Reason: Verify the "Cost" values in vanilla game.
An EMP Grenade is an offensive grenade and utility item in XCOM 2.
An EMP Bomb is an improved version of the EMP Grenade and comes with the same effects along with more damage, increased radius, and additional tech negation.
In-game description[]
EMP Grenade:
“ | EMP Grenades wreak havoc on the delicate electronic systems in mechanical and robotic enemies, dealing considerable damage and potentially rendering them inoperable for a short period of time. Organic enemies are completely immune to these effects, however. | ” |
– In-game description |
EMP Bomb:
“ | The upgraded EMP Bomb deals a massive amount of damage to robotic and mechanical targets. Even those that survive the initial damage can be temporarily shut down and unable to function. Organic enemies are immune to the EMP effect. | ” |
– In-game description |
Tactical information[]
EMP Grenade:
“ |
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” |
– Tactical information |
EMP Bomb:
“ |
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” |
– Tactical information |
Notes[]
- Deals damage to mechanical and robotic units, bypasses armor: ADVENT MECs, Andromedon Shell, Sectopod, ADVENT Turret, Codex, Spectre, Gatekeeper.
- Temporarily shutdowns mechanical units. [explanation needed]
- Stuns or disorients Codex. [explanation needed]
- Can stun Gatekeeper. [explanation needed]
- Lowers Tech Defense stat of mechanical units by 5 (10 when upgraded) points.
- Bypasses and collapses ADVENT Shieldbearer's energy shields.
- Deals damage to Chosen sarcophagi.
- Destroys transmission power relays in missions to sabotage (plant X4 charges on) the Psionic Transmitter.
- No effect against the Chosen's Kinetic Plating energy shield.[explanation needed]
See Also[]
- Resistance Orders:
- Bomb Squad: Experimental Grenade and Heavy Weapon projects are completed instantly in the Proving Grounds.
- Weak Points: Any shredding attack from XCOM does an additional +1 shred to the target.
- XCOM Abilities:
- Volatile Mix: Grenades deal +2 damage. Does not increase environment damage.
- Salvo: Using the grenade launcher or a heavy weapon as your first action does not end the turn.
- Heavy Ordnance: The grenade in your grenade-only slot gains a bonus use. Affects support grenades, not just offensive ones.
- Total Combat: Throwing a grenade or using an item no longer ends the turn.
- Guerrilla Tactics School:
- Grenadier Biggest Booms: Explosives launched by Grenadiers can inflict critical damage (20% chance of +2 damage).
- Weapons:
- Grenade Launcher: increases grenade range by +4 and blast radius by +1.
- Advanced Grenade Launcher: increases grenade range by +5 and blast radius by +2.
XCOM 2 Utility Items | |||||
Ammo | Grenades | Throwables | Vests | Other | |
---|---|---|---|---|---|
• A.P. Rounds
|
• Frag Grenade
|
• Acid Grenade/Bomb
|
• Nanoscale Vest
|
• Overdrive Serum
|