Weapons

KF2 Grenades Compared: Damage, Radius and Fuse Stats for Every Perk

Every perk in Killing Floor 2 has its own grenade, and they behave very differently. This guide merges two community write-ups (an English one and a Thai one based on the wiki) into a single reference with stats and practical notes. Numbers date from around 2017 and later balance patches may have changed some of them.

Quick reference

GrenadePerksDamageRadiusFuseNotable effect
HECommando, Survivalist (below level 15)3006.5 m1 sall-round damage, stumble up to 50
FragSupport2009 m2 s10 shards, 50 damage each
MedicField Medic, Survivalist (Ammo Vest)50 (toxic)-0.5 sheals allies, poisons ZEDs
EMPBerserker257 m0.25 s after landingdisables special attacks, calms rage
MolotovFirebug, Survivalist (Ammo Harness)605 mon impact5 residual flames
1/2 Stick of DynamiteDemolitionist3004 m3 s or on contactstuns
Nail BombGunslinger10010 m2 s10 shards, 35 damage each
FreezeSharpshooter256 m0.15 sfreezes ZEDs
FlashbangSWAT1257 m0.25 s after landingstun

HE Grenade

HE Grenade The HE Grenade.

The simplest grenade: high explosive damage, a good all-round damage dealer and crowd controller. Given to Commando and to Survivalist below level 15.

  • Damage 300, radius 6.5 m, exponential falloff, explosive damage, fuse 1 s.
  • Stumble power up to 50, melee hit power up to 200.
  • The Thai write-up notes it is particularly effective against Fleshpounds.

Frag Grenade

Frag Grenade The Frag Grenade.

Similar to HE but with less damage, a larger radius and 10 small fragments that bounce off walls. Great against tightly grouped ZEDs in hallways or small rooms. Given to Support.

  • Instant explosion damage 200, radius 9 m, linear falloff, fuse 2 s.
  • 10 shards: 50 damage each, speed 40 m/s, bounce twice. Damage types: explosive and piercing.
  • Stumble power 500 (explosion) and 1000 (shard).

Medic Grenade

Medic Grenade The Medic Grenade.

Probably the number one reason overwhelmed teams survive. It heals teammates and poisons ZEDs. The poison does little damage but helps with trash ZEDs funnelling through an open doorway, and it can even damage ZEDs through welded doors. Do not waste them that way when your team might need the healing. Given to Field Medic and to Survivalist (with Ammo Vest).

  • Damage 50 toxic, fuse 0.5 s, no damage falloff inside the cloud.
  • ZEDs take 5 per second of poison for 10 seconds after exposure; allies heal 5 per second.
  • It does not damage teammates.

EMP Grenade

EMP Grenade The EMP Grenade.

The melee player's grenade. It pacifies raging ZEDs and disables special attacks such as the Siren scream and the Husk flamethrower. It is immensely useful for calming Fleshpounds and Scrakes for a few precious seconds, giving the team time to line up headshots or gain distance. Given to Berserker.

  • Damage 25, radius 7 m, linear falloff, fuse 0.25 s after hitting the ground.
  • EMP power up to 100, decreasing with distance from the centre.

Molotov Cocktail

Molotov Cocktail The Molotov Cocktail.

Creates fire in a small radius for 10 seconds (5 for the Survivalist). Good for blocking a small doorway that trash ZEDs funnel through. Given to Firebug and to Survivalist (with Ammo Harness).

  • Instant explosion damage 60, radius 5 m, fire damage, linear falloff.
  • On impact it creates 5 residual flames: 10 damage per 0.5 s, radius 1.5 m, 10 seconds for Firebug and 5 seconds for Survivalist, no falloff.
  • Afterburn: 0.5x of the respective damage for 3 s, 0.5 s interval, burn power 10 per tick. Only the most effective fire damage-over-time effect applies at a time.
  • Firebug's Molotov can spawn a light source (flare) lasting up to 31 seconds, fading after about 27.5 seconds. The Thai write-up says the extended duration needs the Barbecue and Napalm skills together.

1/2 Stick of Dynamite

Half stick of dynamite The Demolitionist dynamite.

Explodes on contact with any ZED and has a high chance to stun it, which makes it ideal to stun a Fleshpound before hitting it with an RPG or M79. Its drawback is a 3 second fuse when it hits the ground, so aim carefully. It can also hurt you. Given to Demolitionist.

  • Damage 300, radius 4 m, exponential falloff, fuse 3 s or contact.
  • Knockdown up to 100, melee hit up to 100, stumble up to 300, stun up to 200.
  • A ZED can be stunned again only after a cooldown of about 3 to 5 seconds.

Nail Bomb

Nail Bomb The Nail Bomb.

A slightly weaker Frag with a larger radius and the ability to knock ZEDs down. Use it like a Frag against tight groups and in corridors. Given to Gunslinger.

  • Explosion damage 100, radius 10 m, linear falloff, fuse 2 s.
  • 10 shards: 35 damage each, speed 50 m/s, bounce twice.
  • Knockdown 39, stumble up to 500, stun up to 200.

Freeze Grenade

Freeze Grenade The Freeze Grenade.

Freezes ZEDs almost completely still for several seconds, giving the Sharpshooter and team time to deal massive headshot damage to larger ZEDs. It does not freeze enraged ZEDs or those blocking with one grenade; you need multiple thrown right under an enraged Scrake or Fleshpound. Given to Sharpshooter.

  • Damage 25, radius 6 m, linear falloff, fuse 0.15 s, freeze power up to 150.
  • Stun and freeze share the same cooldown length but count as separate effects, so they can be combined: when the dynamite stun wears off on a Scrake, throw a Freeze Grenade to hold it a few more seconds.

Flashbang

Flashbang The Flashbang.

It does not hurt you, so you can throw it at your feet when surrounded. It stuns any non-enraged ZED within 7 m. Given to SWAT.

  • Damage 125, radius 7 m, exponential falloff, fuse 0.25 s after landing, stumble up to 200, stun up to 400.
  • According to the Thai write-up, in friendly-fire games its damage to teammates is capped at about 70, so only throw it near teammates with healthy HP.

Stun cooldown note

After a stun wears off, the same ZED cannot be stunned again for roughly 3 to 5 seconds; a repeat only causes a stumble. Do not rely on stun-lock.

Credits

The English write-up credits community members for corrections about freezing enraged ZEDs with multiple grenades, stun cooldown info and Medic grenade damage through welded doors, and uses the official Tripwire wiki for the technical statistics.

Related reading: Scrake, EMP grenade and AA-12 combo and ten perks overview with roles and grenades.

FAQ

Which perk gets which grenade?
Commando HE, Support Frag, Field Medic Medic grenade, Berserker EMP, Firebug Molotov, Demolitionist half stick of dynamite, Gunslinger Nail Bomb, Sharpshooter Freeze, SWAT Flashbang. Survivalist borrows some depending on skills.
How long is the stun cooldown on a ZED?
Roughly 3 to 5 seconds. Stun and freeze have separate cooldowns, so they can be combined.
Does the Flashbang hurt you?
No, it does not hurt the thrower, and in friendly-fire games the damage to teammates is capped much lower than its listed value.