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Incendiary Grenades

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Incendiary-grenades.png
Incendiary silhouette.png

Swap standard grenades for incendiary grenades that leave a fire behind after detonation.

Unlock Requirement[edit | edit source]

The Incendiary Grenades unlock at rank 17 (Commodore).

Weapon Stats[edit | edit source]

Incendiary Grenade Detailed Analysis
Weapon Info Additional Notes
Unlock Rank Rank 17
Weapon Type Grenade
Weapon Category Explosive; incendiary
Fire Mode Thrown
Damage
Base Additional Notes
Anti-Personnel Explosive Damage 64
Anti-Personnel Explosion Radius 5.0 m
Direct Explosive Damage 64
Direct Explosion Radius 4.0 m
Status Effects Heavy Burn; Napalm Area
Fire Damage/sec 100
Effect Duration 2 s
Napalm Area Radius 3.0 m Applies to both anti-personnel and direct damaging radius.
Napalm Area Damage 32 Per pulse; causes Heavy Burn. Applies to both anti-personnel and direct damaging radius.
AP Ammo Armor Reduction 0
Statistics
Base Additional Notes
Capacity 2 Picking up an ammo crate gives up to 2 grenades.

Gameplay Tips[edit | edit source]

  • The Incendiary Grenades' fire burns similarly to that of the Incendiary Bombs stratagem, but covers a smaller, circular area.
  • Many enemies will not walk through the fire and will try to find a path around it, making this useful for area denial. If they can't see a path, they'll usually hang back until the fire burns itself out. However, heavier foes aren't particularly intimidated by the flames and will march or drive right through.
    • Despite the smaller area, the incendiary effect is still large enough to block narrow paths. Throwing both grenades can be used to create a small wall, useful even in an open area.
    • Enemy patrols can still spot you through the fire.
  • Even a single grenade can be succesfully used to destroy shielded Illuminate infantry units, such as the Strider. While the shield would absorb the single blast of a standard grenade, the fire deals damage in several "hits", able to deshield the target before setting it on fire.
    • This does, however, rely on the target being in the middle of the blast-radius. If the target is too far, the fire will be unable to whittle down the target's shield before it leaves the area of effect.
  • Because Incendiary Grenades deploy faster than Incendiary Bombs, they can be used as a backup anti-armour weapon. However, even when using both Incendiaries, the damage is too low to kill an undamaged Bug Tank.
    • Even Cyborg Warlords can be set on fire dealing damage over time.
    • It is recommended to keep the Tank within the fire to maximize damage.
    • The napalm-effect is one of the few things that can damage closed Illuminate Obelisks
    • While Cyborg IFVs receive no damaging effects from fire (Incendiary Grenades or otherwise), it can be used to impair their movement.

Notes[edit | edit source]

  • Grenade Perks now display correct icons of current grenades when chosen during the mission, this was added in Patch 7.01.
Perks

Laser Aim Module Stun Grenades Heavy Armor Stratagem Priority Cardio Accelerator MD-99 Autoinjector Smoke Grenades Incendiary Grenades Displacement Field P-6 Gunslinger FLAM-24 Pyro PLAS-3 Singe All Terrain Boots Precision Call-In