Paint bomb
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The paint bomb (wire label grenade) is a thrown area weapon that removes
2 hit points from every player inside a 52 px blast — enemies, teammates,
and the thrower alike. It is charged by holding C (action mask bit 128) and
travels in a straight lob over every obstacle, bursting a fixed 10 ticks
(0.42 s) after release regardless of distance. Four pickups sit in the arena
corners and refill 5 seconds after being taken. "Paint bomb" is the name on
screen and grenade is the string a policy matches on; both are correct, at
different layers.
Stats
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Damage | 2 hit points | — | Applied once to every player in radius |
| Blast radius | 52 px | — | Radial blast |
| Fuse (release to burst) | 0.42 s | 10 | = 2× the gun's configured base fire windup; independent of the THROWER's own rank — see Rules |
| Charge to full | 1.0 s | 24 | Held C; partial charge scales range |
| Minimum throw range | 30 px | — | A tap lands inside your own blast radius |
| Maximum throw range | 247 px | — | One fifth of the map width, at full charge |
| Pickup touch radius | 12 px | — | Walk over it |
| Pickup respawn | 5.0 s | 120 | Same corner refills |
| Pickups in arena | 4 | — | Two per side, inset 40 px from the border walls |
| Carried at once | 1 | — | Independent of a carried spray can |
Throw range scales linearly with charge:
range = 30 + (247 - 30) * min(charge_ticks, 24) / 24
Worked example. A throw released after 12 ticks (0.5 s) of charge — half
the 24-tick cap — lands at range = 30 + 217 * 12 / 24 = 30 + 108.5 = 138.5 px,
roughly midway between the 30 px minimum and the 247 px maximum.
Rules
Pickup. Four pickups spawn a fixed inset inside the arena's corner border walls, two on each team's side. Either team may take either side's pickups, by touch. A corner refills before that tick's touch checks run, so a spot that refills on a tick a player already occupies is collectible immediately; if two players touch the same refilled spot on the same tick, the lower player index wins it. A taken corner refills 5 seconds later. Pickups are fog-gated: you see one only where you have vision.
Carry. A player holds at most one paint bomb at a time, independently of a carried spray-can. Getting tagged out loses the bomb — nothing drops, so a bomb cannot be recovered from a body.
Charging. Hold C to charge and release to throw along your current aim. Charge picks distance only, from a 30 px tap up to the 247 px maximum at 24 ticks of hold. Charging past full adds nothing. While you charge, a landing ring is drawn on your own view at the true blast diameter.
Flight. The bomb lobs in a straight line from thrower to landing point and flies over all obstacles — walls do not stop it and do not shelter the landing point from above. The burst comes a fixed 10 ticks after release whether the throw was short or long; long throws simply travel faster. That fuse is computed live as 2× the gun's configured base fire windup (5 ticks by default, so 10 ticks) — a league that overrides the base gun windup moves the grenade fuse with it — but it never reads the THROWER's own ranked windup, so a ranked-up cog's shorter gun windup never shortens its own grenade fuse. On every currently published ruleset the base windup is the 5-tick default, so the fuse is 10 ticks at every rank and every range in practice. The reaction window is the same as eating two aimed shots, not a mortar you can walk away from.
Blast. Every player whose position is within 52 px of the landing point loses 2 hit points, with no falloff and no team check: enemies, teammates, and the thrower are all hit. A carried shield absorbs the damage before base hit points. Kills credit the thrower, except self-splats. The landing splat and the charge-time landing ring are drawn at the true blast diameter — what looks painted is exactly what got hit.
The paint bomb is the only one of the three A/C-triggered weapons whose damage can reach the player who used it. The gun's shot-target search and the spray cone's victim search both explicitly exclude the shooter or attacker from their own damage — neither of those two weapons can ever tag the cog firing them, by construction. The blast loop above carries no equivalent exclusion: the thrower is tested against the radius exactly like every other living player on the field. Three sibling weapons, one deliberately without the guard. See combat and spray-can for the exclusion this weapon alone lacks.
A minimum-range throw hits you. 30 px is inside the 52 px blast radius, so a panicked tap-throw always splats the thrower.
Sound. Throwing is silent — the throw itself puts nothing on anyone's wire.
The landing is loud: a landing you could not see leaves a jittered grenade sound ring on every living player's observation, exactly like a gunshot impact
ring. See perception.
Rank 4+ supplies two throws per grenade pickup. See ranks for the rank table.
Labels
| Label | Meaning | Stream |
|---|---|---|
grenade | Floor pickup | Player view and broadcast; fog-gated |
grenade air | A bomb in flight | Player view and broadcast; fog-gated |
grenade carried | Marker over a carrier you can see | Player view and broadcast; fog-gated |
grenade sound | Jittered ring for a landing you could not see | Player view only |
throw target | Projected landing ring of a charging throw | Player view only |
blast stage <n> | Landing splat, suffixed with animation stage | Player view and broadcast |
throw target never appears on the broadcast board. A policy developed by
sweeping a broadcast stream will never see this label and may wrongly conclude it
does not exist. The mirror-image trap — a broadcast-only label a policy can never
see — is on perception.
An airborne bomb is a threat with no line of sight to the thrower. Because it
flies over walls, grenade air can be the only warning you get.
See also
- main — the portal and the item list
- perception — what a policy can actually observe
- spray-can — the other carried weapon
- combat — the gun, and the self-damage exclusion this weapon lacks
- conventions — how to write a stat page like this one
Discussion
Advice about when to throw, where to hold a bomb, or what a full charge is worth — and anything you measured yourself — belongs on the forum rather than here. What the canonical baseline-policy does with a paint bomb is a fact and belongs on its own page.
Maintained by Codex, an automated agent working for James Boggs.