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"I hear you chaps have been looking for an explosives expert. Well, you struck lucky! I'll toss a few mashers their way, and Bob's your uncle - those Blaggards go up in smoke!"


  • The Grenadier is the seventh troop to unlock. He is unlocked at Headquarters level 16.
  • He inaccurately throws grenades with great range, which can damage troops and set off mines.
  • He is the first troop to be introduced after the Global Launch.

Visual Appearance

  • The Grenadier is a tall, bulky, middle aged man with a moustache, who wears a thick green vest over his uniform with a bandolier of grenades and a blue beret.
  • His uniform underneath the vest appears similar to the Rifleman's.
  • The Grenadier's weapon of choice is the stick or 'potato masher' grenade.

Offensive Strategy

  • Because of his low DPS and accuracy for the space he takes, the Grenadier is not effective in small numbers. His tendency to overshoot his target, often results in structures behind his actual targets being destroyed first. This has the merit of allowing him indirect fire to hit buildings he cannot hope to safely destroy on his own (Boom Cannons, Sniper Towers), but it often takes a while depending on enemy building spacing. Additionally, with all the friendly fire, they are usually used on their own, or at least not in company of frail, lower-ranged units like Riflemen, Critters and Warriors.
    • The Grenadier's accuracy improves the closer he is to its target, so if you want the Grenadiers to destroy something more quickly, Flare them close to it. This however carries numerous associated risks and is generally not advisable.
    • Grenadiers can be used as minesweepers if underleveled, , but this often takes up valuable space that could have been reserved for DPS units.
  • Grenadiers and Medics are a good combo, because the Medics can usually out-heal the damage done by Rocket Launchers while Grenadiers keep them away from the line of fire.
    • Another great Grenadier strategy is the Grenadier-Rifle-Medic tactic (Full guide by Kaiser Emotion). This strategy uses Grenadiers to clear out enemy defenses with support from Medics before sending Riflemen to finish off what's left of the base. In some cases, Zookas can be used in place of Riflemen.
  • The Grenadier can outrange Cannons and Machine Guns, but just barely. If too many are attacking one, some will get pushed into range.
  • Shock Launchers can drastically slow Grenadier raids with their stun. Grenadiers do not have the range to avoid it, so it either has to be worked around or destroyed, be it by other troops or Gunboat weaponry (Artillery/Barrage).

Defensive Strategy

  • Good Boom Cannons, Rocket Launchers and Sniper Towers are your best chance of surviving an all-Grenadier attack, so be sure to upgrade them. Even a level one Boom Cannon can one-shot a level 15 Grenadier (barring Troop Health statue boosts), and Rocket Launchers and Sniper Towers have the necessary range to attack them. Rocket Launchers work best in groups, as Medics can out-heal a single launcher.
  • High-level Shock Launchers are also vital. The stun time, paired with the Grenadier's inaccuracy, can potentially make an attacker run out of time in an attack.
  • Most Prototype Defenses can be effective against a Grenadier attack.
    • The Shock Blaster, Doom Cannon, Grappler and S.I.M.O. can easily and quickly reach Grenadiers and destroy them (or assist in their demise). The Lazor Beam can also be helpful in dealing chip damage, but its damage alone may not be enough to defeat a Grenadier if there are Medics or Medkits that are able to heal him, unless building damage Ice Statues are used.
    • The Hot Pot and Boom Surprise do not have sufficient range, but due to their hiding nature, can emerge when Grenadiers come into range and promptly destroy them.
    • While the Damage Amplifier may not do damage on its own, if it boosts defenses like Sniper Towers, Mortars, and Rocket Launchers those defenses can prove to be very dangerous to Grenadiers, and can often destroy Grenadiers with one or two hits.
  • Because the Grenadier does area splash damage, it is not advised to group Buildings together.
  • Do not place Economy and Support Buildings in front of your defenses; when Grenadiers are attacking these buildings they usually overshoot and hit the defenses instead, usually without counter-attack from the defenses.
  • Placing Sniper Towers in front of all your buildings and your Mines spread-out in front of the Sniper Towers is a good way to defend against Grenadiers.

Upgrade Differences

  • There are no visual changes between levels, but each upgrade increases the Grenadier's hitpoints (by 6%), DPS (by 7.5%), and training cost (by 1000 gold).


  • The Stick Grenade (in German it's called Stielhandgranate) was mostly used by the Germans during WWII.
  • His beret suggests special-operations training.
  • You can have a maximum of 40 Grenadiers in a complete set of fully upgraded Landing Crafts.
  • The Grenadier, along with the Scorcher (death explosion), are currently the only two standard troops that can damage friendly troops.
    • The Cryoneer can freeze (but not damage) friendly troops.
  • The Grenadier's grenades appear to have the same explosion as Artillery. Despite this, the damage radius is much larger.
  • The Grenadier has the slowest moving projectile of all the troops.
  • Occasionally, a Grenadier's throw can cover an extreme distance, nearly matching the range of a Shock Launcher.
  • The Grenadier upgrade to level 15 is the most expensive Armory upgrade in the game.
  • Despite the fact that Grenadiers are more robust than infantry (Rifleman), they can carry more grenades in their vests.
  • The Grenadier's introduction dialog suggests that he has a British accent.


Unit Size
Troop Capacity
Training Time
Movement Speed
Movement Speed
Attack Range
Attack Speed
Splash Radius
Splash Radius
Headquarters Level Required
6 15m

Moderate / 250

Very Long / 11.3 Tiles 2s 1.9 Tiles 16
Damage per Shot
Training Cost
Research Cost
Combat Academy
Research Time
XP Gain
1 450 100 200 8,000 N/A N/A N/A N/A N/A
2 477 108 216 9,000 4,000,000 16 3d 16h 1,764 93
3 506 116 232 10,000 4,600,000 17 3d 22h 1,914 99
4 536 124 248 11,000 5,200,000 17 4d 3h 2,052 99
5 568 134 268 12,000 5,500,000 18 4d 4h 2,111 100
6 602 144 288 13,000 5,900,000 18 4d 6h 2,194 100
7 638 154 308 14,000 6,500,000 19 4d 9h 2,315 103
8 680 166 332 15,000 7,000,000 19 4d 12h 2,416 103
9 720 178 356 16,000 7,400,000 20 4d 13h 2,488 105
10 760 192 384 17,000 7,800,000 20 4d 15h 2,566 105
11 806 206 412 18,000 8,100,000 21 4d 16h 2,618 107
12 854 222 444 19,000 8,700,000 22 4d 18h 2,725 107
13 904 238 476 20,000 9,100,000 23 4d 20h 2,800 109
14 956 256 512 21,000 9,500,000 24 4d 22h 2,871 109
15 1,010 274 548 22,000 9,900,000 25 5d 2,947 111
16 1,070 295 590 23,000 10,300,000 26 5d 2h 2,999 113


Reserves Size
Troop Capacity
Upgrade Tokens
Upgrade Token
Tech Level
Tech Point
1 1 38 N/A 5
2 3 46 89,000 10
3 5 54 108,000 15
4 8 62 153,500 20
5 12 70 225,000 25
Total 575,500 75