Flashbang Grenade is a power in Mass Effect 2.

Flashbang Grenade launches a disorienting, concussive charge that inflicts minor damage and incapacitates all nearby targets. Both delicate electronics and enemy nervous systems are temporarily disabled, causing weapon overheats, omni-tool jams, and difficulties in using biotic powers.

Power Ranks[edit | edit source]

  • Rank 1
    • Recharge Time: 6.00 seconds (Shepard) 9.00 seconds (Kasumi)
    • Impact Radius: 6.00 meters
    • Damage: 45.00 points
    • Incapacitate Duration: 3.00 seconds
  • Rank 2
    • Recharge Time: 6.00 seconds (Shepard) 9.00 seconds (Kasumi)
    • Impact Radius: 6.50 meters
    • Damage: 60.00 points
    • Incapacitate Duration: 3.50 seconds
  • Rank 3
    • Recharge Time: 6.00 seconds (Shepard) 9.00 seconds (Kasumi)
    • Impact Radius: 7.00 meters
    • Damage: 75.00 points
    • Incapacitate Duration: 4.00 seconds

Rank 4

Choose to evolve the power into one of the following,

Frag Grenade[edit | edit source]

  • The grenade is packed with metal fragments that cause extra damage when it explodes.
    • Recharge Time: 6.00 seconds (Shepard) 9.00 seconds (Kasumi)
    • Impact Radius: 7.00 meters
    • Damage: 120.00 points
    • Incapacitate Duration: 4.00 seconds

Improved Flashbang Grenade[edit | edit source]

  • Improves the grenade's concussive force, incapacitating targets farther away and keeping them down longer.
    • Recharge Time: 6.00 seconds (Shepard) 9.00 seconds (Kasumi)
    • Impact Radius: 9.00 meters
    • Damage: 75.00 points
    • Incapacitate Duration: 6.00 seconds

Player Notes[edit | edit source]

  • This is Kasumi's fourth power and is unlocked after completing her loyalty mission. When used by Kasumi, Flashbang Grenade must be aimed at an enemy and it impacts instantly, very much like the squadmate version of Concussive Shot.
  • When used by Shepard (as a bonus power) Flashbang Grenade has some unique properties:
    • It tosses very much like a real grenade, arcing toward the targeted area. The grenade will go farther if Shepard is above the target, and it can be thrown high for increased range, low for shorter range. The grenade will only detonate shortly after coming to a rest on a horizontal surface, it will not detonate after striking vertical surfaces such as walls, nor will it detonate in air even if thrown a long way. It will also not detonate upon striking enemies directly but merely bounce off.
    • It should be noted that Shepard's version of Flashbang Grenade can be fairly inconsistent in its effects, sometimes not affecting some targets clearly within the blast radius while working properly against others. Kasumi's version of the power is much more reliable and detonates instantly at a target enemy or location, even a vertical surface.
    • Warning: Shepard's version of Flashbang Grenade can affect Shepard and also squadmates at very close range. This causes no damage, but it will momentarily stagger squadmates and Shepard and can also blind Shepard. Fortunately the grenade must go off almost right at the feet of Shepard or an ally for this to occur and not just anywhere within the actual radius of the power. Kasumi's version of the power does not cause adverse effects to allies.
  • Flashbang Grenade can serve as a substitute for Overload for overheating weapons on protected enemies because Overload does not have this effect unless used against unprotected enemies.
  • Flashbang Grenade is effective at momentarily staggering most light enemies still with protection while knocking down and stunning unprotected ones.
    • With the appropriate passive powers or armor components, the duration of the incapacitation effect on Improved Flashbang Grenade is actually longer than the cooldown on this power, making it a powerful ability for players that lack crowd-control. This can allow Shepard to "lock down" the battlefield, keeping enemies on the ground indefinitely while companions kill them.
    • Flashbang Grenade has a force component, and much like other similar powers such as Concussive Shot or biotics, this causes instant kills against unprotected Husks within a wide radius; it is also the only bonus power available to Shepard that can disable multiple enemies without needing maximum rank.
    • A unique feature of Flashbang Grenade is that it is capable of causing knockdowns even on protected enemies from the force component of the power provided that the damage component of the power penetrates any remaining protection the target had. E.g. a Husk that has only a small amount of armor left will still be instantly killed by a grenade; by contrast powers such as Shockwave or Concussive Shot used in that situation would break the armor of the Husk and even damage the health bar slightly but would not cause a knockdown insta-kill on the Husk, only stagger it.
      • Kasumi's Shadow Strike power is the only other power capable of striking through protection to knockdown/force-kill targets in one blow (Grunt's melee charge can as well).
      • The Frag Grenade evolution does more damage and is therefore more capable of causing knockdowns against enemies still with some protection.
      • It's worth noting that this property is shared by the shots of the the M-100 Grenade Launcher and the ML-77 Missile Launcher.
  • Flashbang Grenade provides the second largest impact radius of all powers available to Shepard, after Tech Armor.
  • Flashbang Grenade disables enemy biotic and tech powers, even those of enemies with armor or other protection, preventing them from using any of these powers for the duration of the effect. This is an especially powerful tactic versus Harbinger as all of his attacks are biotic. Scions on the other hand appear to be unaffected and can still attack.
  • Other than applying damage, Flashbang Grenade has no effect on YMIR Mechs even once their shields and armor have been removed. The force of the detonation is not sufficient to knock down or stun a YMIR and YMIRs are immune to weapon overheat effects as well.
  • Flashbang grenades are used by several enemies in DLC missions. Grenades used by enemies produce a blinding effect, knock Shepard or squad members out of cover and deal heavy damage to shields. Fortunately they take a little longer to detonate and produce a telltale high pitched sound just prior to detonation. Additionally, enemy radio chatter can tip you off to the fact that they've thrown a grenade.

Availability[edit | edit source]

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