Grenade Parts Guide

Grenades are made up of up to 10 different parts. Unfortunately only 5 of these slots use parts with models, and even within these it isn’t possible to tell between every non unique part visually.

Blast Radius

Grenade Blast Radius Part

Child Count

Grenade Child Count Part

Delivery

Grenade Delivery Part

Material

Grenade Material Part

Trigger

Grenade Trigger Part

Blast Radius Parts

There are 4 non-unique blast radius parts.

Extra Large

Large Radius Mesh
+240 Blast Radius

Large

Large Radius Mesh
+120 Blast Radius

Normal

-

Small

−120 Blast Radius

Child Count Parts

There are 7 non-unique child count parts.

Grade 0

-

Grade 1

+1 Child Count

Grade 2

+2 Child Count

Grade 3

+3 Child Count

Grade 4

Large Child Count Mesh
+4 Child Count

Grade 5

Large Child Count Mesh
+5 Child Count

Grade 6

Large Child Count Mesh
+6 Child Count

These child count bonuses only apply if the payload actually supports child grenades, otherwise they have no effect.

Deliveries

There are 7 non-unique deliveries. The delivery changes how your grenade is thrown.

Homing

Homing Mesh
÷1.2 Fuse Time

Lobbed

-

Longbow

Longbow Mesh
×1.2 Fuse Time

Rubberized

Rubberized Mesh
÷6 Fuse Time1
−0.6 Fuse Time1

Sticky

+1.2 Fuse Time1
÷1.35 Fuse Time1

Sticky Homing

Homing Mesh
+1.2 Fuse Time1
÷1.3 Fuse Time1

Sticky Longbow

Longbow Mesh
+1.2 Fuse Time1
÷1.4 Fuse Time1
1The bonuses in each pair are applied at different times of the calculation.

Materials

There are 28 non-unique materials, one for each rarity-manufacturer combination. The manufacturer changes the model, while rarity changes the skin applied to it.

Bandit

Bandit Mesh

Dahl

Dahl Mesh

Hyperion

Hyperion Mesh

Maliwan

Maliwan Mesh

Tediore

Tediore Mesh

Torgue

Torgue Mesh

Vladof

Vladof Mesh

Only Torgue materials provide a bonus, of which all rarities are identical.

Torgue

+2 Child Count

Triggers

There are 6 non-unique triggers.

Grade 0

Perfect Trigger Mesh
−0.6 Fuse Time

Grade 1

-

Grade 2

+0.6 Fuse Time

Grade 3

+1.2 Fuse Time

Grade 4

+1.8 Fuse Time

Grade 5

+2.4 Fuse Time

Accessories

The accessories define both the element of the grenade and it’s (unlisted) status chance modifier.

There are 26 non-unique accessories - each element has 5 parts at different grades, and there’s a single part for explosive.

Explosive

-


CorrosiveCryoFireShockSlag
Grade 0 -----
Grade 1 ×1.115 Grenade Status Chance Modifier (Corrosive)×1.1 Grenade Status Chance Modifier (Cryo)×1.13 Grenade Status Chance Modifier (Fire)×1.13 Grenade Status Chance Modifier (Shock)×1.15 Grenade Status Chance Modifier (Slag)
Grade 2 ×1.23 Grenade Status Chance Modifier (Corrosive)×1.2 Grenade Status Chance Modifier (Cryo)×1.26 Grenade Status Chance Modifier (Fire)×1.26 Grenade Status Chance Modifier (Shock)×1.3 Grenade Status Chance Modifier (Slag)
Grade 3 ×1.345 Grenade Status Chance Modifier (Corrosive)×1.3 Grenade Status Chance Modifier (Cryo)×1.39 Grenade Status Chance Modifier (Fire)×1.39 Grenade Status Chance Modifier (Shock)×1.45 Grenade Status Chance Modifier (Slag)
Grade 4 ×1.46 Grenade Status Chance Modifier (Corrosive)×1.4 Grenade Status Chance Modifier (Cryo)×1.52 Grenade Status Chance Modifier (Fire)×1.52 Grenade Status Chance Modifier (Shock)×1.6 Grenade Status Chance Modifier (Slag)

Damage Parts

There are 8 non-unique damage parts.

Grade 0

-

Grade 1

×1.03 Grenade Damage

Grade 2

×1.06 Grenade Damage

Grade 3

×1.09 Grenade Damage

Grade 4

×1.12 Grenade Damage

Grade 5

×1.15 Grenade Damage

Grade 6

×1.18 Grenade Damage

Grade 7

×1.21 Grenade Damage

Payloads

The payload controls what exactly happens when a grenade explodes. Most unique grenades use unique payloads to implement their behaviour. Payloads also determine if child grenades are supported - even with several bonuses, none will spawn if the payload is incorrect.

There are 6 standard payload types. In TPS, each of these has a duplicate which can also shatter air masks, meaning there are to a total of 12 non-unique payload parts.

Area Effect

÷1.8 Grenade Damage
×1.115 Grenade Status Chance Modifier (Corrosive)
×1.1 Grenade Status Chance Modifier (Cryo)
×1.13 Grenade Status Chance Modifier (Fire)
×1.13 Grenade Status Chance Modifier (Shock)

Area Effect (Shattering)

÷1.8 Grenade Damage
×1.115 Grenade Status Chance Modifier (Corrosive)
×1.1 Grenade Status Chance Modifier (Cryo)
×1.13 Grenade Status Chance Modifier (Fire)
×1.13 Grenade Status Chance Modifier (Shock)

Bouncing Betty

+20 Blast Radius
÷8 Grenade Damage

Bouncing Betty (Shattering)

+20 Blast Radius
÷8 Grenade Damage

MIRV

÷1.7 Blast Radius
+3 Child Count
÷1.12 Grenade Damage

MIRV (Shattering)

÷1.7 Blast Radius
+3 Child Count
÷1.12 Grenade Damage

Singularity

÷1.25 Blast Radius
×1.4 Grenade Damage

Singularity (Shattering)

÷1.25 Blast Radius
×1.4 Grenade Damage

Standard

×1.1 Blast Radius

Standard (Shattering)

×1.1 Blast Radius

Transfusion

÷3 Blast Radius
+3 Child Count
÷2.75 Grenade Damage

Transfusion (Shattering)

÷3 Blast Radius
+3 Child Count
÷2.75 Grenade Damage

Status Damage parts

There are 6 non-unique status damage parts.

Grade 0

-

Grade 1

+1.2 Grenade Status Effect Damage (Corrosive)
+1 Grenade Status Effect Damage (Cryo)
+1 Grenade Status Effect Damage (Fire)
+1.4 Grenade Status Effect Damage (Shock)

Grade 2

+2.4 Grenade Status Effect Damage (Corrosive)
+2 Grenade Status Effect Damage (Cryo)
+2 Grenade Status Effect Damage (Fire)
+2.8 Grenade Status Effect Damage (Shock)

Grade 3

+3.6 Grenade Status Effect Damage (Corrosive)
+3 Grenade Status Effect Damage (Cryo)
+3 Grenade Status Effect Damage (Fire)
+4.2 Grenade Status Effect Damage (Shock)

Grade 4

+4.8 Grenade Status Effect Damage (Corrosive)
+4 Grenade Status Effect Damage (Cryo)
+4 Grenade Status Effect Damage (Fire)
+5.6 Grenade Status Effect Damage (Shock)

Grade 5

+6.0 Grenade Status Effect Damage (Corrosive)
+5 Grenade Status Effect Damage (Cryo)
+5 Grenade Status Effect Damage (Fire)
+7.0 Grenade Status Effect Damage (Shock)

Inventory Balances

The Inventory Balance defines what parts a certain item can have. Balances themselves do not affect stats, but are they very important for the actual generation of items.

Grenade Definitions

Like the name might suggest, the definition essentially defines all the unique properties of each grenade type. There is one standard definition used by all non-unique grenades, while most unique grenades use their own unique definition.

Definitions are very important if you’re trying to calculate exact stats, but otherwise can be mostly ignored.

Expand

To start with, they define the base values for all stats stored on the grenade. Unlike with weapons, this is simply done using regular pre-add bonuses, so see the full parts reference for details.

They also define all grade bonuses, and how exactly they get converted into standard bonuses. Definitions do not necessarily define all grade slots, if a slot’s undefined then no grade bonuses will be applied to it.

Blast Radius Child Count Fuse Time Grenade Damage Grenade Status Chance Modifier Grenade Status Effect Damage
Corrosive Cryo Fire Shock Slag Corrosive Cryo Fire Shock
Standard 0 +120 0 +1 +0.6 +0.6 0 +0.03 0 +0.115 0 +0.1 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β +20×β +β +20×β +β +20×β +1.4×β
Baby Boomer 0 +45 +1 +0.25 +0.6 +0.6 0 +0.03 - - - - - - - - -
Bonus Package 0 +125 +2 +1 +0.6 +0.6 0 +0.01 - - - - - - - - -
Bouncing Bazza 0 +120 +4 +1 +0.6 +0.6 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
Bouncing Bonny 0 +120 +4 +1 +0.6 +0.6 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
Breath of Terramorphous 0 +120 +4 0 +0.6 +0.6 0 +0.03 - - +0.5 +0.13 - - - - +20×β +1.4×β -
Crossfire 0 +120 +7 +1 +0.63 +0.6 −0.05 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +21×β +1.2×β - +21×β +β +21×β +1.4×β
Data Scrubber 0 +120 0 +1 +0.6 +0.6 0 +0.04 0 +0.115 0 +0.1 0 +0.13 0 +0.13 - +20×β +1.2×β +20×β +β +20×β +β +20×β +1.4×β
Exterminator1 0 +120 +4 +1 +0.6 +0.6 0 +0.02 +0.45 +0.115 - +0.4 +0.13 +0.35 +0.13 - +20×β +1.2×β - +20×β +β +20×β +1.4×β
Exterminator (Anemone)2 0 +120 +4 +1 +0.6 +0.6 0 +0.02 +0.45 +0.115 - +0.4 +0.13 +0.35 +0.13 - +20×β +1.2×β - +20×β +β +20×β +1.4×β
Fastball 0 +15 - +0.6 +0.6 0 +0.04 0 +0.115 - +0.5 +0.13 0 +0.13 - +20×β +1.2×β - +20×β +1.4×β +20×β +1.4×β
Four Seasons 0 +120 +1 +1 +0.6 +0.6 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
Fuster Cluck 0 +120 +5 +1 +0.4 +0.45 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
Leech 0 +120 +4 +1 +0.6 +0.6 0 +0.03 +1 +0.115 0 +0.15 +1 +0.13 +1 +0.13 - +20×β +1.2×β +20×β +β +20×β +β +20×β +1.4×β
Magic Spell3 0 +120 0 +1 +0.6 +0.6 0 +0.03 0 +0.115 - 0 +1 0 +1 0 +0.5 +20×β +1.2×β - +30×β +1.3×β +30×β +9×β
Meganade 0 +120 0 +1 +0.6 +0.6 0 +0.04 0 +0.115 0 +0.1 0 +0.13 0 +0.13 - +20×β +1.2×β +20×β +β +20×β +β +20×β +1.4×β
Meteor Shower 0 +125 +4 +1 +0.63 +0.6 +0.05 +0.01 - - - - - - - - -
Midnight Star 0 +120 0 +1 +0.2 +0.2 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
Monster Trap +512 0 - +6 0 +1 0 - - - - - - - - -
Nasty Surprise 0 +120 0 +1 +0.75 +0.45 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
O-Negative 0 +120 0 +1 +0.63 +0.6 +0.1 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +21×β +1.2×β - +21×β +β +21×β +1.4×β
Quasar 0 +120 +4 +1 +0.6 +0.6 0 +0.03 - - - 0 +0.13 - - - - +20×β +1.4×β
Rolling Thunder 0 +45 +4 +1 +0.6 +0.6 0 +0.03 - - - - - - - - -
Sky Rocket 0 +120 0 +1 +1.6 0 0 +0.03 +0.5 0 - +0.5 0 +0.5 0 +0.5 0 - - - -
Snowball 0 +15 - +0.6 +0.6 0 +0.04 0 +0.115 - +0.5 +0.13 0 +0.13 - +20×β +1.2×β - +20×β +1.4×β +20×β +1.4×β
Standard (Anemone)4 0 +120 0 +1 +0.6 +0.6 0 +0.03 0 +0.115 - 0 +0.13 0 +0.13 0 +0.15 +20×β +1.2×β - +20×β +β +20×β +1.4×β
1Used for the Fire Bee, Pandemic, and Storm Front.
2Used for the Antifection and Electric Chair.
3Used for the Dragon Keep grenade mods, the Fireball, Fire Storm, Lightning Bolt, Chain Lightning, x2 Magic Missile, and x4 Magic Missile.
4Only appears on grenades used by New Pandora Pyros.