The so-called nuke build is a Hands setup built entirely around one idea: turn Grandpa’s chair into a kill zone. Instead of chasing victims across the map, you ring Grandpa with Gore Bombs, feed him blood, and let anyone who tries to stab him take the full blast. The explosion does not just interrupt the stab attempt — it drops the victim outright, which turns a defensive play into a free execution.
Quick answer: Place three Gore Bombs tight around Grandpa’s chair before you do anything else, collect blood to raise Grandpa’s level, and let victims detonate the trap themselves. A triggered bomb incapacitates the attacker long enough for an execution, and the bombs can be repaired and reset at the chair with a spark plug.
How the Gore Bomb trap around Grandpa works
Victims stab Grandpa to knock his level down and buy themselves time. That means Grandpa’s chair is a spot they must eventually walk to, which is exactly what makes it good trap ground. Bombs placed directly beside the chair sit inside the space a victim has to occupy to land the stab.
When a victim closes in, the bombs go off in sequence. Consecutive hits stack enough explosive damage to incapacitate the attacker on the spot, leaving them on the ground while you or a teammate walk over and finish the execution. The trap does the damage; you only need to be close enough to collect.
The trade-off is that all three bombs are committed to one location. You are giving up map-wide trap coverage in exchange for guaranteeing that Grandpa never gets stabbed for free.
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Blood collection and Grandpa levels
With the trap set, the rest of the loop is blood. Buckets sit throughout each map — tool storage, locker rooms, corridors, back porches, barns, sheds, and the overgrown exterior areas — and you want to fill your vial to capacity before walking back.

Feeding that blood raises Grandpa’s power level, and each level makes his detection sweep more useful to the family. Level 1 already activates the sonar pulse that flags victim positions. At level 5, his maximum, the reveal is strong enough to expose players hiding in places like a basement, which usually ends the match quickly because a teammate can be sent straight to them.
Because you are already returning to the chair to feed him, every trip doubles as a check on the bombs. That is the reason the build stays consistent: your blood route and your trap maintenance route are the same route.
Resetting Gore Bombs after a detonation
A detonated bomb is not gone. Return to the chair and use the spark plug interaction to repair and reset each bomb, restoring the full ring. Do this immediately after the execution rather than later — the next victim often tests Grandpa within seconds of seeing a teammate go down.

Reset bombs behave exactly like freshly placed ones. A rushed second attempt on Grandpa gets punished the same way the first one did, which is what makes the setup repeatable across a full match.
Grandpa locations by map
Where the chair sits changes how the trap plays. Interior placements funnel victims through doorways, which makes the blast almost unavoidable. Exterior placements give victims more approach angles, so spread the bombs wider.
| Map | Grandpa’s position and trap notes |
|---|---|
| Slaughterhouse | Exterior courtyard near the windmill area; watch the cattle chute entrance while resetting. |
| Family House | Living room rocking chair; the sitting room and gore room are the main approach lanes. |
| The Mill | Ground floor inside the mill, or the exterior yard by the silos; the fuse box on the mill floor pulls victims nearby. |
| Gas Station / Compound | House hallway; a tight corridor, so a stab attempt sets off the whole ring. |
How to confirm the trap worked
A successful trigger is obvious. The bombs detonate together, the victim takes heavy explosive damage, and they drop into an incapacitated state instead of running off with low health. From there the execution prompt is available immediately, and Grandpa’s level stays intact because the stab never landed.
If a victim reaches Grandpa and walks away unharmed, the ring was either not reset or the bombs were placed too far from the chair to cover that approach.
Common reasons the Nuke Build falls apart
The trap itself is reliable. What breaks the build is everything that pulls you away from the chair for too long.
- Door slams. Chasing a victim through doorways gets you knocked down and costs several seconds you needed for the reset.
- Close encounters. A victim who starts a grapple pins you in place and frees the rest of their team to move on objectives.
- Objective play. Victims who go for the generator, the pressure valve, or the mill fuse box never approach Grandpa at all, so the trap never fires.
- Escape routes. Once the generator is off, the exit gate and the road become the priority, and a grapple lost in the open lets a victim break through.

Note: the fix for most of these is teammates. Coordinating with the other family members lets someone else hold a lane or corner a runner while you stay on the reset loop.

Played properly, the setup collapses into a short, repeatable cycle. Rig the chair, gather blood, feed Grandpa, reset what detonates, and answer the exits when the generator goes down. Victims either avoid Grandpa entirely and leave his sonar running at full strength, or they walk into three bombs and hand you an execution — and both outcomes work in your favor.






