This guide is an updated version of my previous guide. It lists weapons and their pros and cons, as well as how to decide on a loadout.
Also, I will sometimes refer to weapon stats. If you want to see the weapon stats, check this link:
This is JLot’s list of tabg gun stats, and they are all tested to be correct. The only issue with them is that the DPS and Damage stats do not account for a .85x multiplier, which means the guns are weaker in game than on the list. For instance, the AK 47 does 444.44 damage per second (dps) in JLot’s list, but in game, it will only do 378 or so. Keep this in mind.
Another thing to keep in mind is armor multipliers.
Level one armor reduces incoming damage to the appendage by 5%
Level two armor reduces incoming damage to the appendage by 10%
Level three armor reduces incoming damage to the appendage by 15%
Level four armor reduces incoming damage to the appendage by 20%
Level five armor reduces damage by 25%, but increases your hitbox size and noticability, as well.
The Shallow Pot with Long Handle, when worn on the head, deflects all bullet damage that comes in contact with it, but only protects the top of your head. (Where all of 0 people aim for.)
Weapon List: Rifles and Pistols
Without further ado, let’s start with Rifles and Pistols.
Most rifles and certain other guns fall into the category of “General Combat” weapons, or GCWs for short. The purpose of a GCW is that it works at all ranges, though doesn’t quite exceed at all of them. Having one primary that satisfies all ranges allows you to have more misc weapons in other slots, making you an unpredictable opponent.
The AUG: Sitting in the back of the rifle bin is the AUG. An underrated weapon, it comes with a clean scope and more magnification than ironsights, this weapon is certainly something to keep early to mid game. It has strong mid-range performance, and can keep up with most snipers at long range in the hands of a talented player. At close range, it is in the shadow of the AK, but still does work. The AUG is most definitely a GCW, with an emphasis on long range combat.
The MP44: The big dog of the underappreciated rifles, the MP44 is bulkier, slower and stronger than an AK, shot for shot. It has rather large recoil, and requires a compensator to be useful in close quarters. There is a good reason why not many people use this gun. That reason is that it’s very unforgiving. It has high recoil, low firerate, and it won’t hold your hand while shooting it. As a bulky assault rifle, it serves a very niche role: Midrange Dominator. At midrange, it is a two tap weapon with minimal bullet dropoff and excellent projectile speed. It MUST be accompanied by a close quarters weapon, however. This is NOT a GCW. It is extremely underwhelming at close quarters. However, unlike other guns, this gun is just as effective early game as it is late game, if not more effective. Late game fights sometimes tend to be more mid-long range.
The SCAR: The SCAR is another weapon that people shun. But this time, it’s for good reason. Using the same ammo type as an AK, having a rather slow firerate with not enough damage to justify it, medium recoil for a weak gun, and much more; these are the curses that the SCAR suffers from. Does it function? Yes. Is it a GCW? Yes, but a rather underpowered one. It is an early game weapon, being slightly more useful late game than a pistol, but since there are straight up better weapons, it’s best to leave it.
The M16: The assault rifle that isn’t seemingly dwarfed by the *ahem* You-know-what. Good from start to finish, the M16 performs much better at longer ranges, and can rivals the MP44’s midrange dominance with a much faster tap speed at the cost of some shot damage. At that expense, it is less impressive close quarters. It lacks an ‘Auto’ mode, and instead has a rapid fire 3 round burst. Basically, an emergency switch. Flick that V button and spam mouse 1, and you’ll get a lot of damage. In fact, with burst mode on, the M16 boasts the same DPS as an AK (but AK is auto…). Speaking of the AK…
The AK-47: The big daddy, the golden standard. Good gun from early to late game. This is the epitome of a GCW. Good enough for every range, powerful and fast, accurate at midrange, boasting a whopping 378 DPS (with the .85 JLot multiplier, not factoring armor). If you are looking for a gun, you can’t go wrong with an AK. Sure, it’s not quite as good at mid or long range, but it still is powerful enough to be feared at those ranges, and it’s much more forgiving than most other weapons with it’s wobble and recoil. I don’t think the AK is the best gun in the game, but it is the most well rounded gun, and others should be compared to this weapon.
One handed and all around decent, pistols are the usual choice for the tertiary weapon slot. Pistols, along with one handed SMGs or Melees, are able to be dual wielded with other tertiary weapons. Dual wielding is powerful with pistols, disallowing the ability to aim down sights, but doubling your firerate. There is a lot less to explain about these, so let’s just jump in.
The Luger: Continued from the rifle picture, the Luger is first up. This, in every way, is the average pistol. Dealing decent damage with a common ammo, with little recoil and 8 shots. There is not much to say. Like all other pistols, dual wielding them makes them much more effective, but 2 Lugers has the same DPS and worse accuracy than an AK, so this is not always advised. The Luger is good for close and mid range, and should not be slept on.
The Deagle: Let me say this first…I was wrong in my last guide. I portrayed the deagle to be a slower, stronger revolver. Not so. It is a straight upgrade. Sure, it has more recoil, but fires nearly as fast. It still has its signature “one shot headshot.” However, the recoil and design of it means that whatever you shoot, you better hit. Especially if you’re dual wielding.
The Revolver: Just because the Deagle is officially better than the Revolver does not mean the Revolver is a pile of crepe. It’s still rather powerful, and much more easily dual wielded. These are great early game, but lose their effectiveness drastically as the game progresses.
The Colt: The Colt is a rather weak pistol. They have the worst dps, a 7 clip and firerate slower than the Luger. They can be dual wielded, but even then, they lack the stopping power of most singular guns. Take it if you must, but it is not super effective. I wouldn’t call them the worst guns in the game, but they sure are a contender. They are a major reason for .45 being the worst caliber in TABG.
The Glock: The Glock is the perfect choice for those who can’t find a Tec-9, and have no other automatic weapons. It has super low damage, and must always be set to automatic mode. It’s not particularly strong, but it can still drop enemy gamers if you catch them off guard. 25 quick and easy bullets, it’s not a toy, that’s for sure.
The Taser: I’m gonna let you in on a secret. The taser is both amazing and terrible at the same time. It does pitiful damage, but renders one player useless for several seconds. It has terrible projectile stats, but if it hits, the enemy drops their weapon, which you could pick up and reload as they spas out. If the enemy you tased has friends around them, what you did was foolish, and you should’ve tried to kill them with something else. If they seem alone, one taser shot ends their game, and leaves them immobile for long enough to punch them to death, if you have no other weapons. If you have a GCW and can spare a slot for this misc piece of junk, it might be worth it.
The Flintlock: This is the baby bad-boy that makes gamers quake in their boots. This weapon is comparable to the taser. It holds only one shot, but instead of make them useless, it just does massive damage, 1 hit body-shotting people with no armor. This gun reloads deceptively fast, too, making it not just a one and done type gun, but a real powerhouse, and a game ender. However, it’s projectile has noticable drag, and should be fired with caution if used past close range.
The Beretta: The Beretta is the best pistol you can use. It does not have an auto mode, but it has a burst fire which is faster than the Glocks auto fire. When dual wielded, the Beretta beats most guns in DPS, including the AK.
Weapon List: Crossbows, Shotguns and SMGs
The Auto Crossbow: Automatic Crossbow, should be used like a powerful assault rifle. Does over 470 DPS, so don’t sleep on it. It is held back by the slower arrow type projectile, 10 shot mag, and weakened single shot damage of the regular crossbow. However, it functions as a SUPER underappreciated weapon. If you lead your targets, you do buckets more than AK DPS. Takes some getting used to, but is very good to learn.
Taser Crossbow: The long range taser is a unique weapon. It is fun, does more damage, and is more reliable than a taser. However, it takes up a primary slot, and loses the primary goal of the taser: To annihilate someone and remove them from the fight. IF you hit a Taser Crossbow shot, you most likely won’t be able to follow it up at long range. If you hit at close range, you are better off using a taser. All in all, it’s not a bad weapon, but it seems like it has less purpose than intended.
The Crossbow: The standard crossbow is an extreme skill based weapon. The projectile is slower than most bullets, but still rather fast. Holds one shot which can end anyone who isn’t heavily armored. If you have issues leading targets or being accurate, avoid this. If not, it’s a rather incredible weapon.
They spread, they are closer range. They are shotguns. Use them close range only, and you will do well.
The Arnold: Most people look at the Arnold, and they just react. They just cringe. It’s a strange weapon, and it’s hard to know why. Maybe because the barrel extensions just float there instead of being on the gun? Maybe because it was originally supposed to be a super joke weapon? Whatever it is, it’s now a handy-dandy replacement for the Mossberg. At point blank, it can one shot. At close-ish range, it can do good chip damage and soften targets up for other weapons. If your loadout consists of mainly long range, you might want this or another one handed shotgun, such as…
The Double Barrel: The D-Brizzy shotgun is similar to the Arnold. It’s much more powerful, with a greater spread, faster firing, and 1/3 of the clip size. It has a short reload, but it lacks consistent damage. It’s more of a weapon that you use to punish someone pushing too close to you. It has the same uses as the Arnold, and is close range only, but still reliably one shots, even against body armor. If you are more confident in your aim and flicking ability, you should consider the Double Barrel as a very viable option, even late game.
The Mossberg: With 5 rounds of steady, consistent close quarters mauling, this weapon is very elegant, for lack of a better term. You wish you jump off Tall Castle and frag someone as you fall? The Mossberg can one shot them with pinpoint precision. This gun is reliable for a shotgun, at least. As with all the other shotguns, you could be at the mercy of RNG, and your bullets can draw cartoon outlines around your opponents instead of hitting them, but less so with this.
The AA-12: This is a mossberg with slightly less damage, more spread, and more recoil. So why in the world would I take it? It’s automatic. Not only that, but it has 20 shots. This thing is very spray and pray. If your opponent is past 5 feet from you, you would have to pump 2-15 shots in them, depending on your aim and luck. It’s very unreliable, shot for shot. But since it’s so fast and has so many bullets, that hardly matters. Pairs ever so nicely with a taser.
The Blunderbuss: This is a one shot shotgun. It does massive damage, is a point blank instakill, and is a lot of fun. Is not as effective as other shotguns at taking out squads, but it’s a very handy tool to counter other shotguns, melee users, or even shields.
Small Machine Guns are incredibly handy in this game. They bridge the gap between shotguns and assault rifles, and some even perform well at rifle range as well.
The Mac-10: This gun is 32 rounds of automatic fire. It fires faster than a glock or a tec-9, but does weaker damage, and has more recoil as well. Glocks are more effective sidearms, and much better dual wielded. I do not know why this is, they have similar damage, similar firerate, and the Mac10 recoil isn’t that bad. But the Glock is just more reliable, despite the smaller clip.
The Tec-9: This gun is a better Mac-10. 32 rounds, and one handed. It is just as effective to have as a Beretta, maybe even more effective at times. It has less recoil, and better DPS than the Mac-10. Downside is that this gun is much rarer than most other guns. Finding one usually makes winning that much easier.
The MP5-k: This gun did not change from my last guide. It is still a compact little powerhouse with an endless clip, due to it’s ridiculously fast reload. Bless the MP5-k. Simply put, it’s a gun that holds it’s own at close range, and is perfect for more offensive players due to the reload speed, fast firing and small size. Jumping while firing is easy and encouraged with this gun.
The P90: This gun is effective. In the realm of SMGs, it is a high tier gun. The sheer number of bullets and adaptability of the gun makes it almost a GCW. If you take it as a GCW, keep in mind it does less damage at longer ranges, although can still compete at them. A good gun, early to late game.
The Vector: I touched up on this when talking about the Colt, but .45 is widely considered to be the worst caliber in TABG, simply because of the sheer number of underwhelming .45 weapons. The vector adds to this. A super rapid fire 25 round SMG with minimal recoil, the Vector really does hold your hand when first learning the game. It also comes with a useless 2 round burst as well as automatic mode. However, super rapid fire 25 rounds means nothing when the gun does tickles and laughter for damage. Don’t take this, not even early game. There are better options.
The UMP: Another misadventurous .45 gun, the UMP is technically better than the Vector and Colt. It has decent damage, decent fire rate, decent recoil, decent reload…Jeez. This gun is the king of half good and decent. There are much better options, but this gun can aid you well in the early stages of it, and is not a bad first gun, considering how common it is.
The PPSH-1: You might be able to tell, but I don’t like it that much when a gun holds your hand and has a low skill ceiling. The PPSH-1 does both, it’s not super impressive. It’s not an epic game changing gun, but it works well close range, and is oppressive as all hell with that 71 round mag. Great for mid game pushes and offensive playstyles.
The MP40: The MP40 is the smaller version of the MP-44. fires faster, is a little less bulky, but also has a bit less damage. It bridges the gap between the MP-44 and the AK-47 extremely well, and many people will come to love this gun as their favorite, for it’s rather high skill ceiling, but forgiving firerate and stats.
The Thompson: The Thompson is the best SMG is TABG. It boasts a P90 fast firerate, nearly MP40 meaty damage, and controllable recoil. It has DPS comparable to the Auto crossbow, and more than the AK. It has two downsides. The bullets have hefty damage dropoff, making it not a GCW, and it has ironsights that some regard affectionately as “garbage.” Learn this gun, it’s a superstar.
The AK-74U: The AK-74U is the baby AK. It has lower damage per shot, but faster firerate and less recoil. If you are new to the game, this gun is a good intro-course to the AK. It’s also more common, and has a different ammo type. Great for midgame.
Artillery and Snipers
Artillery consist of the Rocket Launcher, Minigun, and the larger machine guns. They are mainly supporting weapons, and don’t do so well on their own (usually). Here are the specifics.
The Rocket Launcher: The Rocket Launcher is a slow-loading artillery that one shots anyone that it direct hits. It also does splash damage. Now, it doesn’t take a genius to know that, I understand. But the best way to use it is to try to hit bodyshots or footshots. If you hit them, even in the foot, its an instant kill. If you hit the ground below them, it won’t kill, but it will do massive damage and do knockback to them, as well as making them go flying sometimes. Do not spam this, try to use your other weapons to control the flow of battle, and make the enemy put themselves in a position to get rocketed easily. Great late game weapon, but at close range, it can kill you, too. Be careful.
The Browning: Sitting in the back of the picture is the once assumed great, 500 round Browning Machine Gun. In my last guide, I overstated the worth of this gun a lot. Granted, it’s not bad. If you have a compensator, it’s actually a really good weapon. However, it has 2 major purposes. The first is to make snipers go find cover before you kill them, and the second is to flank when you’re too stupid to grab an SMG. (Or you just really like lots of bullets.) I’ve gone through hundred of rounds trying to kill squads with this thing, which is only more embarrassing when you take into account the sluggish firerate. 300 rounds is like 30 sustained seconds of fire or more.
The Minigun: The minigun is the highest DPS weapon in the game. It also is very bulky, hard to use/aim, and is close range accurate only. However, if you pair it with a ballistic shield, or something to help close the gap into close range, it is the deadliest weapon in the game. Fear this gun, and do not push people who have this gun. This is a strong gun.
The MG42: The MG42 is a super strong weapon. It’s a bit bulky, so it’s not as oppressive as some other guns, but the near 600 dps and laser fast firing is enough to consider this gun a death machine. *WARNING* People hate others who use this gun. It will also be getting a nerf in the next update. YOU HAVE BEEN WARNED, THIS GUN SHOULD BE QUARANTINED.
The BAR: The BAR is the opposite of the MG42. It’s very slim and slips through your hands, very wobbly, very slow firing, medium damage per shot, and super unforgiving with anything. It is an early game, worse version of the MP-44. It is in the running for worst gun in the game, and should only be used if you can’t find another gun when you first drop. This is not to say it can’t kill. It’s actually rather effective if used right. The biggest issue is how challenging it is to control the ridiculous wobble, horizontal recoil climb, and terrible design.
The sniper rifles are longer range alternatives to SMGs and assault rifles. It’s best to use these at long range (surprise!!!). These weapons are usually harder to come by, with some exceptions, so let’s take a look, shall we?
The VSS: The VSS is a prescoped sniper with ridiculous bullet drop, a 20 round mag, heavy damage and automatic fire. That being said, it’s the worst sniper in the game. Fortunately, it’s also one of the best assault rifles in the game. Do not expect to use this long range, it’s very challenging and not rewarding. Instead, use this to absolutely dominate close-midrange encounters. The bullets do large amounts of knockback, and are larger than most other bullets, so it finds itself at a niche spot, but some people might enjoy the weird gunplay of this weapon.
The Winchester: This gun is not for the faint of heart. When it comes to sniper fights, this one is the most agile and effective. At close ranges, it can one hit headshot. If you have a heavy barrel, it has a one hit headshot at ANY range. This gun has a fast firerate, a 9 round clip, a fast reload, and is a very effective weapon for long and midrange. However, it requires precision, as that one hit headshot is accompanied by a 3-4 shot bodyshot kill. It’s always a great starting sniper, but it suffers a bit from .45 syndrome, and is only effective late game if it’s kitted out with attachments.
The Kar-98: This gun is a powerhouse. It’s a smaller clip size version of the Winchester, but does a heftier amount of damage. For instance, you don’t have to worry about finding a heavy barrel, this thing always kills to the head, and is a 2 shot body shot. It has very little wobble and good accuracy, and can be used while jumping to surprise enemies and making yourself harder to hit. This gun bridges the gap between power snipers and adaptable snipers extremely well. It’s got enough bang for your buck to snipe effectively, and has great bullet velocity, but also has a respectable firerate and a relatively short reload. Obviously, this is a late game weapon.
The Garand: This gun is a Winchester on crack. Very similar damage, similar firerate, one less in the clip, but it’s much more stable and much more meaty, and just sounds more powerful. The Garand is, on paper, very run-of-the-mill. But in action, it’s much effective than expected, and talented sharpshooters can use this even heading into mid-late game.
The M14: The M14 is similar to the Garand, but has less damage, faster fire speed, an automatic mode, and more recoil. This thing is a cross between a sniper and an SMG, just like the VSS. The difference is that the VSS is a bit stronger close range, while this thing has better bullet velocity to be used long range. It’s a fine early game weapon, and can be used late game as well, as long as you are a more defensive player. This gun is not nearly as maneuverable and compact as most SMGs, and thus, not as oppressive, and not so great for jumping out of cover and getting a few quick shots off. It’s more useful for annihilating anyone who dares push you.
The AWP: There’s an old TABG saying, “No AWP, no problem.” This phrase came about when people were idolizing and praising the AWP, and used it sarcastically to state how awesome it is, or some nonsense. Let me get this out of the way. The AWP can theoretically one shot body shot an enemy. However, the enemy has to have NO body armor, and the AWP must have a heavy barrel, and be used point blank. Do not rely on this. If you have found an AWP and a heavy barrel, your enemy most likely has armor of some sort, even a lvl 1 vest. If you ignore that, it is a KAR with a bigger magazine, a slower rate of fire, and less maneuverability. It is certainly a powerful, late game gun, but it’s certainly not the greatest gun.
The Barrett: The 50 cal (which is chambered in 7.62,) is a monster. One hit headshots? Check. 2 hit bodyshots? Check. A high firerate with no bolt action? Check. The problem with the Barrett lies with the large amount of nigh uncontrollable recoil, which makes the gun just as bulky and slow as an AWP. The high firerate only comes in handy when someone is up close, and you need a panic option. Definetly an upgrade from a KAR or an AWP, but not by much. Has a 10 round mag, and is a great late game choice.
One thing I didn’t touch up enough in my first guide is melee usage. Melee is incredibly powerful, both early game and late game. It should be split up into 3 groups. Offensive melee (which is primarily the two handed weapons), Defensive melee (which is mainly shields), and support melee (which is mainly the one handed weapons).
The Ballistic Shield: First, let’s go over the Ballistic Shield. This thing is the most pure defensive melee there is. It’s purpose is to either block damage from behind, negating any flanks, or to block oncoming fire as you close the distance with an opponent. Since the Ballistic shield does very little damage per thwap, and has a slow swing speed, it is not supposed to be used as a weapon. Rather, it is to block all damage until you get close enough to use a shotgun, minigun, or other close range weapon.
The Knight Shield: The Knight Shield is the only melee to belong to all three categories. One swing propels you forward at high velocity, allowing you to run faster, making it a support melee. Dual wielding these allows you to move at bicycle speed or faster. It does work defensively, blocking most damage as you charge, and is also extremely offensive, since it takes 4-5 body shots to kill. All you have to do is swing repeatedly at opponents, blocking lots of damage, while dealing plenty as well to pick up kills. Be careful, your back is exposed when you charge past someone, unless you have a ballistic on your back. Pairing 2 knights shields with a ballistic is powerful, but makes you extremely predictable and isn’t the smartest move.
The Riot Shield: This is the mini Ballistic. It protects your head and torso, but leaves your limbs open, and does not provide the same tankiness and sniper immunity as the ballistic does. The upside is that this weapon is one handed, and can be chained with another melee for better damage, or with a ranged weapon like a pistol or Tec-9 for longer range versatility, along with exceptional protection. As a defensive weapon, the Riot shield should be discarded after the early game unless you are comfortable firing without aiming down sights, and have a good tertiary weapon paired with it.
One Handed Melee (support melee): These melee weapons belong in a burning barrel. Used to serve no purpose: They don’t propel you, they make you vunerable, they don’t do so much damage, and if you get a kill, it’s a surprise kill. But when shields, especially ballistic, became even more popular, these melee found a spot as an anti-shield mechanism. Melee ignores shields and hits right through them. So if you are carrying 2 guns that cover all ranges, but have nothing to deal with shields, think about picking up a support melee. It can save the round sometimes.
The Baton: The Baton belongs in the barrel with many of the one handed support weapons. Compared to the other support melees, it does less damage, propels you less, but has an interesting arc that allows you to damage opponents even when touching and your melee is on the other side of them, and it swings very fast. It’s not godawful, but it’s certainly not the best for ANY purpose.
The Shallow Pot with Long Handle: The FRYING PAN is one of the most effective support melee. It is a 3 shot body shot, but a one shot headshot. This weapon is slow swinging and sluggish, but propels you a good deal forward, and can be pair with a knight shield for a fast moving, one hit swing. It also, like most support melee, dominates shield users. This time, however, it dominates them in one hit. If you aren’t confident in your melee skill (Which, due to the physics engine, is a real thing), try using a melee with a more forgiving hitbox and faster swing speed. Otherwise, this is the ideal support melee, perfect for stealth kills and shield crushing.
The Shovel: The Shovel is your very generic, very standard melee. 2 hit headshot, 4 hit bodyshot, standard swing, nothing important. Personally, I’ve grown to like the shovel more simply because it’s so overlooked, but it is seriously nothing special and almost NEVER gets picked up.
The Cleaver: This is a stronger, slower version of the knife. Technically, its a slightly faster swinging pan, but it lacks the speed of the pan, and the one hit kill capability. This is one of the worst weapons in game. Calling it “usable” is an overstatement.
The Rapier: This weapon is similar to the shovel, except it is a bit more hard hitting (nothing noticeable without a wounded opponent), and it pokes with a longer range. Not a bad weapon, has the longest one handed melee range, making it exceptional at killing knight shield chargers.
The Katana: The first true offensive melee, this thing requires a primary slot. But, with that slot, you give yourself a long lunging, fast swinging, one hit headshot (almost all your swings will be headshots with the downward cut) melee. It’s not bad, and is definitely a good weapon to catch someone around a corner with.
The Cutlass: This is the Rapier with less range, but more lunge. So it’s a bit more offensive than defensive, but it’s still kinda mediocre. Gangster mode dual wield allows for the “Cross chop”, and looks really cool.
The Viking Axe: A more powerful shovel, but still doesn’t one shot the head. This weapon is usable and really helpful sometimes, but once again, mediocre.
The Broadsword: This is a Cutlass reskin without the cool cross chop. Once again, not bad, but not good.
The Knife: This weapon is super fast swinging, medium damage, but with pitiful range. It’s such a small range, it’s not even that good at killing shields. That being said, it’s super fun and rewarding to get a kill with a knife. Only slightly better than the cleaver.
The Crowbar: I like the crowbar. The unique use of it allows you to climb rough surfaces easier. But climbing like that is still a rather early game thing, so it’s still gonna be in the same tier as the other melee.
The Jarl Axe: I could gush about the Jarl Axe all day if I want, but I’ll let you form your own opinions on it. Basically, it’s the katana, but with longer reach, more swing delay, larger charge forward, and only the blade does damage. It’s quite a weapon, for sure, and super offensive.
Laying in this bin are all the common grenades in TABG. Let’s start at the top and list off their uses.
The Dynamite: The Dynamite is the grenade of choice for people who enjoy the biggest explosions. (I DO NOT COUNT THE ORBITAL STRIKE.) It has a lengthy fuse, but if you catch someone camping a house, throwing a stick in there will flush them out for good. If the house only has one exit, it forces them to engage in a less than preferable fight. It usually doesn’t do the damage, just the fear of getting hit with it makes people move and allows you to control the flow of the fight. But if you manage to throw it and the opponent doesn’t notice, it’s a near guaranteed kill.
The Knockback: The Knockback grenade is one of the most important to have. Aiming this right can flush an opponent out of cover, usually from behind a rock. It does minimal damage, but knocks the opponent right out from behind cover, giving you a good second or so to line up a shot before they can even react. Just throw sorta near someone and they’ll go flying away from the explosion.
The Smoke: This is the saving grace of a long range fight. If you can buy yourself enough time to throw one down and hide in it, it will allow you to get a free medkit heal up. NOTE: The smoke grenade does not make you invincible. If an opponent is spraying through the smoke, it is possible that they can hit and kill you. The smoke can also be thrown between two rocks or in a doorway to make it harder to hit you as you cross by it to make an escape or push. It can also be thrown at enemies to force them to move to try to hit you.
The Volley: On paper, this is one of the best grenades. Take a small area, destroy it with arrows. Unfortunately, this is not a good grenade for straight up damage, or even making people avoid areas. It’s not good a big enough radius to precisely cut off any areas, and only has 2 real uses. Use 1, you can throw it on a downed body to prevent enemies from picking their buddy up for a few seconds, and use 2, you can throw it on vehicles to destroy them easier.
The Cage: One of the cartoonish grenades in the game, this one spawns a large cage to entrap foes. You can shoot through the cage, but you cannot walk through it. This is best paired with other grenades, like dynamite. Caging someone in with dynamite is a guaranteed kill, though difficult to do. Caging someone who is downed prevents their friends from picking them up, and can possibly game-end them.
The Stun: This is a flashbang. You should know how to use these. Throw them at enemies to try to blind them for long, or throw them behind yourself to punish enemies for aiming at you. The closer the enemy is to the nade, the longer the blindness.
The Splinter: This grenade has terrible damage for a bouncing betty, but has 2 decent uses. First, it can be used to knock down an enemy for a second or two, disrupting their aim. Second, it can be thrown under a vehicle, and used to pop the majority of it’s tires.
The Implosion: This is very similar to a knockback grenade except it pulls people towards it. It is slightly more helpful as if you toss it right at someone, it can pull them towards the ground and stun them for 3 seconds or more, allowing you to pick off the kill easily. Imploding yourself is ill advised.
The Grenade: This is a standard nade. Throw it, count to 3, boom. Good grenade, works well against shields, campers, and people who are caged or imploded.
The Dummy: Throw out a silly decoy with this grenade. It doesn’t quite work against good players, but if you can bait out your opponent to shoot, you can make them ruin their cover. Not the worst nade, and extremely fun to stand by your dummies, trying to get the opponent to guess who you are if you have a lot of them.
The Wall: Considered the most useless nade in the game, this has one purpose. The wall builds a small wall in front of you which block all damage. Like a pocket ballistic shield. If you are fighting a sniper, the wall gives you some peek cover and heal downtime. Besides that, it’s nigh useless.
The MGL: Most people think the MGL is useless because you can just throw the grenades instead. Personally, I think the MGL is a bit better. For instance, if you are running at someone, chucking grenades, you leave a trail of nades. This is easy to avoid. However, with an MGL, you can fire 6 at a time rapid fire, effectively carpet bombing an area. The reduced delay between grenade fire is more than enough to turn grenades into death clouds. Granted, some people are good enough with predicting grenade throws that the launcher is simply a waste of a primary slot. Fair enough. This should only be paired with a GCW to be most effective.