
Xenocrat |

Witchwarper on turns where it's not casting a slotted spell, can do a good round of anchoring action(s) and grenade/strike with a pistol.
Commander can squeeze the action in sometimes with flexible use of tactics (some are just one action, you don't always need to strike with a two action tactic) and has top class DC progression.
I don't think kineticist has the actions, but it probably has the cash and has the class DC. Maybe to diversify its AOE damage types.
Any class that wants to hide/sneak will benefit from cheap smoke grenades. The stealth envoy subclass may care about this when combined with its two action directive.
All of these will benefit from a tactical hide away limb augmentation to one action draw/use a grenade.

Justnobodyfqwl |
I've been actually toying with a Grenade Envoy build. Ready Arms! feels like it works best with grenades- the fact that it wants you to constantly switch to a new weapon AND can work with area fire is so convenient!
I would absolutely love to play a supportive Envoy that draws a flash grenade, tosses it, makes your allies concealed to the enemy, and allows your ally to make a free strike- all for two actions. Your third action is free for striking, demoralizing to set up your teammates, etc.

RuinSmith_Hlit |

Do Witchwarpers get class DC?
They do infact, as there warp reality keys off it instead of spell dc. it is in sync with spell dc up until they hit level 19; where they gain legendary spell dc. (which i am deeply bothered by for the need to worry about both dc's frequently)

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Witchwarper, cast injury echo (pericing) then throw a frag grenade. if the target fails, it's save, and the grenade or any other piercing damage hits the target before your next turn, they take an additional 1d4 persistent bleed damage.
Something else I just noticed recently that we didn't have in the playtest or Sf1e is Precious Materials for grenades. We only have the more basic grenades in the Player Core, so this helps a lot.

Xenocrat |
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ElementalofCuteness wrote:Do Witchwarpers get class DC?Yes.
Technically everyone gets class DC. Some don't progress their training very far. Witchwarper is one of the classes that progresses all the way to Legendary.
This is not true. Witchwarper only progresses class DC to master, caster DC to legendary. Until the final legendary spell DC step, the same class feature increases caster DC, caster attack rolls, and class DC proficiency at the same pace.

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Witchwarpers are great at area control/damage. Danger Zone + grenade against something with a weakness is a good combination.
Spellsurge Ammo + grenade. gives the grenade, the magical trait, extra damage, and possibly an additional damage type.
danger zone + Spellsurge Ammo + grenade in one turn, or If you have damage zone active the turn before and don't sustain it, you could use danger zone + injury echo + grenade.
Some boss monsters, if they are high enough level with a good reflex save, are nearly immune to grenades, but grenades are most effective against a group, so I generally don't use them against single opponents unless it's the only way to get around their immunities.
In SF1e I didn't worry about the saving throw part, because you always did at least half damage. But in SF2e, debuffing the reflex save is much more important.

Dubious Scholar |
1 person marked this as a favorite. |
I've been actually toying with a Grenade Envoy build. Ready Arms! feels like it works best with grenades- the fact that it wants you to constantly switch to a new weapon AND can work with area fire is so convenient!
I would absolutely love to play a supportive Envoy that draws a flash grenade, tosses it, makes your allies concealed to the enemy, and allows your ally to make a free strike- all for two actions. Your third action is free for striking, demoralizing to set up your teammates, etc.
Ooh, that's a nice trick.
Soldier, naturally, works well with grenades because the whole class is kind of built around area fire (and auto-fire). It's debatable whether you get a Primary Target strike with a grenade, but if your GM allows it that's pretty strong. Even without that, Bombard has nice benefits like Suppressed even on success (compared to Failure for other soldiers) and excluding allies from the explosion.