Explosives

The Grenade, Molotov and Singularity side by side: damage, blast size, fuse and how many come in a pickup.

Explosives are thrown, wait out a fuse and hurt whoever is still there when it ends. None goes off on contact, so each one is a countdown the target can see. Press attack to arm and throw; F only tosses a pinned dud. A shield cannot parry a blast, the blast tears terrain, and it hurts you as well.

Read the table as a race between fuse and blast radius. A fighter runs about 370 px/s, so the Grenade's 1.4 s fuse is long enough to clear its 165 px, the Molotov's 0.9 s against 195 px is tighter, and the Singularity's 1.2 s fuse ends in a pull before the blast, so its 180 px is not the whole danger. Damage fades toward the rim, to 28% on the Grenade and 40% on the Molotov, which makes the wide, gentle Molotov the one that punishes groups. Ammo is how many you can chain: three Grenades, two of the others.

Against the class, leave the landing point early and avoid the platform it lands on.

Side by side

WeaponDamageEffect radiusFuseAmmo per pickupPower rating
Grenade34165 px1.4 s35/10
Molotov28195 px0.9 s25/10
Singularity30180 px1.2 s27/10

The weapons

  • Grenade

    A throwable explosive that goes off after a short fuse. Three come in each pickup.

  • Molotov

    A short-fuse throwable with the widest blast of any explosive and gentle falloff towards the edge.

  • Singularity

    A thrown black hole that drags everyone nearby toward its centre, then collapses in an explosion.

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