Learn how to effectively use Stun Grenades in Metal Gear. Discover their purpose, best uses in key moments like the stairwell run and Metal Gear fight, and how their ammo count increases.
Alright, let's talk about Stun Grenades in Metal Gear. Honestly, they’re not something you’ll be spamming the whole game, which makes them feel a bit niche. But when you *do* use them, they’ve got a specific job they do pretty well. Basically, you pull the pin, and after about five seconds, BAM! A bright flash and a loud noise go off, stunning pretty much everyone caught in the blast. They’ll drop to the ground and scramble for cover. Weirdly, they don’t affect Snake at all, though your screen does go totally white for a sec. Just like Chaff Grenades, if you hold onto one for too long after pulling the pin, it’ll hurt you, so be mindful of that timer!
Now, where do these things really shine? The absolute best spot is during that massive stairwell climb to the top of the communications tower. Toss one of these bad boys down, and it’ll clear a path for you to sprint upwards for a bit without immediately getting shot at. They’re also surprisingly handy during the second phase of the Metal Gear fight. If you time it right, you can distract Liquid with a Stun Grenade, giving you a crucial opening.
Here’s a look at how your Stun Grenade ammo count stacks up throughout the game:
- Initial max ammo count: 3
- Ammo count after boss 1: 6
- Ammo count after boss 2: 9
- Ammo count after boss 3: 12
- Ammo count after boss 4: 15
- Ammo count after boss 5: 18
- Ammo count after boss 6: 21
- Ammo count after boss 7: 24
- Ammo count after boss 8: 27
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