Deep Rock Galactic
Best general grenade type for each class?
What the title says. What's the best general grenade for each class? Only one I can think of is the Cryo Grenade for the Scout.
< >
Showing 1-15 of 37 comments
Chibbity Dec 20, 2024 @ 12:30pm 
There is no best, whatever fits your play style.

Case in point, IFG is superior to Cryo for general use if you ask me.

If what you're asking is what are my favorites then:

Scout: IFG
Engi: Proxy
Gunner: Incediary
Driller: Toxin
Last edited by Chibbity; Dec 20, 2024 @ 12:31pm
Frisky Dec 20, 2024 @ 12:31pm 
each grenade is strong in it's own way for the most part except rippers so it's hard to really pin down an obvious best

my favorites overall are probably:

Scout: IFG
Driller: HE grenade
Gunner: sticky grenade
Engineer: LURE
Last edited by Frisky; Dec 20, 2024 @ 12:31pm
Bookslayer10 Dec 20, 2024 @ 12:44pm 
Scout: Pheromone, but only if you use them well. Cryo and IFG are also incredibly good. Boomerangs are pretty bad.

Engi: All options are pretty good, I like Shredders the most because of their versatility. Proxies are great when you get a defensive chokepoint using platform repellent.

Driller: Impact axes, probably one of the best grenades in the game. Perfectly makes up for Driller's lack of burst damage.

Gunner: Leadbursters can instakill bulk detonators and generally do really well against large unarmoured enemies, but Incendiary and Cluster grenades are much better for dealing with big hordes of enemies.
King Feraligatr Dec 20, 2024 @ 12:49pm 
Originally posted by Bookslayer10:
Scout: Pheromone, but only if you use them well. Cryo and IFG are also incredibly good. Boomerangs are pretty bad.

Engi: All options are pretty good, I like Shredders the most because of their versatility. Proxies are great when you get a defensive chokepoint using platform repellent.

Driller: Impact axes, probably one of the best grenades in the game. Perfectly makes up for Driller's lack of burst damage.

Gunner: Leadbursters can instakill bulk detonators and generally do really well against large unarmoured enemies, but Incendiary and Cluster grenades are much better for dealing with big hordes of enemies.
I have a hard time using leadbursters. I can't seem to figure out how to get their damage potential out.
marcusaddamsson Dec 20, 2024 @ 1:00pm 
Originally posted by King Feraligatr:
What the title says. What's the best general grenade for each class? Only one I can think of is the Cryo Grenade for the Scout.

I totally see the appeal of the cryo. I used it for a goodly amount of time. Nothing better than insta-kill macteras to make you feel like a rockstar.

However, then I saw the value of IFG. So versatile, so useful. Plus you get six of 'em! It's pretty darned nice when you put it just in the right spot and whatever was withers under the combined firepower of the team + IFG dmg %.

Then season five came with the Core Stone. You can't really kill the stoopid space monkeys. But it's really useful to drop a phero 'nade to clear the aggro for the driller/whoever is droppin' the Core Stone.

Screw the boomerang. Core stones notwithstanding, I'd say IFG is the bestest.
Raz'Hikel Dec 20, 2024 @ 1:19pm 
For me it's:

Leadbursters are great for wiping hordes and can do lots of target on single big dudes if you aim it just beneath them.

Shredder drones are versatile, they can distract like the lure, but also deal damage on biggies or swarms.

Throwing Axe slays macteras, and good at killing big bugs too.

Boomerangs have crappy damage, but you get a lot of them and they can basically freeze an entire horde for a few seconds, very handy for reviving people or taking out a swarm of weak bugs.
Last edited by Raz'Hikel; Dec 20, 2024 @ 1:19pm
Derpykat5 Dec 20, 2024 @ 2:09pm 
I use Incendiaries on Gunner. Decent DoT, sticks for a while. Great for mopping up grunts quickly to focus more on the targets with some staying power (or just conserve ammo in general). I can't stand Leadbursters; they're too finicky for me what with their spread. Stickies are nice too, but they never felt flashy enough for my tastes. Besides, there's so much delay on the explosion half the enemies will be shot before it goes off... Clusters are okay too, but similar to the Leadburster it's very finicky where the bomblets will land.

Proxy mines for Engineer. Good for locking down choke points during swarms and such. Decent overall damage if you can be proactive with them. I always thought the LURE and the Shredders weren't reliable enough since you can't really control the affected targets. Plasma bursters can be okay too, but you really have to aim them right.

Scout's grenade of choice is IFG. Good for an emergency escape button that helps tear down the hordes. Keeps everyone ammo efficient and can turn a hard enemy charge into a massacre in a second or two. Pheremones and Cryo can do the same if used right, but IFG has the advantage of continuing to affect new targets that enter the area even after the original targets are dead. Boomerang... it's a nice panic button but it lacks utility power.

I've always favored HE grenades for Driller. They're hard to use, but once you get used to it they pack a great punch. Sure, it's a bit redundant, but I always found Axes didn't really have enough damage to spike the targets you'd actually want to burst down without having to chuck 3 or 4. The Shredder's movement is too finicky and too dangerous if left unchecked, and Neurotoxin has the accidental detonation from any heat holding it back.
Last edited by Derpykat5; Dec 20, 2024 @ 2:09pm
Citizen of Zozo Dec 20, 2024 @ 2:48pm 
For Scout, I prefer the Voltaic Stun Sweeper. It has much more utility than the others (in my opinion.) Swarmers/Jellyfish can be a bit of a problem for Scout, but the ol' boomerang can thin them out quickly and easily without spending a single bullet.
It can also be used to inflict electrified status and effortlessly stall a horde of annoying enemies breathing down Scout's neck while I'm trying to complete some kind of objective. Whether it's mining some clutch nitra or rescuing a downed teammate, the boomerang buys the necessary time with a mere button press. Something the other Scout grenades simply can't do in every situation.
I genuinely hate the IFG grenade. It obscures my vision (and the vision of others). I consider it a horrendous debuff and curse aloud whenever I'm afflicted by its unhelpful malevolence.
The Cryo Grenade is useful but except in niche situations (such as freezing a Bulk before it explodes) I think the Boomerang does the same job but better.
The Pheromone Grenade is also useful... but if I wanted to rely on pheromones I would just use the Boltshark Crossbow.

For Engineer, I prefer the Shredder Swarm. Excellent Swarmer/Jellyfish control if I don't have turrets up and am in a precarious situation on bad terrain. Very important, as Swarmers/Jellyfish are easily the most dangerous enemy in the game (in my opinion). You may be noticing a theme with my preferences and priorities.
I also like the Shredder Swarm because Engineer suffers from a serious ammo problem no matter what gun you choose as your primary, and the Shredders do a great job finishing off weakened enemies. Thus saving ammunition. They're also completely hands free, so I can throw it and forget about them. Always a plus. Economy of action is king.
The Lure is an 'ok' panic button and it helpfully groups enemies up, but it can only distract so many. I'm not wild about it but I don't mind using it.
The Proximity Mines are probably my runner-up grenade. My silver medal. They're very helpful when the team has to defend a static area but I still prefer the Shredder Swarm.
The Plasma Burster is a fun grenade but often feels niche because you really have to create opportunities to use it effectively. It's just not reliable in my experience.

For Gunner, the Tactical Leadburster is my go-to. I use it specifically to insta-kill bulks (it utterly melts them), swarmer spawners, and a few other bulky almost stationary enemies. Saves a ton of ammo.
The Sticky Grenade is nice if I want to Fear a praetorian away in a very tight tunnel or something I guess. It's kind of niche when that guaranteed Fear is going to be useful. Often just kiting away is more effective.
The Incendiary Grenade is good for killing groups of grunts and swarmers... *and* it synergizes well without a lot of Gunner's overclocks. Gunner is already great at hordebreaking though. It's almost redundant.
The Cluster Grenade is the work of the pointy-eared devil. I hate, hate, hate this grenade and I grind my teeth whenever I am subjected to the misery of having it used near me. It shakes the camera, spoiling my aim. It does a nasty chunk of friendly fire. It's just a goddawful grenade and I loathe it.

Driller gets the Impact Axes. Sure, it takes more than one to get some results against tanky targets but in my estimation Driller hasn't got much choice. Single target damage isn't really Driller's thing unless you're running very specific OC's.
The HE grenade is very bland. It's a grenade. Nothing more nothing less. It does what grenades do. In that respect, it's straightforward and useful. Driller is kind of already the king of AoE though, so I don't use it much.
The Neurotoxin grenade can be very useful for Swarmers/Jellyfish, but it obscures vision really badly and people are always igniting it with fire based attacks. Plus Driller is already fantastic at controlling Swarmers/Jellyfish.
The Springloaded Ripper is a specially designed machine that functions to kill your teammates and yourself. Maybe someone out there is good with it but I've never seen or even heard about them. Avoid it like it's radioactive.
JeanneOskoure Dec 20, 2024 @ 5:01pm 
Anything except Rippers (they're garbage all around) and the stun sweepers (they're good, but useless on scout. Would have been better on Driller or engie).
Some grenades are harder to get value from (Proxy mines, for instance), but apart of the two grenades I mentionned earlier, they're all kinda on the same level.
MeGoodEnglish Dec 20, 2024 @ 5:03pm 
Lead spray, it can delete detonator at the same time its good enough to wipe swarm
kestrel Dec 20, 2024 @ 5:52pm 
throwables are generally broad enough in scope that there isn't a de facto best one and it depends a lot on your loadout

engie is a good example of this
plasma bursters are really good pocket waveclear that can do a lot of damage in a big radius but theyre not necessary if your guns already have waveclear capabilities. i would bring bursters if i had HP PGL but not if i had VIM shard for example. that doesn't make bursters bad, they're just niche in comparison to the other options

axes are driller's best throwable, no doubting that, but they're best paired with cryo for the damage boost. however cryo's medicore waveclear in comparison to CRSPR or pump make frags and neuro more compelling choices

(side note: driller HE frags are honestly underrated, the fuse timer mechanic gives you so much control over them and you can really maximize the damage they do, which is surprisingly high. it's like having a pocket TCF)

the only exception to all of this is that some throwables are just mid no matter what (gunner stickies, scout boomerang etc) and using the springloaded ripper is grounds for an immediate kick on sight because it is an active liability
Meat Man (Alfons) Dec 20, 2024 @ 6:02pm 
Originally posted by King Feraligatr:
Originally posted by Bookslayer10:
Scout: Pheromone, but only if you use them well. Cryo and IFG are also incredibly good. Boomerangs are pretty bad.

Engi: All options are pretty good, I like Shredders the most because of their versatility. Proxies are great when you get a defensive chokepoint using platform repellent.

Driller: Impact axes, probably one of the best grenades in the game. Perfectly makes up for Driller's lack of burst damage.

Gunner: Leadbursters can instakill bulk detonators and generally do really well against large unarmoured enemies, but Incendiary and Cluster grenades are much better for dealing with big hordes of enemies.
I have a hard time using leadbursters. I can't seem to figure out how to get their damage potential out.
The leadburster excels at clearing mactera and bulk detonators more so than weak grunts, so throw it roughly infront of the mactera you want to kill and right under detonators to basically kill them in 2 leadbursters
Last edited by Meat Man (Alfons); Dec 20, 2024 @ 6:02pm
Sokaku Dec 20, 2024 @ 6:09pm 
Pretty much every grenade has a purpose, specifically to complement a particular loadout with synergies or to complement a playstyle.

Scout:
Cryo - Great "Oh sh*t" choice, especially on Mactera rich environments.
Phero - Great distraction choice for missions etc. where you want to focus down objectives over fighting. Also good for CC and clumping when using ignition sources like flame bolts.
IFG - Great all-rounder for CC giving everyone a damage boost. Synergizes very well with electrical damage boosts.
Boomerang - A great "Oh Sh*t" fire and forget choice with a generous stun plus synergizes with electrical damage boosts. Effectiveness falls off at top hazard levels when numbers can get overwhelming at 9 targets tops.

Engineer:
LURE - Great distraction/clumping choice especially complementing grenade launcher and Breadcutter where you benefit greatly from targets in a clump. Like the Boomerang its effectiveness can fall off at higher hazard levels with a cap on lured enemies.
SSG - Great defensive choice to keep fodder mobs off you when you are prioritizing things.
Proximity mines - Prime area defence choice when used with repellent platforms.
Plasma Burster - Great offensive choice when you have choke points (tunnels, repellent platforms) or clustered enemies from teammates. Can be temperamental to get the maximum damage potential.

Gunner:
Sticky - Great all-rounder, plant it in terrain or a target to get a controlled blast in a specific location. Fear effect is pretty reliable for exposing Praet booties.
Cluster - Great offensive option, to cover an area or eradicate things in a tight chokepoint. Needs to be used with care around teammates and usefulness reduced considerably in low gravity modifier.
Leadburster - Good option for trash mobs as well as tight chokepoints. Use with extreme caution in situations where sprayed fire can trigger things like Elimination eggs, Bet-C, Weeds, etc. Also can be problematic knocking players off a zipline at key times.
Fire - Good defensive option and synergizes with the volatile bullet bulldog for 4x damage.

Driller:
Impact Axes - Great all-rounder with 8 axes that do decent damage. Synergizes with vampire, and will damage Ebonites, can be stacked in reserve in terrain with resupplies for events. Lost utility when they removed the ability to crack ebonuts (yeah, I'm still pissed at GSG for that!) Can one-shot Morkite crystals.
Gas - Good defensive option. I would say great but it is a double-edged tool that severely impairs visibility.
HE - Mediocre offensive option, similar to Plasma Burster but harder to get a consistent result given the highly variable terrain. It has its moments of brilliance in prepared terrain or certain locations.
Saws - Honestly IMO the only useless grenade option. These are really only effective in tunnels, but I'd rather use flames, cryo, or sludge, or even HE grenades; All work very well in tunnels.
Last edited by Sokaku; Dec 20, 2024 @ 6:10pm
Hellhounfd3223 Dec 20, 2024 @ 8:01pm 
There's no reason to use anything other than leadbursters on gunner. I used to main sticky and incendiary grenades on gunner. They are both utterly worthless by comparison. Incendiary are nothing but upsetting when you test them and realize they aren't lighting that many enemies on fire not even when they land directly on them or walk right through them.

Originally posted by King Feraligatr:
I have a hard time using leadbursters. I can't seem to figure out how to get their damage potential out.
Well look at how they work, they shoot 360 in every direction except down. You have to throw them directly underneath the enemy in question. Bulks are easiest to do this with, just throw 2 right infront underneath as they are walking towards u. Otherwise they are great for mactera swarms or just clearing an entire room in general if you spread them out a little. If ur team is down and the room is overrun throw a shield on ur teammate...throw all ur leadbursters out then revive ur teammate as the room melts.

Unlike the other grenades there's not really an ammo conservation rotation to using leadbusters...you just sort of hang onto them until u need them i.e. bosses / mactera / panic buttons.
< >
Showing 1-15 of 37 comments
Per page: 1530 50

Date Posted: Dec 20, 2024 @ 12:27pm
Posts: 37