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Grenade reference guide
Damage and Special Effects
Grenade
|
Base Damage
|
Special Effects
|
Used By:
|
Frag
|
145
|
- The only grenade that uses the 'Primary Grenade' key (default: F)
|
All classes except the Scout
|
Concussion
|
0
|
- Causes concussions.
- The further from the center of the blast a player is, the further they will be launched.
|
The Scout
|
Laser
|
0
|
- On detonation, the grenade jumps ~30 units.
- It then locks in place, and spins around on the spot.
- 3 lasers are fired from the sides.
- The lasers deactivate after 3 seconds.
|
The Soldier
|
EMP
|
0
|
- Gains damage based on ammunition in the blast radius. See Reference:Ammo for more information.
- Destroys all projectiles (but not thrown grenades).
|
The Engineer
|
Slowfield
|
0
|
- Enemies passing through a slowfield grenade's radius will be slowed down.
- The enemy's actual speed will be restored when they leave the radius.
- The slowfield deactivates after 7 seconds.
|
The HWGuy
|
Napalm
|
Unknown
|
- Lower than normal radius and damage.
- On exploding, releases various flames, each dealing damage and setting the player on fire.
- The napalm grenade must be used for a player to reach level 3 burn damage.
|
The Pyro
|
MIRV
|
145
|
- Releases MIRV-lets on exploding.
- MIRV-lets deal 145 damage each when they explode (2 seconds after the MIRV explosion)
|
The Demoman
|
|
See Reference:Classes#Grenades to see how many grenades each class spawns with / can have at once.
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