipe bomb to 50%, 25%, 20% and 14% respectively.
Grenades are a good way to destroy a group of small or a powerful and strong specimen, alternatively grenades can used as a retreat tactic to gain some breathing space for reloading to stall specimen in a choke. Keep in mind that the player must be cautious as a frag grenade cause explosive splash damage to a large radius, capable of damaging the the thrower depending on the distance from the blast. Tight stacked frag grenades underneath the thrower's foot will result in a lot of health loss or even death depending on how many grenades were thrown there.
Firebug and Field Medic get specialized pressured gas grenades for their perks. The firebug uses a special kind of incendiary grenade at level 3+; at lower levels between level 0 and level 2, Firebug only tosses regular frag grenades. After its brief explosion of a heatwave, it acts like a mill to spray fire in all directions. In fact, they seem to have much less explosive power at initial set off than conventional grenades but they are incendiary and capable of litting specimen on fire for lingering damage over time. These grenades inflict minor fire damage on all specimens caught within their blast radius, and ignite them. Weaker zeds can burn out and die quickly after wailing in panic as a result. For the Field Medic, it emits a healing neuro gas 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. Unlike incendiary or frag grenades, specimen don't tend to avoid gas clouds emitting from Medic grenades.
All grenade types can be thrown 2.7 times per second at once. Making their potential toss delay around 0.35-0.36 second. Wielding some weapons with missing raise and holster animations affect the potential grenade toss speed in a positive way.
- The damage bonuses for the Support specialist and Demolitions expert are different, but their carry capacities are equal.
- Frag grenade has a base damage of 300, Support Specialist and Demolition get up to 50% and 60% damage bonus to grenades.
- Besides Field medic and Firebug, each perk possess frag grenade variant.
- Initial explosion radius of frag grenade is 420 units sphere. None of the perks get a modifier for it.
- Frag grenades have a damage fall off from blast center. Figures on the table considers specimen stumbled upon the grenade as it explodes.
- Specimen will react to grenades on the ground and will try to move around it to minimize the damage.
- Frag grenades are susceptible to any kind of splash damage from other explosions or incendiary to set off early with chain explosions.
- Small amount of shrapnel projectiles spread at a larger distance randomly with the blast and ricochet off from surfaces to fizzle quickly. These small shrapnel projectiles can't pierce.
- Grenades that set off by splash damage sprays slightly more shrapnels.
- Fleshpound takes double damage from frag grenades. Especially from their shrapnels.
|Level|| Medic gas
heal per second
| Medic gas|
damage per second
- Base heal amount of gas is 10, but no other perk have access to this grenade as off perk so it's irrelevant.
- The Medic Nade's heal/damage is actually triggered once per second up to a total of 9 heal/damage.
- Heal gas deals no damage on any of human players, only heals them.
- Heal gas spreads in a 175 unit radius circle and lingers for 5 seconds.
- Heal gas damage per second equals to Medic's solo healing amount per self Medical syringe appliance.
- Heal gas grenades have no damage fall off against specimen, nor its healing effects wear off over time.
- Healing speed delayed to 1 health per 0.1 seconds by default, standing in the gas can be a constant effect.
- Fleshpound takes double damage from lingering gas effect.
- Specimen don't get alerted by the presence of medic gas grenade and don't try to get away from it.
|Level|| Incendiary impact
| Incendiary impact|
- Firebug only have access to incendiary grenades at perk level 3, before that level bonuses are irrelevant.
- Firebug at level 0 to level 2, have explosive frag grenades like rest of the perks.
- Firebug that reach perk level 5 and 6, is immune to self damage from incendiary grenades.
- Specimen will react to incendiary grenades on the ground and will try to move around it to minimize the damage.
- Initial explosion radius or incendiary is 420 units, it sprays flame waves in all directions clockwise and crosswise.
- Incendiary grenade base damage without perk bonuses is 80, however no other perk have access to incendiary grenades.
- Minimum tick damage is 3 and maximum tick damage is 4, interchanging between intervals randomly.
- Self burn duration is 7.5 seconds default. Damage dealt in half second ticks then halved again. Healing reduces afterburn duration.
- Afterburn duration is 10 seconds default for specimen. Can cause crisped state on durable specimen.
- Incendiary grenade has a damage fall off from the blast center, numbers are taken into account that specimen collide with the grenade on explosion.
- Specimen take 50% more damage from direct hit incendiary projectiles, this also apply to incendiary grenades.
- Fleshpounds are highly resistant to afterburn and takes half damage from incendiary impacts.
- Husks are between 75% and 87% resistant to incendiary grenades depends on difficulty level. Bloats are 50% weaker to direct incendiary blasts.
- Player can not cook grenade fuse by holding them down but any kind of explosive damage or incendiary splash easily sets them off and they can be stacked tightly to create a barrage for a creating a chain explosion. When set off prematurely by incendiary splash, grenades tend to spread more shrapnels and gets slightly increased area of effect.
- "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.
- 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.
- Fleshpound appear to be 50% resistant against incendiary grenades of Firebug however they seem to be 100% weaker against Field Medic's neuro/heal gas grenades. At the same circumstances, Scrake succumbs to stacked incendiary grenades quicker as its damage per second is massive but resists staying inside neuro gas for longer compared to pure fire damage as damage over time of heal gas is low.
- 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. When Sirens left unattended, they might terminate your healing grenades dealing double damage against Fleshpound you took aggrevation of. Try to ask for help against clearing trash before dropping grenades as they're very valuable and limited to be wasted like that.
- The medic's grenade is useful as an utility when dealing with masses of weak specimens for struggle at ground control in emergencies. Rather than wasting them against small groups of trash specimen, try to combat a large foe when panic situation is ongoing to take aggression of Fleshpounds immediately or heal squad members. Deploy them among a group of wounded teammates who just got rid of a big specimen to heal everyone within the area of effect. This means that you can heal teammates from a range without medic guns or clear sightline, and you can heal yourself without using the syringe's alt-fire or the quickheal button.
- 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. Dropping an incendiary grenade when there's a breach to ensure crowd control is essential.
- As a Support specialist, Sharpshooter you can toss grenades to the behind line of specimen to check for Siren presence behind a big specimen or array them for a piercing shot from buckshot or pistol volleys. Tossing the grenade at a crosspath however might enrage a surprise Fleshpound by the late waves to wipe you out. Always try to array a visible group of specimen at long halls or wide open areas instead of tossing grenades at blind spots.
- Sirens are capable of exterminating grenades thrown at their way, regardless of their type. 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 single grenade at your feet at low difficulties can be useful when surrounded by small specimens. It can sometimes kill everything around you while leaving you at low health. Specimens not killed outright will likely be staggered for a short time, giving you an opportunity to retreat.
- 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 (approximately too small like inbetween 0 and 1) when thrown on corpses or any no collision images left behind of dead players. Gibbing any corpse on their way or killing weak ones.
- On higher difficulties like Suicidal or Hell on Earth; where specimen gains extra movement 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 prioritize to 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 7-8 grenades to long range as mid-level Support specialist or Demolition.
- 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 regardless of owner of heal grenade.
- 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|