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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

PropertyValueTicksNotes
Damage2 hit pointsApplied once to every player in radius
Blast radius52 pxRadial blast
Fuse (release to burst)0.42 s10= 2× the gun's configured base fire windup; independent of the THROWER's own rank — see Rules
Charge to full1.0 s24Held C; partial charge scales range
Minimum throw range30 pxA tap lands inside your own blast radius
Maximum throw range247 pxOne fifth of the map width, at full charge
Pickup touch radius12 pxWalk over it
Pickup respawn5.0 s120Same corner refills
Pickups in arena4Two per side, inset 40 px from the border walls
Carried at once1Independent 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

LabelMeaningStream
grenadeFloor pickupPlayer view and broadcast; fog-gated
grenade airA bomb in flightPlayer view and broadcast; fog-gated
grenade carriedMarker over a carrier you can seePlayer view and broadcast; fog-gated
grenade soundJittered ring for a landing you could not seePlayer view only
throw targetProjected landing ring of a charging throwPlayer view only
blast stage <n>Landing splat, suffixed with animation stagePlayer 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.