Table of Contents
Initial CD (8s)
Level 10 Effect Launches a grenade that deals 15x base damage in a 1.5 unit radius.
Level 10 Cooldown 16 Seconds
416 possesses the highest Damage multiplier for a single Grenade, only beat out by FAL in total grenade Damage dealt, and her above average Rate of Fire means she also matches or exceeds most ARs in terms of pre-Skill DPS. She also has the highest Damage tile buff out of all ARs, which perfectly complements SMGs that focus on dealing damage.
416’s most prominent downsides are two flaws inherent within grenadiers -- she has a limited impact compared to ARs with Damage or RoF skills due to her high Initial Cooldown, and she (and by extension the player) can’t select the target of her grenade. Additionally, while her DPS is excellent when not factoring in Skills, ARs who are able to self-buff their Damage or RoF will easily outpace her once their Skills activate. For these reasons 416 is not the top of her class, but she still shows good performance despite her misgivings.
High Damage Grenade
With 416’s Damage stat and her Skill multiplier, she has the highest single unit Damage grenade.
High Unmodified DPS
416’s above average Damage and Rate of Fire means that she maintains decent damage output in situations where a battle should end before Skills would be used.
Excellent Off Tank Buff
416’s formation tile features a 40% Damage buff. This is a huge boost for SMGs who primarily focus on damage-dealing such as SR-3MP, or SMGs with Grenade Skills.
High Initial Cooldown
As with all Grenadier ARs, 416 has a long Initial Cooldown. Clocking in at 8 seconds, it limits her impact in most fights.
Inherent Grenadier Weaknesses
Like all grenadiers, 416 isn’t able to choose the target of her grenade, and it also features high Initial Cooldown. For this reason, it is often (if not always) more efficient to use a unit with a self-buffing Skill instead.
416 has one of the overall best stats of all AR’s. Her 51 Damage, 46 Accuracy, and 76 Rate of Fire are all above or meet class averages, meaning that 416 possesses some of the highest pre-Skill damage output of all ARs. Because of this she can easily tear through the cannon fodder thrown at her team, but this effect does lessen into the late game -- because 416 does not have a Damage or RoF self-buff Skill, she ends up outpaced in most fights by alternatives that do.
416 has the highest single unit Damage grenade of all grenadier AR’s, which makes her great for tearing through highly evasive as well as Armored enemies. Additionally, because of the high multiplier on the skill, it means less Skill Training investment is required for it to do a significant amount of damage. Unfortunately, this Skill also has some inherent issues that all grenadiers have, such as being unable to choose the grenade’s target and long Initial Cooldown. Even if 416’s Skill does see use -- which may not even happen -- it’s completely possible it will target an already heavily damaged foe. Despite these issues, 416’s grenade still does offer rather good utility, even if it is outclassed by regular Damage/RoF self-buff skills.
416’s tile buff offers a 40% increase to Damage for SMGs, which is an amazing boon for SMGs that focus on damage-dealing or possess grenade Skills. Unfortunately her buff tile only affects the single tile in front of her, and as such limits her position to right behind the SMG she needs to be buffing. This may cause 416 or another AR to miss out on being affected by formation buffs, but ultimately is not too limiting.
While her strengths certainly don’t make up for the shortcomings resulting from not having a flat damage skill, 416 is still a decent unit, and definitely among some of the better grenadiers. Unfortunately, this doesn’t make up for the weaknesses inherent in being a grenadier. Overall, she does have her merits as she is able to deal with armored and evasive foes, but when facing standard enemies, there are better options.
SMGs with Damaging Skills
416 has an amazing Damage up tile buff, and as such an Echelon that wants to see her shine should make use of that. Units such as Vector, SR-3MP, and Skorpion benefit greatly from 416’s buff and therefore make for good partners.
ARs with Damage or Rate of Fire skills
While 416’s pre-Skill DPS is excellent, she pairs well with ARs that compensate for her DPS gap once their Skills activate. Dolls such as M4A1, Type 97, and FNC work well in an Echelon with her.
A standard 3AR 2SMG or 3AR 1SMG 1HG formation works well with 416. Due to the nature of 416’s buff, she always should be behind a grenadier or damage-dealing SMG so it is not wasted. Since the Offtank with a damaging skill is usually placed above the Main tank, it’s best for 416 to be seated right behind them.
The German assault rifle H&K HK416 started its life being developed as the H&K M4 at the request of the United States Army’s Delta Force in the 1990’s. This unfortunately was met with a trademark infringement by Colt Defense that eventually led to the assault rifle being rebranded the HK416. In a little twist of irony, the HK416 actually malfunctioned less and required less parts replacements than the M4, and as such it replaced the M4 in the Delta Force by 2004.
Heckler & Koch
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