The Flashbang is a Light, Medium and Heavy class thrown gadget that creates a flash which temporarily blinds and deafens onlooking contestants.
Usage
The Flashbang can be selected as one of three gadgets of any Light, Medium or Heavy build loadout.
Holding the primary trigger will prepare a high-velocity overhand throw. Holding the secondary trigger will prepare a low-velocity underhand throw. While preparing a throw, the gadget's trajectory is indicated up to the point where it bounces off a surface (or up to its mid-air detonation point). Swapping to a different item will cancel the throw. Releasing the trigger throws the gadget.
The Flashbang can be deployed by throwing it. A few seconds after being deployed, it creates a flash, temporarily blinding and deafening all contestants (including teammates) that have the flash in their line of sight as it triggers. Looking away from the Flashbang or taking cover from it will prevent or lower the duration of the effect.
Properties
Gadget
Grenade — Can be thrown like a grenade, meaning overhand or underhand. The trajectory and explosion point are shown as an indicator.
Multiple Charges — Can be used 2 times. When a charge is used, it automatically recharges over the cooldown time.
Projectile
Projectile — Gets affected by gravity and has a travel time.
Bounce — Bounces away when the projectile collides with a surface or contestant.
Trigger on Time — Triggers after a fixed amount of time, regardless of whether the projectile has struck opponents or surfaces.
Interceptible — Can be removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.
Reshapeable — Can be reshaped by the Data Reshaper into a piece of decor by opponents.
Not Damaging — Hitting a contestant directly with the projectile does not deal damage.
Not Destructible — Cannot be destroyed by receiving damage such as from bullets or explosions.
Flash
Visibility — Affects the line of sight of the user and/or opponents. Anyone looking at the flashbang when it triggers will be temporarily blinded.
Friendly Fire — Can affect both the user and their teammates.
Not Damaging — Does not inflict damage.
Not Immobilizing — Does not stop affected contestants from moving.
Guide
Weaknesses
The Flashbang can put the user's team at a disadvantage if used carelessly.
Tactics
The Flashbang should be thrown around a corner, so that the user does not see the flash. Then, the user should quickly engage.
Item Mastery
Item mastery XP can be earned by blinding opponents with the Flashbang.
Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.
XP Breakdown
Source
XP Reward
Deploying the Flashbang
0
Teammates blinded by the Flashbang
0
Opponents blinded by the Flashbang
150 × Opponents Blinded
Level 1
DEFAULT
Flashbang
Level 2
9,000 XP
DYE JOB (Yellow)
Level 3
9,000 XP
DYE JOB (Blue)
Level 4
36,000 XP
DYE JOB (Red)
Level 5
54,000 XP
DYE JOB (White)
Level 6
162,000 XP
TRIANGLE TWINKLE
Level 7
144,000 XP
STRIPED GRAZER
Level 8
136,000 XP
PAINTED PREDATOR
Level 9
200,000 XP
PREDASHEEN
Level 10
360,000 XP
ALTITUDE SICKNESS
Level 11
200,000 XP
CLOUDPIERCER
Level 12
200,000 XP
PEACH HORIZON
Level 13
??? XP
TWILIGHT RIPTIDE
Cosmetics
Notice
These sections only display cosmetics added to the new cosmetics database. This is a recent and ongoing development, and more cosmetics will be added over time.
Increased view angle falloff, reducing effects when looking away
Decreased the radial check from 3m to 1m, meaning players will be much less likely to be flashed when looking away from a Flashbang
Dev Note: These changes hopefully make the Flashbang less punishing for players who actively countered it by looking away from it. It should also reduce some of the Flashbang spam that can occur in TDM mode.