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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 EngineeringResearch or the Proving Ground. Grenades have a default range of 10 squares.


Grenades (Range: Medium)
Name Damage Shreds Radius Range Inflicts Notes
Frag Grenade 3-4 1 3 10 Destroys cover
Plasma Grenade 4-5 2 3 10 Destroys cover
Proximity Mine 6 2 4 12 Destroys cover, does not break concealment, triggered by enemy movement
Flashbang Grenade 8 12 Disoriented Removes Overwatch, prevents ability use and secondary weapons, cancels Mind Control
Acid Grenade 3-4 2 3 10 Acid Burn Acid cloud does not pass through walls
Acid Bomb 4-5 4 3 10
Gas Grenade 3-4 1 4 10 Poisoned Gas cloud passes through walls
Gas Bomb 4-5 2 5 10
Incendiary Grenade 2-3 1 3 10 Burning Sets objects on fire
Incendiary Bomb 5-6 2 4 10
EMP Grenade 6 4 12 Shutdown Affects Robotic units only, ignores armor, -5/10 Tech score, cancels Energy Shield
EMP Bomb 10 5 12
Frost Bomb* 2 10 Frozen
Smoke Grenade 4 15 +20 defense
Smoke Bomb 6 15
Mimic Beacon 10 Draws enemy fire, lures enemies from cover, breaks concealment, cannot be equipped as a Grenade
Battle Scanner 12 28 Reveals concealed enemies, cannot be equipped as a Grenade

* Alien Hunters DLC

  • All Grenades are upgraded to Bombs with the Advanced Explosives Proving Ground project.
  • The Grenade Launcher and Advanced Grenade Launcher provide +1/2 radius and +4/5 range.
  • The Guerilla Tactics School upgrade Biggest Booms provides Grenadiers with +20% crit chance and +2 crit damage.
  • The Grenadier ability Volatile Mix provides +2 damage and +1 radius.
  • The Grenadier ability Salvo reduces the cost of firing Heavy Weapons and launching Grenades to 1 AP.
  • The Grenadier ability Heavy Ordnance provides 1 additional Grenade.
  • The Skirmisher ability Total Combat reduces the cost of firing the Bullpup, using items and throwing Grenades as the first action to 1 AP.


See also[]

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