Pick the explosive that can hit your target
Use the RPG-7 for flexible unguided shots, the Stinger for helicopters, the Javelin for ground vehicles, and the Frag Grenade to drive infantry out of cover. Target rules matter more than the biggest damage number. The Stinger cannot lock onto a tank, and the Javelin cannot lock onto a helicopter.
The RPG-7 costs $12,500 and works without a lock, so it is the easiest launcher to add to an early loadout. Its single round, slow reload, and close range blast risk stop it from replacing your primary gun. Frags cost $100,000, but they use a cooldown rather than a limited stock. Their job is to make a hidden player move.
Balance snapshot: September 10, 2026. Prices, damage, cooldowns, lock timing, movement penalties, and vehicle durability can change. Check the live equipment screen before buying.
Compare the explosive options
| Explosive | Listed cost | Target | Firing rule | Best job | Main risk |
|---|---|---|---|---|---|
| RPG-7 | $12,500 | Infantry and vehicles | Unguided, one round | Quick pressure and direct vehicle hits | Misses, slow reload, and blast danger at close range |
| Stinger | $25,000 | Helicopters only | Anti-air lock, with nine beeps in the current description | Deny aircraft and force pilots away | Cannot fire at ground targets |
| Javelin | $43,500 | Ground vehicles only | Anti-ground lock, with twelve beeps in the current description | Guided pressure on moving armor | Long lock time and target restriction |
| Frag Grenade | $100,000 | Infantry near cover | Five-second fuse with cooldown | Flush corners, stop pushes, deny a small area | Damage falls with distance, and a held grenade can kill you |
Beep counts can change. Listen for the current completion cue and make sure the launcher shows a valid lock before you step out of cover.
RPG-7 rewards a patient shot
The RPG-7 is popular because it fires without a lock. It can hit a vehicle, a doorway, or a player committed to a predictable path. A direct hit is lethal in the current balance description, and the low price puts the launcher within reach early.
Its flexibility encourages a bad habit: some players carry it through every fight. The RPG holds one round and reloads slowly. The described version also prevents sliding while you hold it. Miss in close quarters and you are stuck with no quick second shot. Hit a nearby wall and your own blast can end the push.
Choose a large or predictable target, then fire from a spot where you can duck behind cover. Move as soon as the rocket leaves. Reload somewhere safe, and switch to your gun if an infantry player closes the distance first.
Aim ahead of a moving vehicle rather than at its current position. Against infantry, a nearby wall or the ground can be a better target than the player’s body. The blast still forces a reaction. Do not send a rocket through teammates or into an objective that your squad is entering.
Stinger keeps helicopters off useful routes
The Stinger costs $25,000 and only locks onto helicopters. It cannot fire freely at infantry or ground armor. That narrow purpose becomes useful when a Little Bird or Black Hawk keeps dropping players on roofs, towers, or behind your team.
The current description counts nine beeps before the lock is ready. Begin from cover and expose only enough of the sky to maintain it. Move once the missile is away. A pilot or passenger can shoot back, and a nearby infantry player will punish anyone staring upward in the middle of a road.
The Little Bird is described as fragile enough for one RPG hit and usually two Stinger hits in the current vehicle notes. A direct shot on the pilot can also end the flight. Durability can change, so react to the match rather than assuming one old hit count is permanent. If the first missile does not destroy the helicopter, get back into cover and prepare another lock.
A helicopter does not need to explode for the Stinger to help. Forcing the pilot away can stop a rooftop drop or break an attack at the right moment.
Javelin needs cover and commitment
The Javelin costs $43,500 and locks onto ground vehicles only. Its current description uses a twelve-beep sequence, longer than the Stinger’s anti-air lock, and rates its damage poorly for the time required. You cannot afford to begin that lock in the open.
Track the vehicle from behind a wall, hill, or building edge. Show as little of yourself as possible, hold the lock, fire, and leave. If the vehicle breaks sight, let the lock go. Chasing into the street to save it gives the driver or gunner a free target.
The current vehicle notes give a few rough expectations. A wasteland buggy takes one RPG or Javelin hit. A Humvee takes two RPG hits. The BTR is the heavier armored option, but the reviewed equipment text does not give it a confirmed hit count. Treat those numbers as a current match reference and watch what the hit actually does. A nearly destroyed vehicle may be easier to finish with rifle fire and help from teammates than with another long lock.
Frag Grenade wins by forcing movement
The Frag Grenade is the most expensive listed explosive at $100,000. It has a five-second fuse and uses a cooldown. The described system does not limit your total number of throws. Damage drops quickly as the target gets farther from the blast, and holding the grenade for the full fuse can kill you.
Throw it behind a container, through a doorway, or beside the cover an enemy refuses to leave. Then aim your gun at the safest exit. The enemy has to move, take the blast, or give up the angle.
Decide on the landing point before you start the fuse. If the route changes, release the grenade safely or use the live control behavior to cancel. Do not stand there making a new plan with a live frag in your hand.
The clean sequence is simple. Hold the escape route with your gun, throw the frag into the protected spot, then catch the player as they leave. A grenade that deals no damage can still win the fight if it pushes someone into your sight.
A destroyed vehicle is still dangerous
Vehicles explode when destroyed. The current notes describe a small blast radius, but it can kill nearby players. A damaged vehicle is cover that can suddenly turn against the person hiding beside it.
An RPG or guided hit can detonate a vehicle while an enemy uses it as protection. Keep your distance after the hit. Passengers may climb out, and the eventual explosion can catch anyone who rushes toward the wreck.
The same caution applies to friendly aircraft. If a damaged helicopter crashes and remains intact, stay clear while it is removed. This reduces the chance of a later blast and lets a replacement enter the spawn cycle. Fire, check the result from a safe spot, and rotate instead of walking up to the wreck.
Change launchers when the match changes
Ground War explosives support your primary gun. Pick one for the threat that is controlling the current match.
| Match problem | Equip | Follow-up |
|---|---|---|
| Helicopters own rooftops and transport routes | Stinger | Lock from cover, fire, then move |
| Ground armor controls an open lane | Javelin | Use a protected edge while rifle teammates watch infantry |
| Targets are mixed or vehicles follow predictable routes | RPG-7 | Take one deliberate shot, switch to your gun, and reload safely |
| Enemies hold containers, doors, or tight cover | Frag Grenade | Aim at the escape route before the grenade lands |
Swap when the threat disappears. A Stinger has no work in a match with no aircraft. A Javelin is useless when infantry are the real problem. Carry the launcher that has a valid target, and use your gun for everything else.
Explosive mistakes that cost lives
- Sending RPG rounds at every distant player instead of waiting for a predictable target.
- Starting a guided lock in the open.
- Bringing a Stinger for ground armor or a Javelin for helicopters.
- Standing beside a damaged vehicle after the fight seems over.
- Watching the rocket land from the same angle where you fired it.
- Starting a frag fuse before choosing where it will land.
- Forgetting to switch back to the primary gun once the target moves.
Ground War explosives are easy to sort once you look at the target. RPG covers mixed threats, Stinger covers the air, Javelin covers ground armor, and Frag Grenade clears protected infantry positions. Take the shot from cover and leave before the other team responds.
FAQ
What is the best explosive for beginners in Ground War?
The RPG-7 is the easiest option to start with. It costs $12,500 and works against several target types without a lock. Fire from cover, keep clear of nearby walls, and switch back to your primary weapon after the shot.
Can the Stinger target tanks or infantry?
No. The Stinger only targets aircraft in the current equipment system. Use the Javelin for ground vehicles. Use the RPG-7 or Frag Grenade when you need unguided pressure.
Can the Javelin target helicopters?
No. The Javelin locks onto ground vehicles. Equip the Stinger when helicopters are causing trouble, and check the live lock indicator before you expose yourself.
How does the Frag Grenade cooldown work?
The current description gives you unlimited total throws controlled by a cooldown. The fuse lasts five seconds, damage falls with distance, and holding the grenade too long can kill you. Watch the live HUD for the current cooldown.
How do I avoid killing myself with explosives?
Pick the target and your exit before firing. Stay clear of nearby walls and damaged vehicles. Do not start a frag fuse while you are still choosing a landing point, and return to cover after every rocket or missile.