Helldivers 2: I'm Doing my Part! – The ...
Intermediate

Helldivers 2 Grenades Guide

Master every grenade in Helldivers 2. From G-12 High Explosive to G-16 Impact, find the right throwable for bugs, bots, and solo runs.

Nuwel

Nuwel

Updated Mar 25, 2026

Helldivers 2: I'm Doing my Part! – The ...

Grenades in Helldivers 2 rarely get the attention they deserve. Players spend hours debating primary weapons and stratagems, then slap on whatever throwable they started with and call it a day. That's a mistake. The right grenade can close bug holes, clear fortified bot positions, and save your squad when stratagems are on cooldown. The wrong one just bounces off a Charger and does nothing useful.

 
Grenade loadout selection screen

Grenade loadout selection screen

What makes a grenade worth taking?

Before ranking anything, it helps to understand what separates a good grenade from a wasted slot. Every throwable in Helldivers 2 has an armor penetration value, a fuse behavior, and a situational role. The G-12 High Explosive sits at Heavy armor penetration (AP4), making it one of the few throwables that can damage medium-armored targets reliably. The G-16 Impact shares that same AP4 Heavy rating but detonates on contact instead of after a fuse delay, which changes how you use it entirely.

According to the Helldivers wiki, throwables are divided into Standard and Special categories. Standard grenades cover your explosive, incendiary, and frag options. Special grenades include utility picks like the G-3 Smoke, the G-23 Stun, and the newer G-48 Giga Grenade, which carries Anti-Tank I (AP5) penetration.

Which grenade is best for most situations?

The G-12 High Explosive is the default answer, and it earns that position. It starts in your inventory from day one, carries Heavy armor penetration, and handles the two tasks you'll need most often: closing bug holes and destroying Automaton fabricators. Two or three throws into a nest will seal it. The fuse timer is short enough to be reliable but long enough that you won't blow yourself up on a bad bounce.

After testing all the standard grenades across Terminid and Automaton missions at difficulty 7 and above, the G-12 consistently outperforms alternatives in general use. The only reason to swap away from it is when the enemy faction or mission type specifically calls for something else.

Grenade comparison table

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How should you use grenades against Terminids?

Bugs punish static play. They swarm from multiple directions and hit hard up close, so your grenade needs to either create distance or seal off their reinforcement. The G-10 Incendiary is the right call here. Thrown into a corridor or at a bug hole entrance, it creates a persistent fire pool that cuts off approach routes and deals ongoing damage to anything that walks through it. Medium armor penetration (AP3) is enough for most Terminid units short of Chargers and Bile Titans.

For sealing nests specifically, the G-12 remains more efficient because its Heavy penetration guarantees the hole closes. The G-10 will eventually work but costs more throws.

The Stamina Enhancement booster pairs well with any incendiary grenade build against bugs. You need to keep moving while the fire does its job, and running out of stamina mid-kite is a quick way to get overwhelmed.

How should you use grenades against Automatons?

Bots are a different problem. Their outposts have bunkers, machine gun emplacements, and heavy frontal armor on most units. You need something that detonates immediately and hits hard. The G-16 Impact is the right grenade here. No fuse means no bouncing off cover, no rolling away from the target, and no waiting while a bot shoots you during the delay. It detonates on contact with whatever surface it hits first.

According to game8's grenade breakdown, the G-16 is a direct upgrade from the G-12 in situations where fuse time creates problems. Against bot fortifications and clustered groups in trenches, the instant detonation is more valuable than any marginal difference in raw damage.

For heavily armored targets like Tanks, the G-123 Thermite is worth carrying. Its Anti-Tank III (AP7) penetration is high enough to threaten armor that most throwables can't scratch. The patch notes for the 6.1.0 Machinery of Oppression update introduced further adjustments to grenade balance, so check current values if specific damage numbers matter to your build.

What grenade works best for solo play?

Solo play demands efficiency above everything else. You have no squadmates to cover you while you set up chokepoints, and no one to throw reinforcements while you're cornered. The G-16 Impact handles this well because its instant detonation gets you out of close-quarters situations fast. Throw it, move, don't stop.

The G-12 High Explosive is the safer solo pick if you're running a stealth-oriented build with the SC-30 Trailblazer Scout armor. The fuse gives you time to throw from cover and reposition before the explosion draws more attention.

For solo players running the UAV Recon Booster, the combination of extended radar range and a reliable grenade means you can spot patrols early and avoid fights that don't serve the objective.

Should you use utility grenades?

Smoke and stun grenades get dismissed constantly, but they have real value in specific scenarios. The G-3 Smoke is the only grenade with no hitbox, meaning it deals zero damage but creates a persistent obscurement cloud. On objective runs where avoiding combat matters more than winning it, smoke lets you complete extractions and secondary objectives without burning through reinforcement budget.

The G-23 Stun carries Anti-Tank II (AP6) penetration despite dealing no direct damage. Its actual function is stopping elite enemies in place, which gives your squad time to land precise shots on weak points. Pair it with a Railgun user and a Hulk stops being threatening.

The G-48 Giga Grenade from the Entrenched Division Warbond has been generating genuine excitement in the community, with players pairing it with the new medium armor and the B/FLAM-80 Cremator support weapon for a high-damage defensive setup. It carries Anti-Tank I (AP5) penetration, which puts it above the G-12 and G-16 for armored targets while still functioning as a general throwable.

Building around your grenade choice

The grenade slot isn't isolated from the rest of your loadout. The Engineering Kit armor passive gives you additional grenade capacity, which directly multiplies the value of high-damage picks like the G-12 or G-16. If you're running the Grenadier loadout with a GL-21 Grenade Launcher as your support weapon, the Engineering Kit turns your throwables into a secondary explosive layer rather than a last resort.

For the AoE loadout built around the AC-8 Autocannon, the G-12 High Explosive fills the gap when the Autocannon runs dry. Both deal Heavy armor penetration damage, so the transition between them doesn't require changing how you think about target priority.

For more build breakdowns and loadout guides, the principles here apply across every faction and difficulty tier. The grenade slot rewards deliberate choices, and matching your throwable to your role in the squad is one of the fastest ways to improve your mission success rate.

For a full breakdown of current grenade stats and how they interact with the armor penetration system, game8's grenade guide covers individual weapon data in detail.

Guides

updated

March 25th 2026

posted

March 25th 2026