ARC Raiders splits its throwables into two broad pools. The first is proper grenades — craftable or purchasable items designed to deal damage, stun, obscure vision, or tag enemies. The second is scavenged throwables, which are ARC parts and miscellaneous loot you can rip off destroyed machines and hurl back at whatever is trying to kill you. Together they total 25 distinct items, and knowing which ones to keep versus recycle is the difference between extracting safely and feeding the loot pile.
Quick answer: ARC Raiders contains 16 grenades (Light Impact Grenade, Heavy Fuze Grenade, Blaze Grenade, Gas Grenade, Showstopper, Snap Blast Grenade, Seeker Grenade, Shrapnel Grenade, Trigger 'Nade, Trailblazer, Wolfpack, Lure Grenade, Li'l Smoke Grenade, Smoke Grenade, Tagging Grenade, and Light Stick) plus 9 scavenged throwables (Wasp Driver, Hornet Driver, Snitch Scanner, Leaper Pulse Unit, Fireball Burner, Crude Explosives, Rubber Duck, Synthesized Fuel, and Volcanic Rock).

All Grenades in ARC Raiders
Grenades occupy the dedicated grenade slot in your Quick Use loadout. You can craft most of them at explosive or utility workbenches, and a handful are sold by the trader Apollo. They fall into three functional groups: lethal, crowd-control, and utility.
Lethal Grenades — Damage Stats and Behavior
| Grenade | Damage | Radius | Trigger | Notes |
|---|---|---|---|---|
| Heavy Fuze Grenade | 80 | 7.5 m | 3 s fuse delay | Highest raw blast damage among craftable grenades. Strips Raider armor and chunks heavy ARC units. |
| Snap Blast Grenade | 70 | 7.5 m | Sticks to surfaces, short delay | Sticky bomb. Attach it to doorways or rushing enemies — much harder to dodge than a bouncing frag. |
| Trigger 'Nade | 90 | 7.5 m | Remote manual detonation | Sticks to surfaces and ARC. Ideal for extraction-point ambushes; detonate on your terms. |
| Wolfpack | 166 × 12 | 100 m seek range | Splits on throw | Scatters into homing missiles that target ARC. Devastating against drones and flyers; unreliable in PvP. |
| Shrapnel Grenade | 60 | 6 m | Fuse delay | Budget frag. Bursts into razor fragments. Fine for unarmored mobs but lacks the punch of the Heavy Fuze. |
| Seeker Grenade | 50 | 20 m seek range | Homes to one ARC | Single-target homing. Better as an ARC finisher than a PvP opener. |
| Blaze Grenade | 5/s for 10 s | 10 m | Impact | Covers an area in fire. Pure area denial — block a hallway while you heal. |
| Trailblazer | 20 | 2 m trail width | Trail + ignition chain | Leaves a flammable gas trail that ignites into a wall of fire. Best in corridors and tight cover. |
| Light Impact Grenade | 30 | 2.5 m | Impact | Starter grenade. Tiny radius, low damage. Replace it as soon as you unlock anything else. |
The Heavy Fuze Grenade remains the most reliable all-purpose explosive. Its 7.5 m blast radius and 80 damage make it effective against both Raiders and heavy ARC units. The Trigger 'Nade technically deals more damage per grenade at 90, but it requires manual detonation, which limits its use to planned setups rather than reactive throws.


Crowd-Control and Utility Grenades
| Grenade | Effect | Radius | Duration | Notes |
|---|---|---|---|---|
| Gas Grenade | 25/s stamina drain | 7.5 m | 20 s | Drains stamina, not health. A player with zero stamina cannot sprint, slide, or jump — extremely strong in PvP. |
| Showstopper | Stun (2 s Raiders, 10 s ARC) | 6 m | — | Delayed stun grenade. Buys enough time to reload, reposition, or finish a downed enemy. |
| Smoke Grenade | Smoke cloud | 7.5 m | 20 s | Large lingering cloud that blocks line of sight. Essential for reviving downed teammates in the open. |
| Li'l Smoke Grenade | Small smoke cloud | 2.5 m | 6 s | Pops instantly on impact. Good for a quick personal escape but too small to cover a squad. |
| Tagging Grenade | Tags enemies through walls | 6 m | 30 s | Powerful for rooting out campers. Some players report the visible duration feeling shorter than the tooltip states. |
| Lure Grenade | Distracts ARC | 50 m | 15 s | Sticks to surfaces and makes noise. Results vary — sometimes ARC ignores it entirely. |
| Light Stick | Illuminates area | 7 m | 40 s | Chemical light. Useful on dark night maps; otherwise it mostly makes you a visible target. |
The Gas Grenade is arguably the strongest PvP utility throwable in the game. Stamina denial shuts down all evasive movement, turning aggressive players into easy targets. It crafts at Explosive Bench I with 4× Chemicals and 2× Rubber Parts, or you can buy it from Apollo for 810 currency.

All Scavenged Throwables in ARC Raiders
Scavenged throwables drop from destroyed ARC machines or spawn as loot in the world. Most players instinctively recycle them for crafting materials, but several have legitimate combat applications that rival proper grenades.
| Throwable | Source | Effect | Damage / Stun | Radius |
|---|---|---|---|---|
| Leaper Pulse Unit | Leapers (Epic drop) | Creates a gravity vortex ("violent singularity") | ~100 dmg | 10 m |
| Synthesized Fuel | World loot (common) | Throw and shoot to detonate | 80 | 7.5 m |
| Wasp Driver | Wasps | Throw and shoot to detonate | 80 | 5 m |
| Hornet Driver | Hornets | Stuns nearby targets on detonation | 0.5 s Raider / 10 s ARC | 6 m |
| Fireball Burner | Fireballs | Creates a small fire patch | 5/s for 10 s | 2 m |
| Snitch Scanner | ARC loot | Calls in nearby ARC to your location | — | — |
| Crude Explosives | ARC loot | Loud noise, minimal damage | Negligible | Small |
| Rubber Duck | World loot | Squeaks. Creates noise. | 0 | — |
| Volcanic Rock | World loot (Stella Montis) | Small direct-hit damage | Minor | — |
The Leaper Pulse Unit is the single most important scavenged throwable. It is an Epic-rarity item that functions like a black-hole grenade, pulling enemies into a gravity vortex. Do not recycle it — its combat value far exceeds whatever crafting materials you would get.
Synthesized Fuel is the opposite end of the rarity spectrum but nearly as useful. It spawns frequently, costs nothing, and produces a 7.5 m explosion that matches the Heavy Fuze Grenade's blast radius when you shoot it after throwing. Treat every fuel canister you find as a free trap.
The Snitch Scanner deserves a specific warning. Throwing it summons ARC machines to your position. Only use it deliberately — for instance, when you need to farm ARC kills for trials or challenges. Accidentally tossing one in the middle of a firefight will make a bad situation much worse.

How to Equip and Throw Grenades
Step 1: Before heading Topside, drag your grenades or throwables into your loadout. You can craft them at the appropriate workbench, loot them from caches and ARC drops, or purchase select options from Apollo.
Step 2: During a raid, open your inventory and equip the throwable, or assign it to a Quick Use slot for faster access. On PC, hold the Q button to open the Quick Use wheel and select the item.
Step 3: Hold the fire button to cook the grenade (for fuse-based types), then release to throw. Impact grenades like the Blaze Grenade and Light Impact Grenade detonate immediately on contact, so there is no cook time.
Crafting Recipes and Apollo Prices
Not every throwable can be crafted. Scavenged items like Drivers and the Leaper Pulse Unit only drop from specific ARC types. For the craftable grenades, here are the confirmed recipes and shop costs.
| Grenade | Workbench | Materials | Apollo Price |
|---|---|---|---|
| Light Impact Grenade | Basic / Explosive I | 1× Plastic, 3× Chemicals | 810 |
| Gas Grenade | Explosive I | 4× Chemicals, 2× Rubber Parts | 810 |
| Snap Blast Grenade | Explosive II | 7× Chemicals, 1× Magnet | 1,920 |
| Blaze Grenade | Explosive III | 2× Oil, 7× Metal Parts | — |
| Smoke Grenade | Utility I | 7× Chemicals, 1× Canister | 1,920 |
| Lure Grenade | Utility II | 2× Speaker Comp, 2× Plastic Parts | — |
| Tagging Grenade | Utility III | 4× Plastic, 2× Sensors | — |
| Heavy Fuze Grenade | — | — | 1,920 |
Chemicals are the most consumed material across grenade recipes. If you are planning to craft throwables regularly, prioritize looting and recycling items that break down into Chemicals.

Which Throwables to Keep and Which to Recycle
The recycling decision is straightforward for most items. Always keep the Leaper Pulse Unit — its gravity vortex effect is irreplaceable and far too powerful to scrap. Synthesized Fuel is common enough that you can afford to use it freely as an improvised trap rather than hoarding it for crafting.
Hornet Drivers and Wasp Drivers recycle into ARC Alloy, which is useful for upgrades. If you already have a Showstopper or Trigger 'Nade in your loadout, recycling these Drivers is reasonable. But if you are running light on utility, the Hornet Driver's 10-second ARC stun can save a fight.
Fireball Burners, Crude Explosives, and the Rubber Duck are safe to recycle in almost every situation. The Fireball Burner's 2 m fire patch is too small to matter when you have access to the Blaze Grenade, and Crude Explosives are outclassed by the Lure Grenade for distraction purposes. The Rubber Duck does nothing except squeak — though some Raiders keep one around on principle.