Krak Grenade Suicide Bombing
Contents
The ProblemHow It WorksAffected EnemiesSafe Krak TechniquesNon-Aggro'd EnemiesPer-Enemy Timing NotesKrak Value RankingWhy Hormagaunts Still Kill YouGame FilesThe 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
Krak grenade sticks to enemy — the impact/stick registers as ranged damage (
dmgtypeexplosive,defaultDamageScale = 120,abilityType = equipmentkrakgrenade)RangeThreat knowledge module detects the damage — if it exceeds the enemy's threshold within the time window,
RangeThreatis set on the blackboard with the thrower as the sourceRecovery system fires — the recovery behavior tree interrupts whatever the enemy was doing
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)
Enemy closes distance during fuse delay — by the time the krak detonates, the enemy is in melee range
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
Wait for a gun strike prompt (enemy in melee range, staggered, or incapped)
Throw the krak grenade to stick it
Immediately trigger the gun strike — this staggers the enemy for a significant duration
The enemy is locked in the stagger animation while the krak fuse burns down
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
Player A throws the krak
Player B immediately hits the enemy with a heavy melee attack or another grenade to trigger a stagger
The stagger prevents the recovery gap-closer
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:
Triggers RangeThreat with you as the source
Force-swaps aggro from your teammate to you
The enemy can still charges/leaps directly at you with the krak attached
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
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.
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.
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.
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).
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.
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
.clsandbehaviour*.ssofiles — see Aggro & Threat System for the full threshold table and individual enemy writeups infindings/enemies/for recovery details