Incendiary Grenades

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Incendiary-grenades.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]

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