Battlefield has always loved its gadgets, but Battlefield 6 takes that idea further by tying most grenades to the four main classes.
Instead of letting everyone toss the same set of throwables, DICE has carved out a role-driven system where only the classic frag is universal.
What Are the Class-Specific Grenades and How Do They Differ?
Battlefield 6 assigns each class its own pair of grenades, while retaining the classic frag grenade as a universal option.

The goal is to cut down on grenade spam, make squads more important, and give each class a distinct role, even though most guns are shared.
Here’s how each class breaks down:
- Assault (Breach & Clear): Assault gets tools built for entry and room-taking. The stun grenade disorients enemies by blocking sprint and aim-down-sight while adding a ringing sound. The flash grenade goes further by blinding anyone in direct line of sight. Used together, they let an Assault player crack a door or swing a corner while enemies can’t respond.
- Engineer (Anti-Vehicle & Long-Throw Explosives): Engineers carry two specialized options. The anti-vehicle grenade follows a normal arc, deploys a small chute, then drops steeply for a top-attack strike on tanks and armor (but will hurt infantry too). The mini-frag grenade is a lighter, farther-throwing version of the standard frag grenade, as it trades some damage for range and comes in pairs, making it helpful for poking vehicles or finishing repairs from a safe distance.
- Support (Team Movement & Area Denial): Support owns smoke and fire. The smoke grenade creates a dense screen, clears spotted markers for allies, and allows squads to cross open ground or revive safely. It’s locked to Support, which has caused debate because smoke is critical for pushing objectives. The incendiary grenade denies space, blocks revives, and forces defenders out of corners as its fire lingers briefly after impact.
- Recon (Intel & Precision Kills): Recon trades damage for information. The proximity detector pulses once per second and marks visible enemies on the minimap and in the world for a short duration, so placement and line of sight really matter. The throwing knife now only kills instantly with a headshot; body hits just slow healing, which makes it more about finishing or punishing rather than cheap one-shots.
Why Lock Grenades to Classes at All?
Because weapons are less restricted, DICE leans on gadgets and grenades to give each role purpose.

Assault takes on doors, Engineers target vehicles, Supports create openings for pushes, and Recons gather intelligence.
Smoke is the flashpoint because some players want it universal for objectives and revives, while others fear fog spam. Devs say class tuning is still evolving beyond beta so that these locks may shift after launch.
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