Grenades are a class of weapons in XCOM 2.
Only the Frag Grenade is available at the start of the game. All other grenades are unlocked via Engineering, Research, Proving Ground projects, or scanning a Convoy Ambush rumor location on the Geoscape.
Comparison table[]
Grenades and Bombs | |||||||
---|---|---|---|---|---|---|---|
Grenade / Bomb | Base damage | Armor shredding | Blast radius | Range | Inflicts | Notes | |
Min | Max | ||||||
Frag Grenade |
3 | 4 | 1 | 3 | 10 | Damages or destroys cover, can set some environment on fire | |
Plasma Grenade |
4 | 5 | 2 | 3 | Destroys cover, can set some environment on fire | ||
Proximity Mine |
6 | 2 | 4 | 12 | Destroys cover, does not break concealment when deployed, only triggered by enemy usual movement | ||
Flashbang Grenade |
8 | 12 | Disoriented | Removes Overwatch, prevents the use of abilities and secondary weapons, cancels Mind Control (except for the Chosen, who are unaffected) | |||
Acid Grenade |
3 | 4 | 2 | 3 | 10 | Acid Burn | Acid cloud does not pass through walls |
Acid Bomb |
4 | 5 | 4 | 3 | |||
Gas Grenade |
3 | 4 | 1 | 4 | 10 | Poisoned | Gas cloud passes through walls |
Gas Bomb |
4 | 5 | 2 | 5 | |||
Incendiary Grenade |
4 (2 WotC) |
5 (3 WotC) |
1 | 3 | 10 | Burning | Sets environment objects, tiles, and (non-immune) units on fire |
Incendiary Bomb |
5 | 6 | 2 | 4 | |||
EMP Grenade |
6 | 4 | 12 | Shutdown / Stunned / Disoriented |
Damages Mechanical and Robotic units only, ignores armor, shutdowns mechanical units, stuns or disorients some robotic units, -5/-10 Tech score, removes Energy Shield (but not the Kinetic Shield) | ||
EMP Bomb |
10 | 5 | |||||
Smoke Grenade |
4 | 15 | +20 Defense for units within the smoke cloud (lasts 3 turns) | ||||
Smoke Bomb |
6 | ||||||
Frost Bomb* | 2 | 10 | Frozen | ||||
Claymore† | 5 | 2 | 3 | 10 | Only available to Reapers, does not break concealment when deployed or fired at by a Reaper | ||
Ultrasonic Lure† | 12 | 28 | Draws the Lost to units in the lure's area of effect [explanation needed]; has no distracting effect if there are no other hostiles besides the Lost | ||||
Grenade / Bomb | Min | Max | Armor shredding | Blast radius | Range | Inflicts | Notes |
Base damage |
* Alien Hunters DLC. † War of the Chosen DLC.
- Proving Ground project Advanced Explosives upgrades Grenades to Bombs.
- Grenade Launcher and Advanced Grenade Launcher increase range and radius by +4/+5 and +1/+2 respectively.
- Guerrilla Tactics School upgrade 'Biggest Booms' provides Grenadiers with +20% crit chance and +2 crit damage.
- Grenadier's ability 'Volatile Mix' provides +2 damage (including Flashbangs [explanation needed]).
- Grenadier's ability 'Salvo': firing a Heavy Weapon or launching a Grenade as your first action doesn't end the turn.
- Grenadier's ability 'Heavy Ordnance' provides 1 additional charge for a Grenade in the Grenades-only Slot.
- Skirmisher's ability 'Total Combat': using an item or throwing a Grenade as your first action doesn't end the turn.
- Reaper's ability 'Shrapnel': Claymore gains +3 damage, +1 shredding and +1 radius [explanation needed].
- Reaper's ability 'Highlands' grants 1 additional Claymore charge.