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The Stickybomb Launcher is Annihilator's stock secondary weapon.
This weapon fires small circular explosives, called stickybombs, that can stick to any wall or floor it lands on. However, stickybombs will not stick to any players, invisible walls, spawn doorways, or the Payload cart.
Tapping M1 will shoot a stickybomb a short distance. However, holding down M1 then letting go will allow you to launch a stickybomb further.
You can then tap M2 will make all of your launched stickybombs explode. However, you cannot detonate them immediately when one is first launched. Stickybombs have an arming time of 0.7 seconds (meaning that it takes 0.7 seconds before you're allowed to detonate them).
A stickybomb will do less damage if you detonate it under 5 seconds. For maximum damage possible, it is recommended to plant your stickybombs ahead of time before the enemy arrives.
Beware that certain weapons can be used to affect your stickybombs. Some can push them away (Rocket Launcher or an airblast from a Flamethrower) while others can destroy them without making them explode (The Short Circuit or hitscan weapons like a Shotgun)
You also can use your stickybombs to do a blast jump. Simply stand over one or multiple stickybombs you planted, then jump while detonating them. Do mind that blast jumping using stickybombs deal a lot of self-damage, so do not overdo this.
Damage and Function Times
Damage and function times | ||
---|---|---|
Shot type | Projectile | |
Damage type | Explosive | |
Ranged or Melee damage? | Ranged | |
Damage | ||
Base damage | 100% | 120 |
Maximum ramp-up | 120% | 144 |
Maximum fall-off | 50% | 60 |
Critical | 900 studs / 180
450 studs / 261 | |
Mini-crit | 900 studs / 81
450 studs / 117 | |
Splash damage | ||
Minimum splash | 50% | 9.125 studs |
Damage reduction | 1% / 0.18 studs | |
Self-damage | 90 | |
Self-damage (blast jump) | 45 | |
Function times | ||
Attack interval | 0.6s | |
Projectile speed | Normal charge / 52.225 studs
Max charge / 122.587 studs | |
Reload speed (first) | 1.09s | |
Reload speed (consecutive) | 0.67s | |
Activation time | 0.7s | |
Max charge time | 4s | |
Values are approximate and determined by community testing. |
Tips
- Beware that higher latencies affect the speed and arm time of the Stickybomb Launcher. This effect also applies to the Grenade Launcher.
- Stickybombs will bounce off of special surfaces such as moving doors and the payload cart when they come in contact with them. They may also periodically bounce when fired at the ground.
- Like the Grenade Launcher and the Trooper's Maverick, there is a small delay between clicking to fire and the projectile moving. Lead your shots.
- The Stickybomb Launcher can be used in conjunction with the Grenade Launcher, to optimize your explosive ability and reinforce the weaknesses of both weapons.
- Stickybombs make for a well-balanced tool and can be used for offense, defense, and mobility.
- "Sticky Spamming" is nonstop firing and detonating of stickybombs, whether it be down a crucial objective at a group of opponents, down a doorway or chokepoint and the arc. Stickybombs have allow you to perform this tactic in the safety of cover or at range, safely detonating them while shutting down pushes and defenses with constant DPS.
- This tactic is frowned upon by many, due to the lack of inherent "skill" involved in pushing two buttons.
- Otherwise, put the weapon's alternate offensive capabilities to good use, pairing up with a Doctor using the default Medigun to easily destroy an enemy Mechanic's nest of buildings or laying some down by a control point to secure a capture.
- Defensively, set traps to keep points and doorways locked down. Hide stickybombs in doorways to shut out overextending opponents, hide them in the buildings of a friendly Mechanic to ward off Agents or pair up with a Doctor using the Kritzkrieg and lay stickybombs around spawn gates to make the most out of Setup Time.
- Due to the lack of players utilizing the StickyBomb Launcher, many enemies may not even expect a sticky trap meaning you can catch them off guard when they are chasing you down.
- The Stickbomb Launcher is one of the most powerful weapons in the game when used correctly, due to it making it hard for enemies to keep track of and its massive damage paired with your grenade launchers projectiles flying around along with you they have to focus on.
- "Sticky Spamming" is nonstop firing and detonating of stickybombs, whether it be down a crucial objective at a group of opponents, down a doorway or chokepoint and the arc. Stickybombs have allow you to perform this tactic in the safety of cover or at range, safely detonating them while shutting down pushes and defenses with constant DPS.
Strange Variants
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Related Achievements
See also: Achievements
Annihilator
Mechanic
Update History
September 4, 2016
- Added Stickybomb Launcher.
September 16, 2016
- New model by Elbagast. (Undocumented)
- Increased stored ammo from 8 to 24. (Undocumented)
September 25, 2016
- New model by Frontier Revengineer and Colteh.
August 16, 2017 (Rehaul)
- Stickybombs will follow the character's momentum.
August 20, 2017 (Rehaul)
- Fixed a bug where the Stickybomb Launcher bypasses its maximum of limit.
August 21, 2017 (Rehaul)
- Stickybombs are now destructible with hitscan weapons.
August 21, 2017 (Rehaul, #2)
- Stickybombs only stick when they have least velocity.
August 21, 2017 (Rehaul, #3)
- Fixed max stickybombs.
August 26, 2017 (Rehaul)
- Stickybombs can functionally stick onto walls now.
August 26, 2017 (Rehaul, #2)
- Stickybombs now teleport due to Roblox not being able to replicate its physics fast enough.
August 29, 2017 (Rehaul)
- Added a counter for how many stickybombs are active.
August 30, 2017 (Rehaul)
- Fixed damage.
September 1, 2017 (Rehaul)
- Increased self-damage so players can't stickyjump off of 3 stickybombs.
July 30, 2018
- Increased damage.
- Reduced blast radius.
August 2, 2018
- Stickybombs now have custom physics.
August 5, 2018
- Fixed a bug with the Stickybomb Launcher's detonation yield.
August 5, 2018 (#2)
- Added damage rampup.
August 6, 2018
- Added charging to Stickybomb Launcher.
August 11, 2018
- New model by Roblox. (Undocumented)
August 27, 2018
- Added a new backpack icon to match the current model.
October 25, 2020
- Added new firing and reloading sounds.
February 8, 2021 (Executive Update)
- New model by CookiesInOJ. (Undocumented)
March 15, 2022
- Added Strange quality. (Undocumented)
July 12, 2022 (A "Heavy" Update)
- Added Collector's quality. (Undocumented)
July 13, 2024 (Summer FM)
- New model by CookiesInOJ.
- Reduced speed from blast jumping and reduced tightness of air control.
- Stickybombs will ramp up damage over time instead of doing maximum damage as soon as they arm.
- There is no longer a delay between right-click and detonation.
- Updated projectile model. (Undocumented)
- Updated world and viewmodel animations.
August 10, 2024 (Summer AM)
- Fixed stickybomb damage inconsistency.
October 19, 2024 (Typical Horrors IV)
- Added trail for the projectile.
- Explosion radius will ramp up with damage over time (70% → 100%).
- Reduced self-blast jump damage from 72 to 45. (Undocumented)
Trivia
- The Stickybomb Launcher initially used the Grenade Launcher's 2016 model as a placeholder.[1]
- The 2018 model was taken from a Roblox gear called the Newtrat's Tuskinator.
- The 2016 model was taken from a Team Fortress 2 custom weapon called THE BIG MAN.