loadout beginner

Arena Breakout Grenades: Flashbangs, Shock, and Tear Gas

How to use flashbangs, experimental shock grenades, tear gas, and stun grenades in Arena Breakout: Infinite without wasting slots

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Grenades are the cheapest edge in Arena Breakout, and most players carry them wrong. Too few and you cannot clear a room, too many and you give up loot slots. This page covers the four that matter and how to use each one.

Flashbangs

Flashbangs blind whoever is looking at them, including you. The standard trick is to pull the pin close, then look away or use cover so you keep your vision while the enemy loses theirs.

The useful detail: you can blind the same scav three times. You do not need three different targets. Find one scav, flash it, repeat until the task or the fight is done.

Experimental shock grenades

Shock grenades disrupt and disorient. The reliable method is to throw one directly at a scav’s feet rather than at range, where it can bounce away or land short.

Like flashbangs, one scav can absorb multiple shock hits. Chain them on a single target when a task asks for three enemies affected.

Tear gas

Tear gas is area denial. Throw it into a room to flush out a sniper or a camper who is holding an angle. The enemy has to move, and moving targets are easier to kill than static ones.

Use it on rooms you cannot safely enter, not on open ground where the enemy can simply walk out of the cloud.

Stun grenades

Stun grenades are concussive. They break defensive holds by disorienting a group long enough for your squad to push. Throw them through doorways and windows before entry, not after.

Loadout advice

Carry five to ten throwables into a raid. That covers several fights plus task progress without eating the slots you need for loot. Buy them before the raid from the market, and check whether event Twitch Drops have stocked your stash for free.

Grenade mistakes, from self-flashes to overload

  • Flashbanging yourself in a tight corridor.
  • Throwing shock grenades at range where they land short.
  • Carrying ten grenades and no room for loot.

Grenades are a crowd-control tool before they are a damage tool, which the crowd management page covers; the tactical guide covers the room-clearing sequence they fit into.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.