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My Quickly Thrown Together Grenade Tier List (Destiny)

by Doooskey, Kansas City, MO, Monday, October 19, 2015, 21:06 (3562 days ago) @ Anton P. Nym (aka Steve)

S Tier
Firebolts - These are mean, especially with burn. They kill recovery.
Trip Mines - Can zone AND kill most targets or leave with a sliver of health. No limit to number of targets as with Arcbolt and Firebolt. Oh, and you can stick guys with these....

A Tier
Lightning grenades - Mean, but most get out after 1 hit of 122. They can last forever.
Arcbolt - Still good, but not as great as pre 2.0
Axion Bolt - Love these, can be run from, but usually they hit.

B Tier
Fusion Grenade - I like Stickies, but they aren't always viable, and stickiness is less so now. Plus blinking out of stickies happens enough to be frustrating.
Magnetic Grenade - See Fusion
Flux Grenade - See Fusion

C+ Tier
Incendiary - Like a frag, fuse still a bit long, blast radius can be unforgiving.

C- Tier
Solar Flare - If playing doofuses these get lots of kills. Beta version of Vortex/Solar should be brought back IMO.
Vortex - See Solar Flare.
Suppression - I know lots of people rave about these... but they are tough to use particularly for what they are raved about most (super stopping). I rarely if ever get hit by or die to these.
Void Wall - Seems to sometimes be OK
Skip Grenade - I hear some who like these, but I don't like them so much and I never get hit with these.
Void Wall - Seems a bit more reliable than the fire wall grenade


WTF Tier
Void Stick Thing - Seriously... This thing is a waste of time. They SUCK.
Fire Wall - "Uh, which direction did you want me to go? Left? OK, I'll come right back to you"
Scatter Grenade - "Uh, do you want me to kill someone? Ok, I'll chill here and wait for you to run past... Then I'll give you a hug"


This is from my own experience, so my play style will factor in. Certain exotics or class perks can move certain grenades across tiers. Haven't used the new Warlock Lightning Grenade.


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