Something you forgot to mention for the SSG: the shredders apply a slowdown effect when hitting an enemy, and it stacks with the more shredders there are hitting the enemy. This can be very useful when fighting Dreadnoughts or Bulk Dets.
Always viewed the engineer as dr.eggman. mainly because the fact of a Dr eggman giving up chasing a hedgehog to mine and dig like a dwarf is just funny to me.
And they make star wars probe droid noises. The walkie-talkie ish sound before the long repeating warbling when the droid is introduced on the icy planet.
Something I keep in mind for impact axes, especially in fungus bogs or crystalline caverns is the fact you can toss them to clear out some environmental hazards (those poison gas spewing fungus in the bogs or the electric crystals in the caverns) pick them back up. Of course you can always drop them on the ground before you resupply to essentially build an overstock of them if you plan on holding a position for a time so they don't go to waste
The axes are also good for secondary objectives as they can instantly crack ebonut shells and pop gunk seeds, and the axes can still be picked up afterwards.
I love how well balanced all the grenades are. Sure, some grenades might be considered better than others, but they're all very unique and fun to use in their own way. except the springloaded ripper, the only thing that's going to kill is your teammates
As a Gunner main, it is actually painful hearing you dock the nades on only having 4. The nades are designed to supplement the fact you have some of the best well rounded weapons in the game, you only use them when you need a horde or target gone immediately. Otherwise any of Gunner’s primaries and secondaries can handle what’s thrown at you.
It's kinda wild seeing sticky nade in S and leadburster in B when not only that thing has pretty good crowd control even against mactera it can also kill things like nexuses really really fast and don't get me started on 2 shotting a bulk with it.
In a similar vain I think the reason all of drillers grenades are kinda experimental is because you already have the best grenade in the game with the c4
Regarding the Mines for Engie, you can stack all of the mines in one spot for insane burst damage, and there's no limit on the amount you can throw. That means you can hog a resupply to make a kind of super mine that'll erase anything short of an oppressor nigh instantly. Really good for Dreadnaughts if you can prepare well
Great for solo. Scout has something similar with embedded detonators. They ONLY explode if you reload... That means if you are careful and patient you can use BORN READY to deal ridiculous damage against a big target like a detonator or dreadnaught.
@@MrZega000 Of course, to a detonator it doesn't matter whether you stack born readys to deal damage as a burst or just reload to let them explode. You're still doing the same damage over the same time. The reason this is interesting for dreads is because it can be used to Phase Skip, like tricking twins into not healing, or setting up on Dreadnought armor and then letting rip on the first armor break.
I stan the ripper, a tight cave tunnel like a bunkie entrance, or a floating section of pipeline on refinery, become a bug grinder that shreds anything. Add sticky flames to keep them moving slow and it'll annihilate the bugs
Nah, pheromones are the easiest S tier of this list, they pretty much act as a lure with each enemy, say you affect 10 enemies with a single canister (not that hard to do as in waves they are very close to one another) so those 10 enemies will be attracting around 100 enemies, basically giving you (and your team) invulnerability to every bug in the cave for 15 seconds, plus, the wave becomes even more packed in a single point, giving drillers and gunners basically free reign to kill the entire wave with minimal resources, the driller with c4's, or any of his primaries, the gunner with the thunderhead or the hurricane eith aoe, or hell, even the engi with the breach cutter or the grenade launcher, plus, thr revive potential is also unmatched. Septic spreader harassing you? Pheromones to make it target something else. Stingtail keeping you away from your teammates? Pheromones to make it target something else. ANY ranged attackers harassing you? Pheromones to make it target something else. It works with ANYTHING, unlike freezing, you dont need to throw 2 of them to freeze say, oppressors, since with a single canister you can laugh as they target something behind them, giving you their weak point in a silver plate, simply a marvelous grenade. Also it looks like the jarate from tf2 so it gives extra disrespect value to the glyphids
For me, the Pheromone Grenade is in a tier of its own above the rest. One important thing to note about it is that each target affected by the pheromone itself (the yellow cloud effect) can attract a certain number of enemies to them. Given that the game can only spawn a finite number of enemies at a time, despite only getting 4 of them, a single, well placed Pheromone Grenade can effectively neutralize an entire CAVE'S worth of enemies (aside from the very few that are immune to the effect) for 15 seconds giving you time to regroup and/or pick up fallen allies while grouping entire swarms together for efficient clean-up from any source of AoE. They also make soloing Salvage missions as Scout (which are usually rough since they take away his mobility during the holdout segments) trivially easy by allowing him to chain them together to keep enemies out of the green bubble for the entire duration of the objective. If you're getting overrun by a massive swarm attacking from all directions (even on modded difficulties), Pheromones can single-handedly save a mission. No other grenade comes close to that level of value, in my opinion.
I might be high saying this, but I swear the pheromone gas is combustible. As in, trigger by incendiary. But I might've been noticing the Praetorian death gas, spore fungus'.... Which then again, hey look another bonus for pheromones setting up that Praetorian gas for you driller to get max value.
The mission type (and to a lesser degree the biome) also can influence a grenades “usefulness”. As an Engi I agree with your grenade choices. I take mines or shredders depending entirely on the mission type.
Some grenades are synergy-dependant on class-specific weapons to be more effective. 1. The Incendiary Grenade works great with the Gunner's Bulldog's Volatile Bullets Overclock. Simple. Much like the IFG in terms of damage amplification, but it's limited to the element of Fire. 2. While the Impact Axe may be one of the best throwables in the game, it pairs best with the Driler's Cryo Cannon since you can deal triple its melee damage to frozen enemies (including Dreadnaughts, if you can manage to freeze them for a second). 3. The L.U.R.E. pairs best with any of the Engineer's secondary weapons (with the exception of the Shard Diffractor unless it's modded for AoE). The Stubby's EM Discharge Overclock and the Smart Rifle's Explosive Chemical Rounds Overlock can also work, but the secondaries are much faster to use. 4. The Neurotoxin Canister is most compatible with the Driller's Flamethrower because it allows you the additional option to ignite the gas for additional damage upon swarms. Takes quite a bit of foresight, but the potential clearage is worth it. 5. The Pheromone Canister can be paired with the Scout's Boltshark's Fire Bolts Overclock. The bolt has a 2-meter Heat Radiance effect so any grunt caught in it will catch fire and burn to death, even if you shoot a Fire Bolt on the ground. What you do is whenever you're being mobbed by grunts, you shoot a Fire Bolt on the ground, then a Pheromone Canister in the same spot, and then the bugs will congregate around that Fire Bolt and all burn to death.
I love LeadBursters so much it's hard for me to use the other nades. I easily consider them S tier or A tier at the lowest for Gunner. I made so many clutches with them. Bulks*, Nemesis, dreads are my fav targets with them. It's also hilarious when a random spitter I didn't spot falls from the ceiling at my feet. *even on H5, you can kill a bulk with 2. Just pretend you're trying to throw it into the bulks mouth and it'll land where ya want.
Leadbursters are a must if you are using minigun, pair that with thorns and the disadvantage of minigun is gone (aiming at every individual target including small swarmers)
My favorite ways to use some of the grenades: axe to execute when goo gun + subata poison for a more immediate AOE IFG to cluster enemies before double barreling with the sawn off Shredders to kill shredders, swarmers, etc. Leadburster and neurotoxin in tight chokes/tunnels
an important note for the spring-loaded ripper is that it's on the DRILLER! and what do drillers love to do? dig all the way to the drop pod. if you're digging that tiny tunnel and you've got some bugs on your tail, you can throw it sideways for an impenetrable wall or at an angle for a path of destruction!!
Leadbursters are the best thing in the entire game for taking out bulks, if you throw it at its feat so i walks overtop of them it will eat all if the bullets and shread through its health. Literally trivializes bulks
As a gunner main, sticky’s out preform every other grenade in almost any situation, leadbursters n incendiary’s only work best in specific situations and have limited supply. Leadbursters good for damage? Well the sticky out preforms them AND has a guaranteed fear chance (except for bulk detonators). Incendiary has good crow control? Sticky grenades can do the same without the high chance of hitting teammates, and they do more damage while doing it.
@@dillonthevillon3719 The impact from stickies has a 250% fear factor, which guarantees fearing most enemies. However, the explosion only has 100% fear factor, which is a 50% fear chance on grunts and their variants. The explosion also isn't very big and has damage falloff, making is unreliable at both fearing and killing swarms. Cluster grenades create 9 explosions with 50% stun chance each, dealing more total damage and covering a larger area. Stickies work better against macteras, since they have no fear resistance and take more explosive damage, but you can delete them with leadbursters.
@@dillonthevillon3719 sticky is pretty bad in my experience compared to cluster and lead burster, cluster has much better aoe and bursters have much better dps. also, it's pretty bad when the enemy you threw a sticky at runs away from the rest of the swarm
Sticky is technically the best because the best Gunner OCs absolutely decimate swarm clear, especially with your new ones like Hurricane Cluster and AC Mortar. This gives sticky a strong niche for fear utility on big guys
@@biggiecheese2004 If you want fear on the big guys put it on a coil gun or a primary. Then have better nades. At least that way you can mass fear whole swarms at the same time.
The lawnmower, er, ripper grenade can do hilarious things if thrown at a wall in a small tunnel. It has enough travel distance to circle the tunnel 6-8 times or more. That's basically the ONLY use for it, and early everything else driller has wrecks face in a small tunnel anyway.
Leadburster is a hard counter to mactera: if gunner is running an inaccurate crowd clearing primary, the leadburster can compensate if you throw one even roughly near the swarm.
Which gunner weapon is that innacurate? Not to mention 2/3 of his secondaries being top 5 most accurate long range weapons in the game, and burst pistol isn't bad either.
@@raisinsmakemeuncomfortable6893 I've never had an issue with it. Maybe it's accurate once you get it going. My point still stands about both of his other primaries and all three secondaries.
@@Chloeprettyoccasionally I agree, your point stands, I was just answering your question at the beginning. Autocannons accuracy doesn't get better once it gets going, it's just that the volume going out increases so you're just hitting shots more often, also I don't know if you use it but accuracy gets pretty decent with big Bertha.
Incendiary grenades can be very useful if you’re getting overrun. You can throw your shield then grenade down and stand in the fire because the shield will out heal the damage over time
Impact Axes are honestly even better than what you said. If the axe would overkill an enemy, I've seen it many times that it actually keeps flying and hits the next enemy or terrain behind it, allowing you to pick it up. Also they don't get consumed if used against terrain features such as ebonuts, electro crystals, or poison mushrooms, which gives them incredible utility in certain biomes.
What u dont understand about Ripper is that its literally for dude In closed tunnels.. its very strong In his tunnels u got other classes to get rid of bug outside but once u got ton of bugs in tunnel this stuff gets the job done
i can understand incendiary being low becasue it only really works super well with a few oc's but man the joy of throwing down 4 leadbursters in a new room and watching as dozens of things die just feels too good, also just insta killing bulks and accidentally popping a dread is a nice bonus
I like using incendiaries against the dreadnaught. The fire damage absolutely rips through his armor stage and make it so much easier to deal damage if you can't immediately target his weakspot
Neurotoxins shine on Doretta's behind tunnel, the cloud size makes it a dps beast on groups and saves up a lot of ammo for the team. Its good to throw at your feet during a swarm too, but try to not get lost inside of it.
Honestly I feel like the Lure gets way overshadowed by Pheromones because Pheromones can virtually do the same thing with the added effect of having the enemies aggro on each other
Neurotoxin would actually probably be better if it wasnt flammable, the effect it has is quite good and the area it covers is great but if you are using anything with fire you either cant use that weapon or immediately get rid of the cloud rendering it useless. Also if you are in that cloud when it explodes it does a ton of friendly damage.
Yeah it upset me when he said the best thing it had going for it is that it’s flammable lol. Definitely a downside. Also lots of people discussing its damage when I think that’s the less valuable aspect of the gas. It’s a crowd control device. Gas + sludge creates a no man’s land that surviving bugs will shakily tell their grandchildren about
Yeah neurotoxin is honestly my go-to on driller, granted I do play on lower difficulties. But the insane AOE that they’ve got makes them an invaluable tool I will often throw one down around an objective or wherever the team is standing so the bugs get hit with the effect when they close the distance to attack
I really wish the gas didn't get consumed when hit by fire. It should instead have a gasoline drenching effect where enemies become flammable from any damage source. As it is now, it only really blinds teammates and kills everyone with the high explosion damage
@@jesper8836based, the neurotoxin cloud is so insanely strong when used right. has an amazing radius and goes through walls, meaning you can just chuck it far away where enemies spawn and 80% of them die before ur team can even see 🙏
I think it's best on solo play so you can control when you ignite it. Driller lacks burst and that's a good nuke.... But then the axes burst too so I usually take those instead.
Engineer is great at defense and I think the decoy grenade fulfills that role very well. i like how other players benefit from the release in mob pressure and also gives them an easy target. Since I run turret whip it makes it easy to funnel directly into the line of fire.
The ripper is a game changer. My friend, who mains the driller, always has the ripper equipped, because we always play hazard 5 and always use a bunker for any swarm thrown at us. Easy A tier for me.
I don't really understand the love people have for the boomerang, it just seems really underwhelming compared to scouts other grenades. IFG is great for bunching and slowing bugs while also being great for single target, cryo grenades are unparalleled against mactera while still being great against ground enemies save a few that cant be frozen (rollers and the like), pheromones are imo easily the best grenade in the entire game no matter what hazard, they enable you to distract every single bug on the map without much if any difficulty. On the other hand stun sweepers will stun 9 enemies, i cant see how that can really compare to the others. Im not saying they are bad and im not trying to be argumentative or anything, but i see a lot of praise for them that in my experience it doesn't deserve and i want to know why.
The stun sweeper is a must for me with swarmageddon while I'm running the M1000. It also handles shredders and naedocytes wonderfully so I can focus on bigger, more bitey things!
@@aegerman6317 i would rather have 2 cryos than 20 boomerangs. boomerangs have such low potential because they can only effect up to 9 enemies, and on difficulties i play, there will always be more than 9 enemies
Another downside of Pheromones (and Neurotoxin) is that your allies may not let them do the work. Neurotoxin deals an average of 12 damage / second. Assuming a creature is only in the cloud for 6 seconds (out of 13), this is 72 damage. This is half of the HE grenade, but has nearly double the radius of effect. In addition Neurotoxin has no effect on dwarves, though it does block line of sight, which is annoying. Also remember most DoT effects ignore armor, which is nice. I find both Neurotoxin most useful for curving tunnels and sudden drops where enemies can approach while being out of sight, depleting health before they arrive. And Pheromones for when the scout is alone/away from others and gets hit by a swarm of enemies.
After watching a bunch of this dudes tier lists you can tell this guy is definitely not a grey beard yet. No problem with that of course. I used to feel very similar to all these takes on his tier lists earlier on in my play time. I’ll add a change to this list while i’m here. Tactical lead bursters are gunners S tier grenade and pull out miles ahead of the sticky grenades. Here are some reasons why, which come with experience, that dont reflect in the method of testing used in the video. 1. If thrown at the nose of a bulk detonator it can kill it from full hp haz 5, 4 player scaling with only two grenades thrown. (3 if it doesnt walk over the grenade while its active, this takes a bit of getting used too the arc and timing). That on its own is insanely clutch at saving dozer or salvage defences. 2. It hits things in a large radius off the ground including the roof! It’s the only grenade in the game that can deal with insane build ups of web spitters and acid spitters allowing the dwarves to spend less time staring at the roof whilst their ankles get bit off. 3. In large rooms during swarms it randomly clears out cave leeches for you XD. 4. It does insane damage to mactera. It is the second best grenade in the game for dealing with them other then cyro grenade. Which is important as tri jaws in numbers are one of the biggest threats in the game. A shield and one or two of these nades and that cloud is gone. Even if its like 20+ tri jaws. A couple stragglers left to finish off within the shield, saving a lot of primary ammo. 5. And i’ll add this since he put the nanocyte shockers in the “oh god no” category on his bug tier list haha. It will deal with those for you too ;) 6. Best nade in the game V rockpox. 7. Thrown at your feet in a shield they do minimal chip damage to you and help clear out a wide 360 radius taking pressure of you and your teammate you spent a chunk of the shields life reviving him and not shooting. If being heavily swarmed and aiming for a revive ( without other allies in close proximity) I usually throw two at my feet in the shield before reviving. ( Maybe dont do it with the new player vulnerability turned on max if you dont have the friendly perk on ;). I guess you can do this with fire or cluster nades too. My point is throwing out multiple sticky nades in all angles out of the shield before reviving is time consuming. You will notice most veteran gunners use their nades around their shields a lot of the time. As when then shield is usually when the pressure is built up to the maximum or safety of revive. 8.Most of the strongest gunner builds in the game are weak to mass airborne hostiles but make short work of the walking/stationary foes. These nades plug in that hole. Didnt even cover it all but this rant is long enough XD rock and stone.
On top of the Shredder Swarm Grenade being a good utility for lots of extra damage, it's also just really cool. I got all these little minions all around shredding shit to slices of sizzled bugs. Especially when I have Steeve around, and even more in rival missions with a hacked patrol bot. GO FORTH AND KILL, MY ARMY!!!
It's good for chip damage but the engineer already has sentries for that. Mines are better for getting rid of large groups, big target damage and funnelling enemies towards the sentries. They both synergise better and cover some of engineers biggest weaknesses.
@@Chloeprettyoccasionally My main shtick however is just how cool it is. I mostly play solo anyway so it's not like I'm hindering any teams much. I use the mines often in multiplayer.
i'm sorry but leadbursters at B tier next to lure is absurd. a few leadbursters can literally kill a bulk detonator in a solid 2-3 seconds, they can kill entire hoards, and they can kill large enemies in about two seconds.
Yeah some of these placements is crazy. Basically if a grenade has 4 it gets knocked down a tier regardless of how effective it is lol. Not a good tier list
2:50 You forgot one BIG thing: it also puts Elecrocuted status on affected targets, which combines with mods and Overclocks, which depends on target being under status effect, like Mercy Bullets and Zhukovs SMG with extra damage on Electrocuted targets. A-and if it wasn't enough, it stacks with EVERY damage increase status on target, like Mark for Death (new one Overclock) and being Frozen (which combined can give up to 400% damage on one good strike, like throwing an Axe or two). Also, it combines with Burning Bolts shot into the ground, which can deal A TON of damage to pile of bugs by setting them on fire in that radius of IFG around the bolt. So it's and S-tier in my opinion. But scout are weak against swarmers, so... cryo grenade are most utilized for missions with a lot of weak enemies or maqteras.
The boomerang also is retrievable if it hits only a few enemies. For example, you can perma stun the bulk detonator if it's the only bug because you throw the boomerang and it stuns it then returns to you.
I love the engi grenades but the shredder drones are just so good I never use anything else. Literally the best grenade for swarmers and those horrible jellyfish, not to mention it does solid damage to oppressors.
With the Driller's Impact Axe to compete, I never really liked the High Explosive grenade. Especially since they're so bouncy, pretty much forcing you to cook them for the right amount of time to trigger the explosion where you want. But it's very rewarding to land in the center of a crowd. By far, it's the most satisfying to delete a bunch of Mactera mid-air.
HE is A tier and Neurotoxin is C tier. I know it is based on your opinion but man sometimes opinions are just wrong. I get it, you dont know how to use a nade so you put it lower, me myself would put the IFG in C tier easily, becouse 'haha slow no damage haha funny joke' and Neurotoxin in A+. Neurotoxin is amazing as a 'sealing up area' nade sou you can focus on something else plus with good timing it does more damage as you burn them down. And for the numbers, 4 nades is the standard and bad/wyrd/limited nades have more becouse they are of limited use.
The boomerangs have got to be my favorite grenades in the game, whether it's me that's using it or a teammate. Reason #1: you get a ton of them. #2: it can stun almost anything including bulk detonators, which can really really save a mission on higher difficulties or when in a bad area. #3: I prefer element builds so whether I'm an engineer going with an electric build, or a scout with BOM or the new OC for the plasma rifle it really helps with damage.
Honestly I think the Stun Sweeper should be S tier, it's incredibly clutch, you can drop that onto a downed teammate and have more than enough time to grapple in, revive and get back out. Not to mention it's incredible for just horde control, just being able to lock down entire waves is huge, especially when combined with the phermone bolts, so the instant they unstun, they're now all wailing on the big guy you tagged.
In regular haz 5 or anything lower i agree. anything higher then haz 5 and stunning 8 enemies on single throw just isnt enough. You also can’t choose what it bounces too making its rng iffy at times. 6 tri jaws? “throws boomrang” It hits the first tri jaw the bounces off to kill a few swarmers ignoring the rest.
I'm a Gunner main but my one complaint is that there's not really a grenade for the gunner I like. I really only ever find myself using the sticky grenade because I can use it against larger targets
I main the ripper. I’ll make a few points in its favor. They do LUDICROUS damage. Two-shots praetorians, which with the ripper’s very nature, can commonly be done with a single throw. Pairs nicely with sludge pump, as the classic “bunker entrance grinder” strategy is improved with the slowing effect. But let’s say you just want to throw it at enemies without any setup. Well, it still plows through an infinite amount of enemies making it great for long trains/lines of glyphids. I believe they do a lot of armor damage as well
I feel like i hurt my team with neurotoxin more than i hurt enemies. Which is pretty ironic for a weapon supposed to be designed to only work on the bugs.
While I agree with the leadburster’s placement. It does have 1 nice use that it outdoes probably every other grenade with. Killing lithophage bugs. The bullets do a great job of hitting all of their weak spots.
Proximity mines are good, but only thing why they are not S tier is that after first trigger (which you can land in group of enemies directly) other explosions will trigger 2.5 bugs (if first explosion killed them all), because it explodes immediately if at least one enemy inside the radius, completely ruining its AOE, they are better for dreadnoughts
I love the shredder grenades but lately they just explode without spawning any swarmers so i had to switch to the Mines cuz i use grenades a lot in my gameplay.
I still think Stunsweeper is an S tier for me. It's the best balance between the IFG and the Cryo grenade, with many perks unique to it: 1. It travels OBSCENELY far for a grenade, assuming you are aiming towards a group of targets. This makes it a really effective support tool, especially against mactera which are particularly rough in large groups against any builds without large cryo or stun abilities. Mactera aren't always within a cryo grenade's range of each other, either, and stunsweeper does a better job of giving you breathing room in these cases. 2. They are particularly good against swarmers, and uniquely good against shredders and neodycytes given the way it can track targets at a distance both from you and from each other. 3. Its stun is long lasting, and for groups of 9 or less enemies it becomes an equally effective revive tool to cryo grenades. Its larger range may also stop the approach of other nearby enemies as well. Rarely, even in haz 5, do I find the stunsweeper cannot effectively revive a player. 4. Being an electric attack, the stun status is not easily cleared by errant heat-based attacks or high temperature recovery. It may not work well on every enemy, but neither does cryo-- in the case of oppressors or bulks, IFG is still at an advantage. I used to run cryo; at a time when we had 3 grenades, it was clear winner. High damage potential, instant effect, effective on a vast majority of enemies, a really good get-off-me tool, and objectively the best revive option. However, a grenade on a character like Scout I find is best served for utility. Stunsweeper retains the best utility strengths of the cryo grenades, but you get twice as many and extensively more versatility. I have a hard time taking anything else these days.
Never tried this yet but had a thought with the driller's rippers... How effective are they against dreadnoughts? In that manmade tunnel lure grinder context.
Nice list, personally, I think lead bursters are lowkey S. They hit enemies on the ceiling as well as flying enemies. I think, sort of guessing here, they do bonus damage to weak points as well, something other grenades don't do.
This list is very correct lol i would argue leadburster and LURE should be a bit higher. Leadburster is gunners only source of burst dps and deleting w bulk detonator is huge. And LURE brings utility that no other class has access too and it gets stronger with build specialization and team coordination
The sheer audacity when he mentioned they were safer for the team than incendiary grenades... Incendiaries don't randomly hit you out of nowhere like clusters can, and one can simply exit the fire without taking much damage because it's DoT.
14:40 WRONG! NEVER... I repeat... NEVER light up neurotoxin cloud. It deals mediocre damage that way. The best thing you can come up with - is Sludge Pump with Goo Bomber Overclock. Anything that comes into a killing chamber with those two hazards are gonna melt slow and painfully, but it will same you a lot of ammo. It's terrifyingly effective in tight tunnels. Just don't allow Gunner equip it's ricochet bullets or fire additives, because it WILL ruin your mission.
objectively wrong. stun sweeper is very very bad, D-tier at best. only able to throw one at a time. no guarantee the boomerang wont hit the same enemies again. only 7 hits (you are going to have more than 7 bugs following you if you are not playing on haz 2).Stun is almost non-existent on oppressors and preatorians. Cryo infinitely better. Stun sweeper needs desperately a buff.
@@clareimpeaded not really, it's " _infinitely_ " more useful on mactera and in/out rezzing scenarios, gets shredders, swarmers, and shockers off you all for a mere 12% of your total. It is certainly the jack of all trades grenade, but by no means the worst in the game
i'd like to factor in not only small or big but also mactera and swarms + how effect they are as a panick button; in this way i would bring IFG/HE/Sticky to B since i feel they aoe/dmg is not as high as i would like. One of my favorites is the Incendiary but the dmg is not that great, its very effective to swarms so I'd raise 1 tier; anything else on video seens really accurate.
100% chance to stun is not guaranteed, sort of. Some creatures are immune to stun, so even at 100% they can't be stunned. And all creature that can be stunned have a 'cooldown' effect between stuns that prevents them from being stun-locked.
The main reason I keep the LURE as an Engineer, is to lure a huge group of bugs into my Fat Boy, and away from my teammates. It doesn't need to do damage; I have a nuke.
My main issue with the LURE is that it's capped at 10 enemies at once (and if they are already attacking you it won't work most of the time). There is one neat trick with them, especially for solo missions: The Nemesis is completely fooled by them and will grab holograms instead of you.
Cryo is very good, but overrated. Its best application is for mactera swarms to quickly dispose of them. They stay good but the issue I have with Cryos is that they lose effectiveness the harder the scaling becomes, especially with modded Haz and the new Haz 5+ enemy increase. Disposing of one solid wave of grunts is great, except for the fact those scaled Hazs spawn massive amounts of waves over and over. This actually makes Pheromones his best general purpose grenade by far because it can do everything Cryo does (like Rez protection, etc) but Pheromones actively kills entire waves for you and gives you huge amounts of breathing room too. I think this also makes Pheromones by far his hardest nade to use because its value directly depends on how much you and your teammates respect your grenade usage instead of just firing into the swarm, similarly to say Sticky Flames or Sludge Pump DOT to death to save ammo. The good thing about Scout is that all of his nades fit into different builds and all are good. Pheromones is the best general purpose for utility (but is only good with massive swarms on high Haz), IFGs are built for swarm clear builds (like Drak Venting/Bouncy) or solo scout with blowthrough rounds and also the best nade for Dreads, and Cryo is disgusting on M1 builds with blowthrough rounds for general purpose. Stun Sweeper is good if you can't deal with swarmers/jellies well or on mactera plague. Probably the best balanced nades across all the characters.
Something you forgot to mention for the SSG: the shredders apply a slowdown effect when hitting an enemy, and it stacks with the more shredders there are hitting the enemy. This can be very useful when fighting Dreadnoughts or Bulk Dets.
I love it when engi throws the SSG and says "Go forth my minions!"
I’ve heard that so much that I read it in engi’s voice lol
Also you can slap the shredders
Always viewed the engineer as dr.eggman. mainly because the fact of a Dr eggman giving up chasing a hedgehog to mine and dig like a dwarf is just funny to me.
And they make star wars probe droid noises. The walkie-talkie ish sound before the long repeating warbling when the droid is introduced on the icy planet.
@@dom-hx7kiironic because my engineer is legit based off of Dr eggman himself 😆
Something I keep in mind for impact axes, especially in fungus bogs or crystalline caverns is the fact you can toss them to clear out some environmental hazards (those poison gas spewing fungus in the bogs or the electric crystals in the caverns) pick them back up. Of course you can always drop them on the ground before you resupply to essentially build an overstock of them if you plan on holding a position for a time so they don't go to waste
The axes are also good for secondary objectives as they can instantly crack ebonut shells and pop gunk seeds, and the axes can still be picked up afterwards.
@@kadoggie7808 Yo, I didn't know about that one
And they clear the webs too
Axe is best. Axe is love. Axe is rated high. I axe the like.
AXES PROVIDED
Amazing also that the axes can destroy those annoying gas things in swamp without being used
@@sergeantsainsburys9181also destroying web
TICKYYY BOMMBS
I made it to gold promotion on all dwarves without even buying any driller Andes and just using axes
I love how well balanced all the grenades are. Sure, some grenades might be considered better than others, but they're all very unique and fun to use in their own way.
except the springloaded ripper, the only thing that's going to kill is your teammates
Its actually pretty good for solo/ duo missions cause you have less people to dmg and bunkers are much quicker and easier to set up in a pinch
I would agree with you, but I've seen some grey beards absolutely trash mobs with it in escort.
Other than that, yeah, probably most finicky grenade.
Bri pfp in the wild,,
and yourself sometimes.
As a Gunner main, it is actually painful hearing you dock the nades on only having 4. The nades are designed to supplement the fact you have some of the best well rounded weapons in the game, you only use them when you need a horde or target gone immediately. Otherwise any of Gunner’s primaries and secondaries can handle what’s thrown at you.
which one are you talking about? cluster?
@@hamishjones3023 I’m talking about all of Gunner’s grenades other than sticky
It's kinda wild seeing sticky nade in S and leadburster in B when not only that thing has pretty good crowd control even against mactera it can also kill things like nexuses really really fast and don't get me started on 2 shotting a bulk with it.
In a similar vain I think the reason all of drillers grenades are kinda experimental is because you already have the best grenade in the game with the c4
@@Armetar I hate sticky nades. I never use them, but when my teammates do, they end up killing me more than the bugs.
Regarding the Mines for Engie, you can stack all of the mines in one spot for insane burst damage, and there's no limit on the amount you can throw. That means you can hog a resupply to make a kind of super mine that'll erase anything short of an oppressor nigh instantly. Really good for Dreadnaughts if you can prepare well
That sounds busted, I'll have to try that.
Will be nice to carry something other than shredders.
I use proxy mines in my dread build for the hiveguard shield phase
Great for solo.
Scout has something similar with embedded detonators. They ONLY explode if you reload...
That means if you are careful and patient you can use BORN READY to deal ridiculous damage against a big target like a detonator or dreadnaught.
@@MrZega000 Of course, to a detonator it doesn't matter whether you stack born readys to deal damage as a burst or just reload to let them explode. You're still doing the same damage over the same time.
The reason this is interesting for dreads is because it can be used to Phase Skip, like tricking twins into not healing, or setting up on Dreadnought armor and then letting rip on the first armor break.
I stan the ripper, a tight cave tunnel like a bunkie entrance, or a floating section of pipeline on refinery, become a bug grinder that shreds anything. Add sticky flames to keep them moving slow and it'll annihilate the bugs
I was expecting more (or some) deep analisys of "This granade may be bad, but goes cool in X build"
Nah, pheromones are the easiest S tier of this list, they pretty much act as a lure with each enemy, say you affect 10 enemies with a single canister (not that hard to do as in waves they are very close to one another) so those 10 enemies will be attracting around 100 enemies, basically giving you (and your team) invulnerability to every bug in the cave for 15 seconds, plus, the wave becomes even more packed in a single point, giving drillers and gunners basically free reign to kill the entire wave with minimal resources, the driller with c4's, or any of his primaries, the gunner with the thunderhead or the hurricane eith aoe, or hell, even the engi with the breach cutter or the grenade launcher, plus, thr revive potential is also unmatched.
Septic spreader harassing you? Pheromones to make it target something else. Stingtail keeping you away from your teammates? Pheromones to make it target something else. ANY ranged attackers harassing you? Pheromones to make it target something else. It works with ANYTHING, unlike freezing, you dont need to throw 2 of them to freeze say, oppressors, since with a single canister you can laugh as they target something behind them, giving you their weak point in a silver plate, simply a marvelous grenade.
Also it looks like the jarate from tf2 so it gives extra disrespect value to the glyphids
Bombs away
not to mention you can pair them with the explosive bolts on the crossbow and basically take out an entire swarm in seconds
I agree but A tier for me because it's useless against bots
@@MrZega000 False. It's useless against shredders but for some reason it works against patrol bots and even the caretaker's tentacles.
For me, the Pheromone Grenade is in a tier of its own above the rest. One important thing to note about it is that each target affected by the pheromone itself (the yellow cloud effect) can attract a certain number of enemies to them. Given that the game can only spawn a finite number of enemies at a time, despite only getting 4 of them, a single, well placed Pheromone Grenade can effectively neutralize an entire CAVE'S worth of enemies (aside from the very few that are immune to the effect) for 15 seconds giving you time to regroup and/or pick up fallen allies while grouping entire swarms together for efficient clean-up from any source of AoE.
They also make soloing Salvage missions as Scout (which are usually rough since they take away his mobility during the holdout segments) trivially easy by allowing him to chain them together to keep enemies out of the green bubble for the entire duration of the objective.
If you're getting overrun by a massive swarm attacking from all directions (even on modded difficulties), Pheromones can single-handedly save a mission. No other grenade comes close to that level of value, in my opinion.
I completely agree, having only 4 isn't really a limiting factor because they are so good. Honestly they probably need a nerf
I might be high saying this, but I swear the pheromone gas is combustible. As in, trigger by incendiary. But I might've been noticing the Praetorian death gas, spore fungus'.... Which then again, hey look another bonus for pheromones setting up that Praetorian gas for you driller to get max value.
The mission type (and to a lesser degree the biome) also can influence a grenades “usefulness”.
As an Engi I agree with your grenade choices. I take mines or shredders depending entirely on the mission type.
Some grenades are synergy-dependant on class-specific weapons to be more effective.
1. The Incendiary Grenade works great with the Gunner's Bulldog's Volatile Bullets Overclock. Simple. Much like the IFG in terms of damage amplification, but it's limited to the element of Fire.
2. While the Impact Axe may be one of the best throwables in the game, it pairs best with the Driler's Cryo Cannon since you can deal triple its melee damage to frozen enemies (including Dreadnaughts, if you can manage to freeze them for a second).
3. The L.U.R.E. pairs best with any of the Engineer's secondary weapons (with the exception of the Shard Diffractor unless it's modded for AoE). The Stubby's EM Discharge Overclock and the Smart Rifle's Explosive Chemical Rounds Overlock can also work, but the secondaries are much faster to use.
4. The Neurotoxin Canister is most compatible with the Driller's Flamethrower because it allows you the additional option to ignite the gas for additional damage upon swarms. Takes quite a bit of foresight, but the potential clearage is worth it.
5. The Pheromone Canister can be paired with the Scout's Boltshark's Fire Bolts Overclock. The bolt has a 2-meter Heat Radiance effect so any grunt caught in it will catch fire and burn to death, even if you shoot a Fire Bolt on the ground. What you do is whenever you're being mobbed by grunts, you shoot a Fire Bolt on the ground, then a Pheromone Canister in the same spot, and then the bugs will congregate around that Fire Bolt and all burn to death.
Another strength of the Impact Axe is that it covers one of Driller's main weaknesses: mediocre single-target damage (without specific overclocks).
The satchel charge in question:
The problem with Engi's other grenades is they aren't the Shredders. The Shredders are simply too good for me to ever unequip.
Based
Sticky Grenades also have a fear factor on impact, meaning the enemy you hit may turn and run back into the oncoming swarm.
Or into your allies...
I love LeadBursters so much it's hard for me to use the other nades. I easily consider them S tier or A tier at the lowest for Gunner. I made so many clutches with them. Bulks*, Nemesis, dreads are my fav targets with them.
It's also hilarious when a random spitter I didn't spot falls from the ceiling at my feet.
*even on H5, you can kill a bulk with 2. Just pretend you're trying to throw it into the bulks mouth and it'll land where ya want.
Chuck one blind into a new cave and hear your dwarf brag about killing the cave leech that noone was even aware of.
They're def s tier. I don't know if he plays haz5 or not lol. They're arguably the best in the game
@ElliotScottDating he does play on haz 5
Leadbursters are a must if you are using minigun, pair that with thorns and the disadvantage of minigun is gone (aiming at every individual target including small swarmers)
Gunner has the most fun grenades. Depending on the mission you usually can't go wrong with your pick.
You forgot to mention that if a mine is not detonated for the first time, you can pick it back up.
My favorite ways to use some of the grenades:
axe to execute when goo gun + subata poison for a more immediate AOE
IFG to cluster enemies before double barreling with the sawn off
Shredders to kill shredders, swarmers, etc.
Leadburster and neurotoxin in tight chokes/tunnels
Try deleting a bulk with lead bursters, very satisfying.
"shredders to kill shredders" friendly fire!
an important note for the spring-loaded ripper is that it's on the DRILLER! and what do drillers love to do? dig all the way to the drop pod. if you're digging that tiny tunnel and you've got some bugs on your tail, you can throw it sideways for an impenetrable wall or at an angle for a path of destruction!!
Leadbursters are the best thing in the entire game for taking out bulks, if you throw it at its feat so i walks overtop of them it will eat all if the bullets and shread through its health. Literally trivializes bulks
The sawblade is so good when you lead bosses into tunnels, but it just has to work and not glitch away first
stickys in s and leadbursters and incendiarys in c also leadbursters in B, WHY! this is like watching a gore video for a gunner main
As a gunner main, sticky’s out preform every other grenade in almost any situation, leadbursters n incendiary’s only work best in specific situations and have limited supply. Leadbursters good for damage? Well the sticky out preforms them AND has a guaranteed fear chance (except for bulk detonators). Incendiary has good crow control? Sticky grenades can do the same without the high chance of hitting teammates, and they do more damage while doing it.
@@dillonthevillon3719 The impact from stickies has a 250% fear factor, which guarantees fearing most enemies. However, the explosion only has 100% fear factor, which is a 50% fear chance on grunts and their variants. The explosion also isn't very big and has damage falloff, making is unreliable at both fearing and killing swarms. Cluster grenades create 9 explosions with 50% stun chance each, dealing more total damage and covering a larger area. Stickies work better against macteras, since they have no fear resistance and take more explosive damage, but you can delete them with leadbursters.
@@dillonthevillon3719 sticky is pretty bad in my experience compared to cluster and lead burster, cluster has much better aoe and bursters have much better dps. also, it's pretty bad when the enemy you threw a sticky at runs away from the rest of the swarm
Sticky is technically the best because the best Gunner OCs absolutely decimate swarm clear, especially with your new ones like Hurricane Cluster and AC Mortar. This gives sticky a strong niche for fear utility on big guys
@@biggiecheese2004 If you want fear on the big guys put it on a coil gun or a primary. Then have better nades. At least that way you can mass fear whole swarms at the same time.
The lawnmower, er, ripper grenade can do hilarious things if thrown at a wall in a small tunnel. It has enough travel distance to circle the tunnel 6-8 times or more. That's basically the ONLY use for it, and early everything else driller has wrecks face in a small tunnel anyway.
Yeah, thats its problem. And if thats all its going to do, it needs like, twice the lifetime for it to be really effective.
Leadburster is a hard counter to mactera: if gunner is running an inaccurate crowd clearing primary, the leadburster can compensate if you throw one even roughly near the swarm.
That, and two well placed leadbursters will just wipe out a bulk detonator from full.
And they clean out cave leeches nicely as well.
Which gunner weapon is that innacurate? Not to mention 2/3 of his secondaries being top 5 most accurate long range weapons in the game, and burst pistol isn't bad either.
@@Chloeprettyoccasionally autocannon has terrible accuracy, I'm pretty sure it's the worst base accuracy in the game.
@@raisinsmakemeuncomfortable6893 I've never had an issue with it. Maybe it's accurate once you get it going. My point still stands about both of his other primaries and all three secondaries.
@@Chloeprettyoccasionally I agree, your point stands, I was just answering your question at the beginning. Autocannons accuracy doesn't get better once it gets going, it's just that the volume going out increases so you're just hitting shots more often, also I don't know if you use it but accuracy gets pretty decent with big Bertha.
I DID NOT KNOW LURES COULD BREAK
Incendiary grenades can be very useful if you’re getting overrun. You can throw your shield then grenade down and stand in the fire because the shield will out heal the damage over time
Leadburster is good in big, open rooms with lots of enemies spread out and far away.
I use the pheromone canister a lot
And personally I enjoy calling it "Steeve in a jar"
I call em peaceful mode
That was me who gave the suggestion! That was a fun stream :)
Impact Axes are honestly even better than what you said. If the axe would overkill an enemy, I've seen it many times that it actually keeps flying and hits the next enemy or terrain behind it, allowing you to pick it up. Also they don't get consumed if used against terrain features such as ebonuts, electro crystals, or poison mushrooms, which gives them incredible utility in certain biomes.
What u dont understand about Ripper is that its literally for dude In closed tunnels.. its very strong In his tunnels u got other classes to get rid of bug outside but once u got ton of bugs in tunnel this stuff gets the job done
Its not granade like other its more like save ne when im on my own in tunnel card.
i can understand incendiary being low becasue it only really works super well with a few oc's but man the joy of throwing down 4 leadbursters in a new room and watching as dozens of things die just feels too good, also just insta killing bulks and accidentally popping a dread is a nice bonus
I like using incendiaries against the dreadnaught. The fire damage absolutely rips through his armor stage and make it so much easier to deal damage if you can't immediately target his weakspot
You should rank Satchel Charge for the heck of it.
Neurotoxins shine on Doretta's behind tunnel, the cloud size makes it a dps beast on groups and saves up a lot of ammo for the team. Its good to throw at your feet during a swarm too, but try to not get lost inside of it.
Honestly I feel like the Lure gets way overshadowed by Pheromones because Pheromones can virtually do the same thing with the added effect of having the enemies aggro on each other
And apparently the lure has a cap of 10 bugs
Neurotoxin would actually probably be better if it wasnt flammable, the effect it has is quite good and the area it covers is great but if you are using anything with fire you either cant use that weapon or immediately get rid of the cloud rendering it useless. Also if you are in that cloud when it explodes it does a ton of friendly damage.
Yeah it upset me when he said the best thing it had going for it is that it’s flammable lol. Definitely a downside.
Also lots of people discussing its damage when I think that’s the less valuable aspect of the gas. It’s a crowd control device. Gas + sludge creates a no man’s land that surviving bugs will shakily tell their grandchildren about
Yeah neurotoxin is honestly my go-to on driller, granted I do play on lower difficulties. But the insane AOE that they’ve got makes them an invaluable tool
I will often throw one down around an objective or wherever the team is standing so the bugs get hit with the effect when they close the distance to attack
I really wish the gas didn't get consumed when hit by fire. It should instead have a gasoline drenching effect where enemies become flammable from any damage source.
As it is now, it only really blinds teammates and kills everyone with the high explosion damage
@@jesper8836based, the neurotoxin cloud is so insanely strong when used right. has an amazing radius and goes through walls, meaning you can just chuck it far away where enemies spawn and 80% of them die before ur team can even see 🙏
I think it's best on solo play so you can control when you ignite it. Driller lacks burst and that's a good nuke....
But then the axes burst too so I usually take those instead.
The LURE can (or could?) also be picked up by enemies, which wastes their time - like the Nemisis.
Engineer is great at defense and I think the decoy grenade fulfills that role very well. i like how other players benefit from the release in mob pressure and also gives them an easy target. Since I run turret whip it makes it easy to funnel directly into the line of fire.
The ripper is a game changer. My friend, who mains the driller, always has the ripper equipped, because we always play hazard 5 and always use a bunker for any swarm thrown at us. Easy A tier for me.
The electric boomerang 🪃 is op cuz I can just revive teammates after throwing them in the direction and then I can res teammates and Zip away
I don't really understand the love people have for the boomerang, it just seems really underwhelming compared to scouts other grenades. IFG is great for bunching and slowing bugs while also being great for single target, cryo grenades are unparalleled against mactera while still being great against ground enemies save a few that cant be frozen (rollers and the like), pheromones are imo easily the best grenade in the entire game no matter what hazard, they enable you to distract every single bug on the map without much if any difficulty. On the other hand stun sweepers will stun 9 enemies, i cant see how that can really compare to the others.
Im not saying they are bad and im not trying to be argumentative or anything, but i see a lot of praise for them that in my experience it doesn't deserve and i want to know why.
Boomerang users when they are attacked by more than 8 bugs:👁👄👁
@@SlothOnFire that's kinda rude don't you think
@@SlothOnFire the circle of bugs around the reviving teammate usually never exceeds 8 bugs. That’s the main reason I use it
@@raisinsmakemeuncomfortable6893it just shows that boomerang cant do anything if there is more than 8 bugs
The stun sweeper is a must for me with swarmageddon while I'm running the M1000. It also handles shredders and naedocytes wonderfully so I can focus on bigger, more bitey things!
just use cryo nades, they far outclass the boomerangs
@@annihilator_ron7691But you get half as many. The thunder from down under is definitely a better option for swarmers
@@aegerman6317 i would rather have 2 cryos than 20 boomerangs. boomerangs have such low potential because they can only effect up to 9 enemies, and on difficulties i play, there will always be more than 9 enemies
@@annihilator_ron7691 same, I would rather have literally any other grenade then stun sweeper
@@hbg8418 finally, a sane player
Another downside of Pheromones (and Neurotoxin) is that your allies may not let them do the work.
Neurotoxin deals an average of 12 damage / second. Assuming a creature is only in the cloud for 6 seconds (out of 13), this is 72 damage. This is half of the HE grenade, but has nearly double the radius of effect. In addition Neurotoxin has no effect on dwarves, though it does block line of sight, which is annoying. Also remember most DoT effects ignore armor, which is nice.
I find both Neurotoxin most useful for curving tunnels and sudden drops where enemies can approach while being out of sight, depleting health before they arrive.
And Pheromones for when the scout is alone/away from others and gets hit by a swarm of enemies.
Another Shredder grenade tip: They follow the dwarf that they landed closest too! You can have them escort your scouty around.
After watching a bunch of this dudes tier lists you can tell this guy is definitely not a grey beard yet. No problem with that of course. I used to feel very similar to all these takes on his tier lists earlier on in my play time.
I’ll add a change to this list while i’m here.
Tactical lead bursters are gunners S tier grenade and pull out miles ahead of the sticky grenades.
Here are some reasons why, which come with experience, that dont reflect in the method of testing used in the video.
1. If thrown at the nose of a bulk detonator it can kill it from full hp haz 5, 4 player scaling with only two grenades thrown. (3 if it doesnt walk over the grenade while its active, this takes a bit of getting used too the arc and timing). That on its own is insanely clutch at saving dozer or salvage defences.
2. It hits things in a large radius off the ground including the roof! It’s the only grenade in the game that can deal with insane build ups of web spitters and acid spitters allowing the dwarves to spend less time staring at the roof whilst their ankles get bit off.
3. In large rooms during swarms it randomly clears out cave leeches for you XD.
4. It does insane damage to mactera. It is the second best grenade in the game for dealing with them other then cyro grenade. Which is important as tri jaws in numbers are one of the biggest threats in the game.
A shield and one or two of these nades and that cloud is gone. Even if its like 20+ tri jaws. A couple stragglers left to finish off within the shield, saving a lot of primary ammo.
5. And i’ll add this since he put the nanocyte shockers in the “oh god no” category on his bug tier list haha. It will deal with those for you too ;)
6. Best nade in the game V rockpox.
7. Thrown at your feet in a shield they do minimal chip damage to you and help clear out a wide 360 radius taking pressure of you and your teammate you spent a chunk of the shields life reviving him and not shooting. If being heavily swarmed and aiming for a revive ( without other allies in close proximity) I usually throw two at my feet in the shield before reviving. ( Maybe dont do it with the new player vulnerability turned on max if you dont have the friendly perk on ;). I guess you can do this with fire or cluster nades too. My point is throwing out multiple sticky nades in all angles out of the shield before reviving is time consuming. You will notice most veteran gunners use their nades around their shields a lot of the time. As when then shield is usually when the pressure is built up to the maximum or safety of revive.
8.Most of the strongest gunner builds in the game are weak to mass airborne hostiles but make short work of the walking/stationary foes. These nades plug in that hole.
Didnt even cover it all but this rant is long enough XD rock and stone.
Love me shredders. Between the turrets, shredders and steeve, you can make engi feel like the pet class. love
On top of the Shredder Swarm Grenade being a good utility for lots of extra damage, it's also just really cool. I got all these little minions all around shredding shit to slices of sizzled bugs. Especially when I have Steeve around, and even more in rival missions with a hacked patrol bot. GO FORTH AND KILL, MY ARMY!!!
It's good for chip damage but the engineer already has sentries for that. Mines are better for getting rid of large groups, big target damage and funnelling enemies towards the sentries. They both synergise better and cover some of engineers biggest weaknesses.
@@Chloeprettyoccasionally My main shtick however is just how cool it is. I mostly play solo anyway so it's not like I'm hindering any teams much. I use the mines often in multiplayer.
They cover your ass while you work, they clear other swarming enemies, they last a long time....
Probably the best grenade in game tbh
Pheromone canister is the best on high hazard levels when there aren’t mactera imo
i'm sorry but leadbursters at B tier next to lure is absurd. a few leadbursters can literally kill a bulk detonator in a solid 2-3 seconds, they can kill entire hoards, and they can kill large enemies in about two seconds.
Yeah some of these placements is crazy. Basically if a grenade has 4 it gets knocked down a tier regardless of how effective it is lol. Not a good tier list
2:50
You forgot one BIG thing: it also puts Elecrocuted status on affected targets, which combines with mods and Overclocks, which depends on target being under status effect, like Mercy Bullets and Zhukovs SMG with extra damage on Electrocuted targets.
A-and if it wasn't enough, it stacks with EVERY damage increase status on target, like Mark for Death (new one Overclock) and being Frozen (which combined can give up to 400% damage on one good strike, like throwing an Axe or two).
Also, it combines with Burning Bolts shot into the ground, which can deal A TON of damage to pile of bugs by setting them on fire in that radius of IFG around the bolt.
So it's and S-tier in my opinion. But scout are weak against swarmers, so... cryo grenade are most utilized for missions with a lot of weak enemies or maqteras.
Best drg creator I've found
The boomerang also is retrievable if it hits only a few enemies. For example, you can perma stun the bulk detonator if it's the only bug because you throw the boomerang and it stuns it then returns to you.
I can't recall a single time when hitting even one enemy returned the stunsweeper, but still my favorite.
I don't really play engi, but seeing that shredder grenade is tempting
Probably the best grenade in the game.
I love the engi grenades but the shredder drones are just so good I never use anything else.
Literally the best grenade for swarmers and those horrible jellyfish, not to mention it does solid damage to oppressors.
With the Driller's Impact Axe to compete, I never really liked the High Explosive grenade. Especially since they're so bouncy, pretty much forcing you to cook them for the right amount of time to trigger the explosion where you want. But it's very rewarding to land in the center of a crowd. By far, it's the most satisfying to delete a bunch of Mactera mid-air.
As a Scout main, I totally agree that all Scout grenades are at least A tier, and has the best total grenade options.
Your tier list is really weird but it shows that in this game community there may be really different opinions depending on preferences
HE is A tier and Neurotoxin is C tier. I know it is based on your opinion but man sometimes opinions are just wrong. I get it, you dont know how to use a nade so you put it lower, me myself would put the IFG in C tier easily, becouse 'haha slow no damage haha funny joke' and Neurotoxin in A+. Neurotoxin is amazing as a 'sealing up area' nade sou you can focus on something else plus with good timing it does more damage as you burn them down. And for the numbers, 4 nades is the standard and bad/wyrd/limited nades have more becouse they are of limited use.
tru other than ifgs in c you trogolodyte
You can also use the neurotoxin grenade with the collet wave cooker
The boomerangs have got to be my favorite grenades in the game, whether it's me that's using it or a teammate. Reason #1: you get a ton of them. #2: it can stun almost anything including bulk detonators, which can really really save a mission on higher difficulties or when in a bad area. #3: I prefer element builds so whether I'm an engineer going with an electric build, or a scout with BOM or the new OC for the plasma rifle it really helps with damage.
The HE Grenade may just be a hand grenade, but I don’t think anyone’s been mad at a hand grenade. It’s an ol’ reliable
Honestly I think the Stun Sweeper should be S tier, it's incredibly clutch, you can drop that onto a downed teammate and have more than enough time to grapple in, revive and get back out. Not to mention it's incredible for just horde control, just being able to lock down entire waves is huge, especially when combined with the phermone bolts, so the instant they unstun, they're now all wailing on the big guy you tagged.
In regular haz 5 or anything lower i agree. anything higher then haz 5 and stunning 8 enemies on single throw just isnt enough. You also can’t choose what it bounces too making its rng iffy at times.
6 tri jaws? “throws boomrang” It hits the first tri jaw the bounces off to kill a few swarmers ignoring the rest.
Love the video, but what you did to leadbusters is a crime, my opnion is the best grenades for tight places, S tier for me
Because nowhere in this game is actually wide, whole worms dies with ONLY ONE leadbusters used right
Great video bro, thanks for all de info
Greetens from LatAm ! 😄
I'm a Gunner main but my one complaint is that there's not really a grenade for the gunner I like. I really only ever find myself using the sticky grenade because I can use it against larger targets
I main the ripper. I’ll make a few points in its favor.
They do LUDICROUS damage. Two-shots praetorians, which with the ripper’s very nature, can commonly be done with a single throw.
Pairs nicely with sludge pump, as the classic “bunker entrance grinder” strategy is improved with the slowing effect.
But let’s say you just want to throw it at enemies without any setup. Well, it still plows through an infinite amount of enemies making it great for long trains/lines of glyphids.
I believe they do a lot of armor damage as well
You also get 6 which I feel gets overlooked
I feel like i hurt my team with neurotoxin more than i hurt enemies. Which is pretty ironic for a weapon supposed to be designed to only work on the bugs.
While I agree with the leadburster’s placement. It does have 1 nice use that it outdoes probably every other grenade with. Killing lithophage bugs. The bullets do a great job of hitting all of their weak spots.
Proximity mines are good, but only thing why they are not S tier is that after first trigger (which you can land in group of enemies directly) other explosions will trigger 2.5 bugs (if first explosion killed them all), because it explodes immediately if at least one enemy inside the radius, completely ruining its AOE, they are better for dreadnoughts
Javarak confirmed as grenade spammer.
Putting rangs in A tier is wild.
>Good for CC
>only hits 9 enemies and you can't choose which 9
>pick one
C-tier at best.
pheromones and shredders are definitly 2 of the best solo play grenades
The LURE is really useful if the enemies are to close to you to use Fat Boy.
I love the shredder grenades but lately they just explode without spawning any swarmers so i had to switch to the Mines cuz i use grenades a lot in my gameplay.
I still think Stunsweeper is an S tier for me.
It's the best balance between the IFG and the Cryo grenade, with many perks unique to it:
1. It travels OBSCENELY far for a grenade, assuming you are aiming towards a group of targets. This makes it a really effective support tool, especially against mactera which are particularly rough in large groups against any builds without large cryo or stun abilities. Mactera aren't always within a cryo grenade's range of each other, either, and stunsweeper does a better job of giving you breathing room in these cases.
2. They are particularly good against swarmers, and uniquely good against shredders and neodycytes given the way it can track targets at a distance both from you and from each other.
3. Its stun is long lasting, and for groups of 9 or less enemies it becomes an equally effective revive tool to cryo grenades. Its larger range may also stop the approach of other nearby enemies as well. Rarely, even in haz 5, do I find the stunsweeper cannot effectively revive a player.
4. Being an electric attack, the stun status is not easily cleared by errant heat-based attacks or high temperature recovery. It may not work well on every enemy, but neither does cryo-- in the case of oppressors or bulks, IFG is still at an advantage.
I used to run cryo; at a time when we had 3 grenades, it was clear winner. High damage potential, instant effect, effective on a vast majority of enemies, a really good get-off-me tool, and objectively the best revive option. However, a grenade on a character like Scout I find is best served for utility. Stunsweeper retains the best utility strengths of the cryo grenades, but you get twice as many and extensively more versatility. I have a hard time taking anything else these days.
I would say what leadbursters are A tier, exept if you have a skill issue
I'm a green beard . Green beard has subbed green beard doesn't want to embarrass himself on his first deep dive
Never tried this yet but had a thought with the driller's rippers...
How effective are they against dreadnoughts? In that manmade tunnel lure grinder context.
Nice list, personally, I think lead bursters are lowkey S. They hit enemies on the ceiling as well as flying enemies. I think, sort of guessing here, they do bonus damage to weak points as well, something other grenades don't do.
did you know that you can pet the SSG drones when they are not attacking anything
My beef with Gunner's grenades is that they are just 4 flavours of dealing damage, and nothing more.
That's a plus for Gunner, not a minus.
i wonder if decoy engineers dont run repellant? or dont run it all the time.
This list is very correct lol i would argue leadburster and LURE should be a bit higher. Leadburster is gunners only source of burst dps and deleting w bulk detonator is huge. And LURE brings utility that no other class has access too and it gets stronger with build specialization and team coordination
yeah lures are incredible, they dont provide any significant damage but it doesnt really need to lol
I AXE the questions around here
my man,leadbursters can wreck anything,two of them and you pretty much kill a haz 5 bulk detonator
not even saying how they can also destroy dreadnoughts
rippers in d tier is criminal. my favourite driller grenade and i believe top 3 in the game.
Phero grenades are already completely broken, i would say they are the best grenade in the entire game without much competition.
Looove the sticky grenade!
I have been hit too many times by cluster grenades to rank them any higher than D
The sheer audacity when he mentioned they were safer for the team than incendiary grenades...
Incendiaries don't randomly hit you out of nowhere like clusters can, and one can simply exit the fire without taking much damage because it's DoT.
14:40
WRONG! NEVER... I repeat... NEVER light up neurotoxin cloud. It deals mediocre damage that way. The best thing you can come up with - is Sludge Pump with Goo Bomber Overclock. Anything that comes into a killing chamber with those two hazards are gonna melt slow and painfully, but it will same you a lot of ammo. It's terrifyingly effective in tight tunnels.
Just don't allow Gunner equip it's ricochet bullets or fire additives, because it WILL ruin your mission.
Stun sweeper is S imo. Good tier list.
objectively wrong. stun sweeper is very very bad, D-tier at best. only able to throw one at a time. no guarantee the boomerang wont hit the same enemies again. only 7 hits (you are going to have more than 7 bugs following you if you are not playing on haz 2).Stun is almost non-existent on oppressors and preatorians. Cryo infinitely better.
Stun sweeper needs desperately a buff.
@@SlothOnFire ive seen this pasta before
@@Monkchelle_Kongbama its right though
@@clareimpeaded not really, it's " _infinitely_ " more useful on mactera and in/out rezzing scenarios, gets shredders, swarmers, and shockers off you all for a mere 12% of your total.
It is certainly the jack of all trades grenade, but by no means the worst in the game
@@Monkchelle_Kongbamabruh do you forget what cryo nades do to mactera and swarmers?
Bro the leadburster need to be atleast C tier. The cluster is just better, more consistent damage, more explosions, more area of effect, more good.
You and I are polar opposites.
i'd like to factor in not only small or big but also mactera and swarms + how effect they are as a panick button; in this way i would bring IFG/HE/Sticky to B since i feel they aoe/dmg is not as high as i would like. One of my favorites is the Incendiary but the dmg is not that great, its very effective to swarms so I'd raise 1 tier; anything else on video seens really accurate.
100% chance to stun is not guaranteed, sort of. Some creatures are immune to stun, so even at 100% they can't be stunned. And all creature that can be stunned have a 'cooldown' effect between stuns that prevents them from being stun-locked.
The main reason I keep the LURE as an Engineer, is to lure a huge group of bugs into my Fat Boy, and away from my teammates. It doesn't need to do damage; I have a nuke.
My main issue with the LURE is that it's capped at 10 enemies at once (and if they are already attacking you it won't work most of the time). There is one neat trick with them, especially for solo missions: The Nemesis is completely fooled by them and will grab holograms instead of you.
HE above the neurotoxin i never thuoght id see da day
What is the name of the mod or map that allows you to spawn in enemies to test stuff?
Sandbox utility
Cryo is very good, but overrated. Its best application is for mactera swarms to quickly dispose of them. They stay good but the issue I have with Cryos is that they lose effectiveness the harder the scaling becomes, especially with modded Haz and the new Haz 5+ enemy increase. Disposing of one solid wave of grunts is great, except for the fact those scaled Hazs spawn massive amounts of waves over and over. This actually makes Pheromones his best general purpose grenade by far because it can do everything Cryo does (like Rez protection, etc) but Pheromones actively kills entire waves for you and gives you huge amounts of breathing room too. I think this also makes Pheromones by far his hardest nade to use because its value directly depends on how much you and your teammates respect your grenade usage instead of just firing into the swarm, similarly to say Sticky Flames or Sludge Pump DOT to death to save ammo.
The good thing about Scout is that all of his nades fit into different builds and all are good. Pheromones is the best general purpose for utility (but is only good with massive swarms on high Haz), IFGs are built for swarm clear builds (like Drak Venting/Bouncy) or solo scout with blowthrough rounds and also the best nade for Dreads, and Cryo is disgusting on M1 builds with blowthrough rounds for general purpose. Stun Sweeper is good if you can't deal with swarmers/jellies well or on mactera plague.
Probably the best balanced nades across all the characters.