Understand Napalm Grenades
Useful when…
- Use it on a Penta when you want the grenade impact to leave a burning patch.
- Consider ranking it when the added status chance is useful enough to justify the Endo and credit cost.
What does it do?
The mod makes grenades leave a burning patch when they hit and adds Final Status Chance: +5 at rank 0, +20 at rank 3, and +30 at rank 5. The listed bonus is status chance; it does not specify a final damage amount for the patch.
Where can it be equipped?
It is a standard mod compatible with the Penta, with Naramon polarity and a base drain of 4. It is explicitly incompatible with Tether Grenades, so choose between the two for the same Penta setup. Tether Grenades instead tether up to five enemies from 9 m away and has Exilus slot type; that different effect is not a direct replacement for the burning patch.
How far should you rank it?
The mod has five ranks. Rank 0 starts at +5 Final Status Chance; rank 3 gives +20, and rank 5 gives +30. The supplied fusion examples show the rank 4-to-5 step costs 480 Endo and 23,184 Credits, so the final rank is a substantial investment for the additional status chance. Stop earlier if that increment is not useful to your build.
What should you watch for?
Do not plan to equip Tether Grenades alongside Napalm Grenades: the Penta mods are explicitly incompatible. Also, do not treat the status-chance bonus as a listed damage increase; the provided effects give no numeric damage for the burning patch.
Limitations and tradeoffs
- Provides an impact burning patch and status chance, while excluding Tether Grenades from the same Penta setup.
- The final upgrade step has a notable stated Endo and credit cost.
Common mistakes to avoid
- Trying to equip it with Tether Grenades on the same Penta.
- Reading the status-chance bonus as a stated increase to damage.






