Swap standard grenades for incendiary grenades that leave a fire behind after detonation.
Unlock Requirement[ | ]
The Incendiary Grenades unlock at rank 17 (Commodore).
Weapon Stats[ | ]
Incendiary Grenade Detailed Analysis | ||
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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[ | ]
- 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[ | ]
- Grenade Perks now display correct icons of current grenades when chosen during the mission, this was added in Patch 7.01.
Perks | |
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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♦ |