Weapon 03Thrown

HE Grenade

A timed 100-damage blast for wounded players and stacked positions.

The HE grenade detonates 1.5 seconds after release with 100 base damage across a 350-unit radius. Damage falls with distance from the explosion and armor reduces the result, so it is most reliable as a finisher or coordinated choke-point hit.

  • Finishing tagged enemies
  • Choke-point damage
  • Stopping grouped pushes
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Drag to inspect // HE Grenade

Counter-Strike 1.6 values

Weapon statistics

Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.

Base damage
100 base blast
Armored damage
50%
Fire rate
Single use
Shot interval
1.50 s fuse
Range behavior
350 u blast radius
Wall penetration
No wall penetration
Price
$300
Buy side
Both
Magazine
1 grenade
Reserve
1 maximum
Reload
Not applicable
Move speed
250 u/s

Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.

Live telemetry

Used on CSJS

Kills
Killers
Share
Top operators

Core techniques

  1. 01

    Throw for arrival time

    Use bounces and shorter throws so the grenade detonates as it reaches the target.

  2. 02

    Pair it with information

    Spend the grenade after sound, plant contact, or a teammate's damage call instead of on blind guesses.

How to counter it

Break the stack

Separate in predictable grenade zones so one throw cannot damage the whole group.

Move on the bounce

Leave the center of the blast rather than holding an angle through the detonation.