Every Grenade in Palworld: Nine Elements, One Damage Number, and a Mk2 Worth 5.3x

Palworld has eleven throwables, and nine of them deal exactly 750 attack. The Frag, Incendiary, Shock, Ice, Water, Grass, Ground, Dark and Dragon Grenades are identical on damage and differ only in element and one crafting ingredient.
The two that break the pattern are the Frag Grenade Mk2 at 4,000 — 5.3 times the original — and the Pal Recovery Grenade, which heals instead of hurting.
All Eleven Throwables

| Grenade | Tech | Attack | The distinguishing ingredient |
|---|---|---|---|
| Frag Grenade | 25 | 750 | Gunpowder 1, Stone 10 |
| Shock Grenade | 27 | 750 | + Electric Organ 1 |
| Ice Grenade | 29 | 750 | + Ice Organ 1 |
| Incendiary Grenade | 31 | 750 | + Flame Organ 1 |
| Pal Recovery Grenade | 32 | — | + Cavern Mushroom 5 |
| Water Grenade | 33 | 750 | + Cryogenic Coolant 1 |
| Grass Grenade | 35 | 750 | + Hardwood 1 |
| Ground Grenade | 38 | 750 | + Ore 1 |
| Dark Grenade | 40 | 750 | + Corrosive Solvent 1 |
| Dragon Grenade | 42 | 750 | + Horn 1 |
| Frag Grenade Mk2 | 53 | 4,000 | Gunpowder 1, Pal Metal Ingot 3, Crude Oil 3 |
Every elemental grenade costs one Gunpowder and one organ. The base is identical — Gunpowder 1 and Stone 10 — and the element comes from a single unit of the matching organ or material.
That makes grenades the cheapest way to apply an element in the game. A Dragon Grenade needs one Horn; an Ice Grenade needs one Ice Organ. Compare that to crafting an elemental weapon.
Three of the nine skip the Stone. The Water, Grass and Dark Grenades use only Gunpowder 1 plus their element material — Cryogenic Coolant, Hardwood and Corrosive Solvent respectively.
None of them has a rarity ladder. Grenades publish a single Common entry, so there is no legendary schematic to chase.
Why the Element Is the Whole Decision
Since all nine deal the same 750, the only question a grenade answers is which element you want applied.
That makes the type chart the entire selection rule. Bringing a Dragon Grenade to a Dragon-type boss wastes the throw; bringing an Ice Grenade to it does not.
Two also apply a lingering effect rather than a single hit:
- Incendiary Grenade — "setting the surrounding area on fire."
- Shock Grenade — "electrocuting everything in the blast radius."
The Shock Grenade has a capture use. Electrocuted Pals are easier to catch, which puts it in the same category as the Stun Baton and the Poison Bow — a weapon you throw to weaken, not to kill.
Carry a spread, not a stack. Nine elements at the same damage means the correct loadout is one or two of several types, rather than twenty of one.
The Frag Grenade Mk2

| Frag Grenade | Frag Grenade Mk2 | |
|---|---|---|
| Technology | 25 | 53 |
| Attack | 750 | 4,000 |
| Materials | Gunpowder 1, Stone 10 | Gunpowder 1, Pal Metal Ingot 3, Crude Oil 3 |
A 5.33x damage jump for three Pal Metal Ingot and three Crude Oil is one of the better material-to-damage trades in the game — and it is the only grenade upgrade that exists.
Note what it does not do. There is no Mk2 for any elemental grenade, so the elemental line stops permanently at 750. If you want element and damage past technology 53, you need an elemental weapon rather than a throwable.
It arrives at technology 53, the same level as the Grenade Launcher — which fires 3,000 per shot and is a different proposition entirely.
The Pal Recovery Grenade

The odd one out has no attack value at all:
"A Frag Grenade with healing effects. It bursts on impact, restoring HP to allied Pals."
| Field | Detail |
|---|---|
| Technology | 32 |
| Materials | Gunpowder 1, Stone 10, Cavern Mushroom 5 |
| Effect | Bursts on impact, restoring HP to allied Pals |
It bursts on impact rather than after a delay, which is the mechanical difference from every other grenade in the list — those "detonate a few seconds after being thrown."
Five Cavern Mushrooms is the whole cost above a Frag Grenade. For a boss fight where your Pal is the one taking damage, that is a cheap heal delivered at range.
It pairs naturally with the Boost Gun and Megaboost Gun, which buff a Pal's attack and defence when fired at it — three tools that treat your Pal, rather than the enemy, as the target.
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Conclusion
Nine of Palworld's eleven throwables deal exactly 750 attack — Frag, Shock, Ice, Incendiary, Water, Grass, Ground, Dark and Dragon — and differ only in element and one ingredient, usually a single organ on top of Gunpowder 1 and Stone 10. That makes grenades the cheapest way to apply an element in the game and makes the type chart the entire selection rule, so the right loadout is a spread of several rather than a stack of one. Two carry lingering effects — the Incendiary sets the area on fire and the Shock Grenade electrocutes the blast radius, which also makes Pals easier to capture. The only damage upgrade is the Frag Grenade Mk2 at 4,000, a 5.33x jump for 3 Pal Metal Ingot and 3 Crude Oil — and crucially there is no Mk2 for any elemental grenade, so the elemental line stops at 750 permanently. The eleventh entry, the Pal Recovery Grenade, deals no damage at all: it bursts on impact rather than after a delay, and restores HP to allied Pals for five Cavern Mushrooms.
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