

One of their arms appears larger/more muscular than the other.Apparently, they were selected more for their speed than their strength (although for some reason drinkers tend to become Shotgun Hybrids and smokers tend to become Grenade Hybrids, while Pipe Hybrids are just caffeine fiends).That means getting further from the explosion (but still within its range) won't reduce the damage in any way, only getting out of the range of explosion will result in no damage at all. Their grenades deal a distance- independent splash damage. In addition, their lack of self-preservation coupled with ignorance of friendly fire can make them a useful-if-risky way to dispose of other Hybrids, Annelid spiders and Protocol Droids - if you're nimble enough to dodge the tossed grenade as well as avoid its blast radius.

These Hybrids aren't bright enough to stay out of the blast radius themselves, so if you close to melee range, they'll probably kill themselves - but they'll do enough damage to you in the process. Due to the fact that they tend to run away rather than engage in melee, they're best taken out from a distance. On top of that, they tend to need several seconds to attack upon initial contact, and are fairly inaccurate, meaning that they're actually a bit less dangerous than Shotgun Hybrids unless they get the drop on you. Although Grenade Hybrids can on occasion be dangerous, the damage they do isn't as high as you'd expect, they are predictable and their attack speed is quite low. Grenade Hybrids are in theory the toughest Hybrids you'll face, though that's not really saying much. Grenade Hybrids are, as their name indicates, equipped with frag grenades that they'll throw your way, but aren't a major threat by the point they're encountered when compared to other enemies. Hybrids are humans who have been infected by the parasitic Annelids, and mutated into monsters in service of the Many. Grenade Hybrids are first encountered on either the Operations or Recreation Decks and they're quite commonplace there.
