Flashbang grenade
| $20 | |
| <00> | |
|  Tier  | 1 | 
|  Complexity  | 1 | 
|  Tinker Tier  | 
| $30 | |
| <00> | |
|  Tier  | 3 | 
|  Complexity  | 1 | 
|  Tinker Tier  | 
| $40 | |
| <001> | |
|  Tier  | 5 | 
|  Complexity  | 1 | 
|  Tinker Tier  | 
A flashbang grenade is a throwable weapon that explodes when thrown, confusing anything within a radius and duration based on the mark number.
A flashbang grenade is a component of the cure for monochrome.
| Grenade | Radius | Confusion Level | Confusion Duration | 
|---|---|---|---|
| flashbang grenade mk I | 2 | 10 | 1d4+45-8 (Avg: 6.5) | 
| flashbang grenade mk II | 3 | 15 | 2d4+46-12 (Avg: 9) | 
| flashbang grenade mk III | 4 | 20 | 3d4+47-16 (Avg: 11.5) | 
Mechanics
This article has information that is missing or not up to par.
Reason: Based on a rather old game version, things could've changed since (e.g. mental shield offered protection back then)
Reason: Based on a rather old game version, things could've changed since (e.g. mental shield offered protection back then)
Unlike most other sources of confused, the flashbang grenade allows no save;[1] only a sphynx salt injector can prevent the effect entirely.[2] Instead, there are several (stackable) ways to reduce the duration of confusion:
| Source | Duration reduction | |
|---|---|---|
| Different phase | 1/3 of base[1] | |
| goggles | 6[3] | |
| mirrorshades | ||
| Polarized item | Tier 1-5 | 1[4] | 
| Tier 6-8 | 2[4] | |
Reducing the duration to or below zero this way will, of course, preclude the confused effect.
Tips
- While any flashbang can cure monochrome, the mk I is both the easiest of the three to come by and the least valuable for other uses.
- Flashbangs are a way to confuse creatures like oozes and robots that are immune to other sources of confuse.
References
This information is reliable as of patch 2.0.204.58.


