Template:Grenades (XCOM2)
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Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade.
Weapon | Damage | Range | Critical Chance2 | Terrain Damage | Blast Radius | Shreds | Destroys cover | Effects | Requirements |
---|---|---|---|---|---|---|---|---|---|
Frag Grenade | 3-4 | 10 | 0 | 3-4 | 3 | 1 | yes | - | none |
Plasma Grenade1 | 5-6 | 10 | 0 | 5-6 | 3 | 2 | yes | - | Advanced Explosives (PG) |
Flashbang Grenade | 0 | 12 | 0 | 0 | 8 | 0 | no | Disorients | none |
Gas Grenade | 3-4 | 10 | 0 | 0 | 5 | 1 | no | Poison | Experimental Grenade (PG) |
Gas Bomb1 | 6-7 | 10 | 0 | 0 | 6 | 2 | no | Poison | Advanced Explosives (PG) Experimental Grenade (PG) |
Incendiary Grenade | 4-5 | 10 | 0 | 0 | 4 | 1 | over time | Burning | Experimental Grenade (PG) |
Incendiary Bomb1 | 6-7 | 10 | 0 | 0 | 4 | 2 | over time | Burning | Advanced Explosives (PG) Experimental Grenade (PG) |
Acid Grenade | 3-4 | 10 | 0 | 0 | 3 | 2 | no | Acid | Experimental Grenade (PG) |
Acid Bomb1 | 5-6 | 10 | 0 | 0 | 3 | 4 | no | Acid | Advanced Explosives (PG) Experimental Grenade (PG) |
EMP Grenade | 6 | 12 | 0 | 0 | 4 | 0 | no | Mechanical enemies only, Disorients, Shutdowns and disables shields | Bluescreen Protocol (PG) |
EMP Bomb1 | 10 | 12 | 0 | 0 | 5 | 0 | no | Mechanical enemies only, Disorients, Shutdowns and disables shields | Advanced Explosives (PG) Bluescreen Protocol (PG) |
Smoke Grenade | 0 | ? | 0 | 0 | ? | 0 | no | Grants Defense | none |
Smoke Bomb1 | 0 | ? | 0 | 0 | ? | 0 | no | Grants Defense | Advanced Explosives (PG) |
Proximity Mine | 8 | 12 | 0 | 0 | 5 | 2 | yes | Explodes when an enemy comes nearby | Andromedon autopsy |
1 Upgraded from previous version with Advanced Explosives Proving Ground project.
2Biggest Booms adds +20% critical chance and +2 critical damage, but only for Grenadiers. |
Flashbangs are particularly useful against special enemies such as psionics. The disorientation effect prevents the use of most special abilities, including psionics, and will cut short any ongoing psionic effect such as Reanimate or Mind Control.