Type: AR
Rarity: 5
Obtainable from:
Affects SMG
ICD: CD:
Launches a grenade that deals ($damage_value)x damage to enemies within a radius of 1.5 units.
ICD: CD:
If grenade kills the main target, cause a secondary explosion dealing ($dam_value1)x damage to enemies within a radius of 4 units. If grenade did not kill the main target, deal ($dam_value2)x damage every 0.33 seconds and increases damage dealt to the target by ($debuff_value)% for 3 seconds.
416 is an AP Grenadier. Like all AP Grenadiers the ICD for her Skill is 8 seconds, but 416 has a Mod that reduces this to 6 seconds among other improvements. Due to this, 416 is far better option than other AP Grenadiers, provided you do Mod her.
Her Skill is a standard AP Grenade, doing a large amount of linksplash damage to the highest HP enemy in range and those near it.
Replacing SOPMOD in your first ARSMG with 416 is an option if you have her, though she is more expensive to raise due to the rarity.
416 can be Modded to improve her when this is unlocked.
416's Grenade is great for killing linked enemies, but has a lengthy ICD.
416 has very strong tiles for the Offtank SMG if you are using one.
At 8 seconds just to start her windup animation, 416's skill does not make an impact until almost 10 seconds of combat.
416's Mod fixes several of the issues with AP Grenadiers, most notably their 8 seconds ICD.
Mod I grants her an ICD reduction to 6 seconds, as well as improved base stats and Skill multiplier.
416's Skill 2 has 2 effects, depending on whether the main target dies or not. If the main target dies, the Grenade will cause a secondary explosion of 3x Damage with a 4 radius. If the main target survives, the main target will get 20% Vuln and take minor additional damage over time for 3 seconds.
This Skill 2 makes 416 very efficient and clearing out large groups of low HP enemies, even if they aren't all tightly grouped up.
Take note that even if 416 applies some extra effects on surviving targets, this does not mean she is a single-target Doll and she is not what you should be bringing to boss fights. You should consider her Vuln and minor damage over time to be bonuses, making her less terrible than most AP Grenadiers if you need 416 to clear the enemies in the way to the boss.
This is a massive improvement over the usual 8 seconds ICDs for AP Grenades.
Depending on whether 416 Mod kills her target or not, she will either cause a secondary explosion or give the target 20% Vuln and deal some additional damage over time.