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Krak Grenade Suicide Bombing

Author:IncognitoIncognito

The Problem

A common in game experience: you stick a krak grenade to a melee enemy, and instead of standing there and dying, the enemy immediately rushes toward you, closing the distance so that when the krak detonates, you eat your own grenade's splash damage. In extreme cases, your own krak kills you. It feels like the AI is intentionally suicide bombing you with your own grenade.

The AI is not doing this on purpose. There is no code in any enemy's behavior tree that detects krak grenades, sticky grenades, or explosive attachment. What's actually happening is the standard RangeThreat recovery system, the krak grenade's impact damage triggers the enemy's ranged threat detection, and for melee enemies, the ranged recovery response is almost always a gap-closing attack (charge, leap, sprint, burrow). The enemy is doing exactly what it always does when shot from range — it rushes the shooter. The krak grenade's fuse delay just means the enemy arrives on top of you right as the grenade detonates.

How It Works

  1. Krak grenade sticks to enemy — the impact/stick registers as ranged damage (dmgtypeexplosive, defaultDamageScale = 120, abilityType = equipmentkrakgrenade)

  2. RangeThreat knowledge module detects the damage — if it exceeds the enemy's threshold within the time window, RangeThreat is set on the blackboard with the thrower as the source

  3. Recovery system fires — the recovery behavior tree interrupts whatever the enemy was doing

  4. Melee enemy's ranged recovery = gap-closer — the recovery response for most melee enemies is to charge, leap, or sprint toward the RangeThreat source (you)

  5. Enemy closes distance during fuse delay — by the time the krak detonates, the enemy is in melee range

  6. Krak splash hits you — you take damage from your own grenade

Affected Enemies

High Risk (Aggressive Gap-Closers)

Enemy

RangeThreat Threshold

Recovery Gap-Closer

Danger Level

Carnifex

24 dmg / 4s

Charge, Jump Attack, or Triple Leap (enraged). Endurance buff during rush.

Extreme — massive hitbox carries the krak right into you

Melee Occult Terminator

10 dmg

Sprint w/ Endurance + standby shooting, then gap-closer melee (20m range)

Extreme — sprints while shooting AND has Endurance

Lictor

2.5 dmg / 1s

Side Jump Attack or Blink Strike. At 30m+: blinking sprint approach

Very High — teleporting gap-closers are hard to avoid

Tyranid Warrior

1 dmg / 1.8s

Combo Slash or Jump Attack (HEAVY token)

High — any ranged hit triggers it, jump attack closes fast

Chaos Spawn

1 dmg / 1.8s

Warp Hole → Combo, Beast Combo, Tentacle Gapcloser

High — 1 damage threshold means the stick alone triggers it

Ravener (Burrower)

Default

Burrow → Grab, Burrow → Aggressive Unburrow

High — burrows underground and emerges on top of you

Ravener (Dancer)

Default

Distant Hit charge, Burrow → Move → Unburrow → Distant Hit

High — charge attacks close distance fast

Tzaangor

3 dmg

Sprint Kata with SoftEndurance

Moderate — fast sprint but fragile (11 HP, may die to krak anyway)

Tzaangor Spearman

10 dmg / 1.8s

Charge combos, Charge To Aerial

Moderate — multiple charge options but 50 HP may survive the krak

Low Risk (No Gap-Closer in Recovery)

Enemy

RangeThreat Threshold

Recovery Response

Why It's Safe

Tyranid Warrior Assault

1 dmg

Side dodge + shoot back

Dodges AWAY then retaliates at range

Biovore

20 dmg / 5s

Acid mine volleys (defensive/aggressive)

Primarily shoots back; has melee combo as last resort but prefers range

Hormagaunt

No RangeThreat

None — no recovery system at all

Mindlessly charges regardless; was already running at you

Termagant

No RangeThreat

None — ranged fodder with flee behavior

Pure ranged, no gap-closers

Chaos Cultist

No RangeThreat

None — squad ranged fodder

Pure ranged

Note on Hormagaunts: They have no recovery system, so krak grenades don't change their behavior. However, they were ALREADY running at you — the krak suicide bomb effect still happens, it's just not triggered by the grenade. They were coming regardless.

Safe Krak Techniques

The key insight: you need to prevent the enemy from executing its gap-closer recovery during the krak fuse delay. Any stagger, stun, or incap that lasts longer than the fuse delay prevents the rush.

Technique 1: Gun Strike → Krak → Detonate

  1. Wait for a gun strike prompt (enemy in melee range, staggered, or incapped)

  2. Throw the krak grenade to stick it

  3. Immediately trigger the gun strike — this staggers the enemy for a significant duration

  4. The enemy is locked in the stagger animation while the krak fuse burns down

  5. Krak detonates while the enemy is still staggered — they had no opportunity to gap-close

This requires patience and setup but is the safest method. The gun strike stagger duration exceeds the krak fuse, so the enemy never gets to execute its recovery.

Technique 2: Krak During Attack Animations

Throw the krak while the enemy is committed to an attack animation with DisableInterruptions active. A few examples of attack sequences that set this flag, which prevents the recovery system from interrupting:

  • During turret mode on the Ranged Terminator, interruptions are disabled during turret fire

  • During Crazed Combo on Helbrute's Phase 2 while he is committed to the multi-hit sequence

  • During Circular Saw on Tzaangor Spearman while they are committed to the spin

Technique 3: Team Stagger Chain

  1. Player A throws the krak

  2. Player B immediately hits the enemy with a heavy melee attack or another grenade to trigger a stagger

  3. The stagger prevents the recovery gap-closer

  4. Krak detonates while staggered

This works well against enemies with long grenade stagger durations (2s for most elites).

Technique 4: Krak at Maximum Range

Many gap-closer attacks have range limits:

  • Tyranid Warrior Jump Attack has a max range on the leap

  • Melee Terminator Gap-Closer has a max range of 20m

  • Carnifex Charge needs a traversable path to the target

Throwing the krak from beyond the enemy's gap-closer range means even if recovery fires, the gap-closer can't reach you before detonation. This is especially effective against enemies with shorter recovery ranges.

Technique 5: Krak + Immediate Dodge Behind Cover

Throw the krak and immediately break line of sight. Many recovery gap-closers require:

  • Vision to the target (BhvNodeDecoratorCheckVisionToActor)

  • Path to the target (BhvNodeDecoratorCheckPath)

If you're behind cover when the recovery fires, the gap-closer may fail its vision/path check and the enemy stalls.

Non-Aggro'd Enemies

A common instinct: "the enemy is fighting my teammate, I'll krak it from behind while it's distracted." This is actually still dangerous.

The RangeThreat system sets the damage source (you) as the threat target. The recovery then executes BhvNodeSetEnemy = RangeThreat, which force-swaps aggro to you. The gap-closer then targets you specifically.

So krakking an enemy that's fighting a teammate:

  1. Triggers RangeThreat with you as the source

  2. Force-swaps aggro from your teammate to you

  3. The enemy can still charges/leaps directly at you with the krak attached

  4. Arrives on top of you right as it detonates

This is worst case scenario because the enemy not only kills you, but your teammate loses their engagement and potentially any contested health they may have been expecting to regenerate during their engagement with that enemy.

Exception: Enemies with no RangeThreat module (Hormagaunts, Termagants, Cultists) don't aggro swap from krak damage. They stay on their current target.

Per-Enemy Timing Notes

Melee Occult Terminator (Extreme Risk)

  • Grenade stagger duration: 2s

  • Recovery gap-closer range: 20m with Endurance + standby shooting

  • Safe window: Krak during heavy hit stagger (0.1s is too short — use grenades for 2s). Gun strike setup is ideal.

  • Avoid: Raw krak throw from range. The Terminator sprints at you with Endurance AND shoots while approaching.

Lictor (Very High Risk)

  • Recovery gap-closers: Blink Strike (teleport), Side Jump Attack

  • Safe window: During vanish animation (if active), or while incapped. The Lictor's teleport-based gap-closers are nearly impossible to avoid with distance alone.

  • Avoid: Krak at any range without stagger — the Blink Strike ignores distance.

Tyranid Warrior (High Risk)

  • RangeThreat threshold: 1 damage (any hit triggers it)

  • Recovery gap-closers: Jump Attack, Combo Slash

  • Safe window: During their own attack animations, or gun strike setup. The 1-damage threshold means the krak stick alone triggers recovery instantly.

Chaos Spawn (High Risk)

  • RangeThreat threshold: 1 damage

  • Recovery gap-closers: Variant-dependent (Beast combo, Tentacle gapcloser, Warp Hole)

  • Safe window: During block stance (if shielded variant), or when already in melee recovery. The Crab variant's block may absorb the krak stick without triggering range recovery.

Krak Value Ranking

All data is for Absolute (hardest) difficulty. Krak grenades deal dmgtypeexplosive with defaultDamageScale = 120. On Absolute, the SCALEGRENADEABILITYTYPEDAMAGETOENEMIES modifier (bonus 220, PERCENTMULT) scales this to 384 base damage. Final damage = 384 × enemy's dmgtype_explosive sensitivity.

The ranking uses an efficiency score based on three factors:

  • Damage dealt as a percentage of the enemy's HP (higher = better)

  • Overkill waste — damage beyond the enemy's HP is wasted potential

  • Resistance waste — enemies with low explosive sensitivity waste your krak's damage potential

The ideal krak target takes close to 100% of its HP from a single krak — zero waste in either direction.

S Tier — Best Krak Targets

Enemy

Tier

HP

Explosive Mult

Krak Damage

% of HP

Risk

Why S Tier

Zoanthrope

Extremis

400

1.0x

384

96%

Moderate

Near-perfect efficiency. One krak takes a Zoanthrope from full to 16 HP. Almost zero waste. Follow up with one bullet to kill.

Lesser Sorcerer

Extremis

360

1.0x

384

107%

Low (flies, teleports)

One-shot kill with only 7% overkill. The #1 priority kill target in Chaos encounters — krak solves the problem instantly.

A Tier — Good Krak Targets

Enemy

Tier

HP

Explosive Mult

Krak Damage

% of HP

Risk

Notes

Lictor

Extremis

520

1.0x

384

74%

Very High (blink)

Three-quarters HP in one hit. Must use safe technique — Blink Strike gap-closer is extremely fast.

Ravener

Extremis

520

1.0x

384

74%

High (gap-closers)

Same value as Lictor. Use gun strike technique to prevent rush.

Occult Terminator (Melee)

Extremis

520

1.0x

384

74%

Extreme (sprint+Endurance)

Great damage but most dangerous gap-closer. Must stagger immediately after throw.

Soulreaper Terminator

Extremis

520

1.0x

384

74%

Moderate (barrage)

Same 74% but retaliates with rockets, not a gap-closer. Safer than melee variant.

B Tier — Acceptable but Wasteful

Enemy

Tier

HP

Explosive Mult

Krak Damage

% of HP

Risk

Notes

Sword/Whip Warrior

Majoris

308

1.0x

384

125%

High (jump attack)

One-shot kill but 25% overkill. Wastes 76 damage. Still kills, so acceptable if you need the instant delete.

Ranged Warriors

Majoris

308

1.0x

384

125%

Low (dodges away)

Same damage but Assault Warrior has no gap-closer — safest Majoris krak target.

Rubric Marines

Majoris

280

1.0x

384

137%

N/A (ranged)

One-shot but 37% overkill. 104 damage wasted.

Chaos Spawn

Majoris

280

1.0x

384

137%

High (gap-closers)

One-shot but 37% overkill AND triggers aggressive gap-closer. Use safe technique.

Biovore

Extremis

600

1.0x

384

64%

None (shoots back)

No gap-closer risk but only 64% — need significant follow-up damage.

C Tier — Mostly Wasteful

Enemy

Tier

HP

Explosive Mult

Krak Damage

% of HP

Risk

Notes

Tzaangor Enlightened

Majoris

200

1.0x

384

192%

Moderate

One-shot but 92% overkill — nearly half the krak's damage is wasted. Almost any weapon kills Enlightened faster without using a consumable.

Warpflame Rubric

Majoris

280

1.0x

384

137%

N/A

Same as Rubric Marine — 37% overkill. Acceptable if you need the instant kill but not efficient.

F Tier — Never Krak These

Enemy

Tier

HP

Explosive Mult

Krak Damage

% of HP

Risk

Why F Tier

Vortex Beast

Terminus

7200

0.6x

230

3.2%

230 damage on 7200 HP. Meaningless.

Heldrake

Terminus

4500

0.45x

173

3.8%

173 damage on 4500 HP.

Neurothrope

Terminus

2000

0.35x

134

6.7%

Heavy resistance + huge HP pool.

Carnifex

Terminus

3250

0.35x

134

4.1%

Extreme (charge/leap)

4% HP damage AND triggers Endurance-buffed charge. Worst risk/reward in the game.

Helbrute

Terminus

3250

0.35x

134

4.1%

Phase-dependent

Same terrible ratio as Carnifex.

Tyranid Prime

Terminus

3000

0.25x

96

3.2%

96 damage. Three-quarters of the krak's potential is absorbed by resistance.

Hive Tyrant

Terminus

3900

0.25x

96

2.5%

96 damage on 3900 HP.

Trygon Prime

Terminus

7200

0.25x

96

1.3%

Worst krak target in the game. 96 damage on 7200 HP. 75% of damage absorbed by resistance.

Key Takeaways

  1. Zoanthrope is the perfect krak target — 96% HP from one krak with zero overkill. One follow-up bullet kills it. If you have a krak and see a Zoanthrope, use it.

  1. Lesser Sorcerer is the highest-priority krak kill — the #1 kill target in Chaos encounters dies to one krak (107%). The 7% overkill is negligible for instantly removing the enemy that revives Rubric Marines.

  1. Extremis enemies at 1.0x are the sweet spot — Lictors, Raveners, Terminators all take 384 damage (74% HP). Meaningful damage without overkill, on enemies that are actually threatening.

  1. Majoris enemies are acceptable but wasteful — one-shot kills on 280-308 HP enemies, but 25-37% of the krak's damage is wasted as overkill. Use kraks on Majoris only when you need the instant delete (e.g., a Chaos Spawn mid-charge, a Warrior about to grab a teammate).

  1. Never krak Terminus enemies — the best case is Neurothrope at 6.3% HP. The worst is Trygon at 1.3%. Every krak thrown at a Terminus enemy is a krak NOT thrown at a Zoanthrope or Lesser Sorcerer. The Carnifex is the worst trap — it's big and scary but the krak does 4% of its HP AND triggers an Endurance-buffed charge.

  1. The efficiency sweet spot is 360-520 HP at 1.0x — this is where kraks deliver 74-107% of an enemy's HP without excessive overkill or resistance waste.

Why Hormagaunts Still Kill You

Hormagaunts have no RangeThreat system, the krak grenade doesn't change their behavior at all. They don't gap-close BECAUSE of the krak; they were already sprinting at you. The "suicide bomb" effect with Hormagaunts is pure coincidence, they're always closing distance, and the krak just happens to detonate when they arrive.

Game Files

  • {SERVER}/ssl/weapons/throwable/grenade/grenadekrak/grenadekrak_server.cls — krak grenade definition (damage scale, ability type)

  • {SERVER}/ssl/damage/damager/damagerdescriptionslibrary.sso — damager descriptions including krak explosion

  • {SERVER}/ssl/damage/damagable/damageprocessing/damageattributemodifier.sso — grenade damage scaling by difficulty (SCALEGRENADEABILITYTYPEDAMAGETO_ENEMIES)

  • Per-enemy threat thresholds and recovery behaviors are defined in each enemy's server .cls and behaviour*.sso files — see Aggro & Threat System for the full threshold table and individual enemy writeups in findings/enemies/ for recovery details

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