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Throwables are utility weapons all being used in some sort of vain as a grenade[1] with a variety of different throwables including grenades. Each class has three unique throwables to choose from. Each class has one unlocked by default and the other two can be purchased.

Working in a similar fashion, but not classified as a throwable, is the Driller's Satchel Charge.

Class Name Statistics Description
Driller Grenade axe.png
Impact Axe
Direct Damage 80
Area Damage 160
Effect Radius 1.4
Carried Amount 8
The Impact Axe is the connoisseur choice for the dwarf of tomorrow. Compact and easy to carry, extends to full size upon throwing, and discharges a lethal burst of electricity upon impact with any living target. Can be safely retrieved by the user in case of bad aim.
Grenade he.png
High Explosive Grenade
Area Damage 130
Damage Radius 4.3
Armor Break Bonus +300%
Carried Amount 4
Fear Factor +100%
A standard high-explosive grenade with a medium kill radius. Can be used to remove dirt or bugs or both.
Grenade neurotoxin.png
Neurotoxin Grenade
Effect Radius 7.5
Carried Amount 4
Releases a cloud of slow-acting toxins engineered to exclusively affect life indigenous to Hoxxes IV. WARNING: HIGHLY FLAMMABLE!
Engineer Grenade lure.png
Duration 20s
Carried Amount 4
Dance Moves 6
Hologram Health 50
This Laser Utility Refraction Emitter - or L.U.R.E for short - projects a handsome hologram that will attract all nearby enemies. Be mindful to keep your distance - once the onboard shielding fails, it will unleash a devastating electrical charge.
Grenade plasma.png
Plasma Burster
Burst Area Damage 60
Burst Effect Radius 3.5
Carried Amount 4
Bursts 4
The Plasma Burster does more or less what you'd expect from the name. It releases 4 bursts of scorching plasma in rapid succession upon being thrown. Keep away from beards at all costs.
Grenade proximity.png
Proximity Mine
Area Damage 110
Effect Radius 6
Carried Amount 4
Arming Time 3
A timeless classic. Sticks to any surface and explodes shortly after an enemy enters its trigger area. And if it fails to find a target, it can be safely disarmed and retrieved. Note: proximity trigger requires a few seconds for calibration.
Gunner Grenade sticky.png
Sticky Grenade
Area Damage 130
Effect Radius 4
Impact Fear Factor 250%
Explosion Fear Factor 100%
Carried Amount 4
Will stick to any surface or creature, and then explode after a short time. Sometimes keeping it simple is best.
Grenade incendiary.png
Incendiary Grenade
Damage Radius 4.3
Carried Amount 4
One of our most popular "handle with care" items. Will explode on activation, covering a large area in roaring fire. Would almost be cozy if the flames did not burn hot enough to melt steel.
Grenade cluster.png
Cluster Grenade
Bomblet Area Damage 40
Bomblet Effect Radius 3.8
Bomblet Stun Duration 1.5s
Bomblet Stun Chance 50%
Carried Amount 4
Bomblets 9
When one grenade just won't cut it. This thing is basically Armageddon in the palm of your hand.
Scout Grenade ifg.png
Inhibitor-Field Generator
Effect Radius 3.4
Duration 20s
Max Grenades 6
Slowdown Strength +75%
Weakening Strength +30%

The IFG - or Inhibitor-Field Generator- is one of the latest inventions of the good people down in R&D. Toss one of these bad boys into a cluster of bugs, and watch them slow right down.

Grenade freeze.png
Cryo Grenade
Effect Radius 6
Carried Amount 4

Instantly lowers the ambient temperature of everything in a medium-sized area. Will flash-freeze most Hoxxes wildlife - as well as any helpless DRG employees caught in the blast zone.

Grenade pheromone.png
Pheromone Canister
Damage Radius 6
Carried Amount 4
Any creature covered by the substance within becomes an irresistible target to any kind of Hoxxes wildlife. Handle with extreme care. The boys in R&D are very proud of this one.
  1. [1], Prior to Update 24, each class had a basic grenade, excluding the Scout who had the IFG.