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Grenade guide



What grenades are there in STALCRAFT: X? In what game situations can they be used effectively? Do they have hidden features?

Find out the answers to these questions in our small guide to the most common grenades in the Exclusion Zone!



The guide does not cover underbarrel grenades, as grenade launchers await redesign.


[h2]Grenade throwing mechanics[/h2]

Let’s start with the basics. We all know that grenades are accessed by pressing the 4 key. But what about a quicker way to surprise the enemy?

Simply press G and your character will immediately start throwing a grenade in the direction of your gaze, with no way to interrupt the action.

In addition, if you hold down the G key, the grenade wheel from your inventory will open. It allows you not only to choose the perfect grenade for the current situation, but also to equip it instantly without opening your inventory.


Now to the nuances! Recently, there has been an update on the mechanics of grenades. You now spend more and more stamina with each subsequent throw.


Grenades can trigger almost all anomalies, just like the usual bolt throw.

Use this feature to throw any grenades directly into the trampolines and feel like artillery!


The Stasis anomaly only protects against a hail of bullets. Alas, it can't handle explosions.

[h2]Supply grenades[/h2]


Basics are covered, so let's move smoothly to practice. Supply grenades are the most easily available shells in the Exclusion Zone.

The closer the supply man is to the north, the more contrived grenades he will have in stock.

[h2]Delayed damage[/h2]


Hand grenades are timeless classics. After a short delay, they cause explosive damage to the area. The closer the enemy is to the epicentre of the explosion, the more damage they will receive.

Due to the decent delay before detonation, these grenades are best thrown as far away as possible.

It can be useful for forcing enemies out of confined spaces, as well as for effectively killing knocked enemies.


Fun fact: Mini-Grenade can be held in hand to accurately calculate the exact moment of detonation, but this also means there is a risk of self-explosion.


[h2]Contact damage[/h2]


Impact grenades deal less damage and have a smaller radius than hand grenades, but they detonate instantly upon contact with any surface.

They’re more useful for forcing enemies out of cover than for raw damage.


[h2]Stunning[/h2]


Flashbangs boast the largest effect radius and a shorter fuse. Instead of dealing damage, they stun enemies.


And since flashbang grenades don’t stun if you turn your back to them, they can be used for a surprise push on the enemy.



Flashbangs stun everyone, including teammates.


[h2]Hideout grenades[/h2]


Beyond standard grenades from the supply man, there are also anomalous grenades in the Zone. These can be crafted in a Hideout in the North or bought from other players at the auction.

Unlike impact grenades, they don’t just explode, they usually create temporary zones with various effects.



Anomalous grenades you throw without a stun effect pose no threat to you or your allies.


[h2]Disorientation[/h2]


Let’s start simple — the Spark. It's a kind of flashbang with a shorter duration and instant detonation when contacting the surface.

Perfect when you need to stun enemies immediately.

Veil is currently the only available smoke grenade in the open world.

Useful for blocking enemy vision, letting you dash through an open space to cover or capture airdrops more safely.


[h2]Reduced mobility[/h2]


Tar creates a small area where players gradually lose mobility down to 60% speed and 30% stamina regeneration.

It is great for slowing down fast enemies in narrow spaces.


Meanwhile, Thunder works differently — instead of creating a temporary area, it instantly stuns the enemy and completely drains their stamina.



[h2]Health regeneration[/h2]


Plantain is the only open-world grenade that regenerates health.

Since it works on allies, it’s invaluable during point captures in subdivision battles or boss fights in the Inside Out.





Plantain does not affect enemies.


[h2]Periodic damage and debuffs[/h2]


Napalm and Snowstorm are unique grenades that apply strong debuffs and deal damage via infection.

If thrown by an enemy, Snowstorm can counter Napalm’s heat, and vice versa.

They can be useful in situations where you need to deal as much damage as possible or “push” the enemy out of an area for ten seconds.


Sickness acts similarly but causes bleeding instead of infection, dealing constant periodic damage.

Stinky stands out: it looks like a mini Veil, limits visibility, and causes poison. This poison deals light damage and blocks health regeneration.

This pair works great as a counter to Plantain, the healing grenade.





Poison reduces health regeneration by up to 25% and healing effectiveness by 150%.


[h2]Scary stuff[/h2]


The M18 Claymore is a device designed to crush your enemy’s morale.

They don’t drop on death, can’t be triggered or destroyed by teammates, but enemies absolutely can.

Only use these as a last resort, for example, as an alarm system in Labyrinth Klondikes.





Mines you placed disappear when you leave the copy of the location.


That’s it, our grenade tour ends here. Hopefully, you don’t have any archenemies left, because if you do, they probably won’t be able to run away anymore…