field manual / throwables

throwable damage, measured.

Explosion damage, blast radius, and falloff for PUBG Update 42.2 — the actual values from the current game build, not estimates. Damage follows base × falloff(distance ÷ radius) — every figure below is computed from that, nothing is hand-typed.

Kill radius

distance where damage ≥ 100 HP — unarmored, fully exposed

Solid bar: guaranteed kill on a full-health, unarmored target. Faint bar: any damage at all. Real hits land lower — see the exposure note below.

C4

1337 damage at contact · 25 m radius
Damage by distance m → damage
0 334 669 1003 1337 0 5 10 15 20 25 100 HP — kill (unarmored) 10.0 m 1337 100 75 13
Distance Max damage
0 m 1337
1 m 1213
2 m 1090
3 m 966
5 m 719
7.5 m 409
10 m 100
15 m 75
20 m 44
Kill radius
10 m
Fuse
≈16 s after planting
Damage vs structures
1000
Bounciness
0.1

Frag Grenade

500 damage at contact · 10 m radius
Damage by distance m → damage
0 125 250 375 500 0 2 4 6 8 10 100 HP — kill (unarmored) 3.5 m 500 100 50 5
Distance Max damage
0 m 500
1 m 386
2 m 271
3 m 157
5 m 85
7.5 m 60
Kill radius
3.5 m
Fuse
5 s, cookable
Damage vs structures
150
Throw speed
15 m/s
Bounciness
0.27

Sticky Bomb

300 damage at contact · 4 m radius
Damage by distance m → damage
0 75 150 225 300 0 0.8 1.6 2.4 3.2 4 100 HP — kill (unarmored) 2.7 m 300 3
Distance Max damage
0 m 300
1 m 226
2 m 151
3 m 77
Kill radius
2.7 m
Fuse
3 s after sticking
Damage vs structures
500
Throw speed
15 m/s
Bounciness
0.1

Molotov Cocktail

area denial — burn field

Direct hit

20

damage on impact, within 1 m

In the flames

10 / tick

the burn refreshes while you stand in fire and keeps ticking for 4 s after you leave

Spread fire

4 / tick

weaker flames that crawl along walls and floors — up to 10 s

Burn damage lands as repeated ticks — "10 / tick" means 10 damage each time the burn ticks. The tick rate can't be verified to the same standard as the rest of these figures yet, so we show per-tick values rather than an approximate HP-per-second number. Practical read: the fire pool is the threat — step out early and you still take the 4 s afterburn.

Utility

Smoke Grenade

No damage. Creates a vision-blocking smoke screen — the cloud itself is a particle effect, not a damage volume.

Flashbang

No damage. Blinds and deafens within a 20 m effect radius; intensity depends on facing and line of sight.

How to read these numbers

  • Figures are maximums — a fully exposed, standing target at the given distance from the blast center. PUBG computes explosion damage from how much of the body is exposed, so going prone or taking cover reduces the actual damage; that reduction is geometric, not a fixed stat.
  • Damage values ignore armor. A kill inside the marked radius assumes a full-health, unarmored target.
  • Fuse timers (marked ) are verified by hand in-game — like the armor constants — rather than read from the same source as the damage figures, and re-checked whenever a patch touches throwables.