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Grenade Launcher
Grenade Launcher
Primary Fire Secondary Fire
Damage 600 1000 + (300 x 8)
Shots per Second 3.33 1.33
Magazine Size 12 6
Damage per Second 2000 area 4533 area
Sustained Fire Time
(seconds)
3.63 4.5
Weakspot Damage Bonus 10% 10%
Reloading Time
(seconds)
3.5 3.5

Overview[ | ]

  • Unlocked at rank 31 for players, that have The Pursuit DLC.
  • The grenades fired by both fire modes are heavily affected by gravity.
  • Fire modes
    • The primary fire shoots a grenade, that bounces once before exploding in the next obstacle they meet, regardless of whether it's a lume, a wall or something else.
    • The secondary fire shoots a cluster grenade, that explodes into smaller bomblets after 3 seconds, covering a wider area than the primary fire's grenades and dealing overall more damage. This bomb also bounces at first, although to a much lesser degree than the primary fire's grenades.

Notes & tactics[ | ]

  • The primary fire shoots grenades at a decent velocity, and due to the bouncing mechanic of the primary fire's grenades, players can get grenades to bounce at various angles to fire around corners or high up into the air, making the primary fire very versatile.
    • The closer to the player the primary fire's grenade is shot, the higher the grenade will bounce, but the distance it travels before exploding will be shorter, and vice versa.
    • To aim relatively accurately and hit lumes in front of the player, usually he has to aim a bit below them, thus ensuring that the grenades 'd explode into their bodies quickly after bouncing.
  • The weapon can damage tricky enemies such as Bobbleheads, Hoverers, Hoverer Queens & Fiskeplaske but this is difficult - the primary fire's grenades have to bounce off the ground first, to explode into the vulnerable body parts. It can also trigger Laser Bridge's lasers, but, again, doing this is tricky and hard to do. The secondary fire clearly cannot damage Bobble Heads & Fiskeplaske, although it can hit the backs of the other partially-invulnerably lumes if the explosions hit their backs.
  • The usage of this weapon with Hip Fire is mostly fine, since the weakspot damage of it is much below 40% and the damage with the perk would be more, regardless of whether hitting weakspots or not.
  • The Tactical juxtaposition perk doesn't seem to lead to a higher switch-delay if using secondary fire last before switching to the other weapon, unlike the the conversion of some other fast weapons into slow, which makes picking this perk a somewhat fine choice.


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