No More Room in Hell 2 treats throwables as honorary weapons: they cost no ammunition but demand timing and callouts. Get them right and they break a horde; throw them in panic and you burn a precious room-clearing tool. Here is how pipe bombs, Molotovs, frags and proximity IEDs fit into an extraction run.
What Are Throwables in NMRIH2?
Throwables — pipe bombs, proximity IEDs, Molotovs and frag grenades — are single-use explosives and incendiaries that let you clear a cluster or hold a doorway without spending rifle ammo. They are a scarce resource and occupy the same trade-off space as your melee and firearms: powerful, but only as good as the moment you choose to use them.
Because they carry no ammo economy cost, they shine exactly where firearms are expensive — clearing a room of walkers before a loud objective, or buying space when a Runner breaks your formation.
All Throwables in 1.0
- Pipe bomb — a timed fuse explosive. Best for a pre-planned horde clear on a choke point or objective line. Throw it early enough that the fuse runs out while the horde is gathered.
- Proximity IED — an emplaced explosive that arms on a trigger. Perfect for holding a doorway or spawning a trap between you and an incoming wave; place it, fall back, and let the horde spring it.
- Molotov — a thrown incendiary that spreads burning ground and lingers over time. Use it to deny an area, zone a doorway, or discourage a herd from pushing a lane, but remember the fire lingers — don't trap your own squad's escape.
- Frag grenade — a classic fragmentation explosive. The flexible option: good for a targeted cluster kill when you can place the arc, and useful as an emergency answer when a group materializes in a bad spot.
None of them are cheap, and none should be hoarded forever — a throwable still in your inventory at extraction is a tool that never got used.
When to Throw, and When to Hold
Treat every throwable as a decision point. The 1.0 weapon-guide consensus ranks them as A-tier when someone calls the throw and B-tier when someone panics in a closet — the tool is only as valuable as the moment you spend it.
- Throw when a horde is clumped on an objective line, a doorway needs holding while the squad finishes a minigame, or a Runner cluster is about to break your spacing.
- Hold when enemies are spread out, when the throw could block your own retreat, or when the noise could draw more than the target crowd.
- Pair with melee for the body of walkers and save the throwable for the moment that actually flips the fight — much like saving firearm rounds for the finale.
Team Callouts & Coordination
Throwables are a team weapon. Because one loose throw can wall off an escape or waste a room-clearing asset, coordinate before you commit:
- Call the target first — "Molotov on the door," "IED on the hallway," "pipe on the objective line" — so teammates know to hold fire and stay clear of the blast.
- Emplace before engaging — set a proximity IED on the approach to a speaker tower or extraction point before the horde arrives, then fight normally; the trap does the second wave for you.
- Never throw into a melee — a Molotov that zones a doorway also zones your own retreat; keep line of sight clear before you light it.
Used well, a single coordinated throw can save the exact ammo you need for the next objective — which is the whole point of the game's scarcity economy.
Pair this with: the weapons tier list for how throwables rank against the arsenal, and the enemy guide for which hordes justify the spend.
Frequently Asked Questions
What throwables are in No More Room in Hell 2?
The 1.0 arsenal includes pipe bombs, proximity IEDs, Molotovs and frag grenades. They are single-use explosives and incendiaries that clear a cluster or hold a doorway without spending scarce rifle ammo.
Are throwables worth using in NMRIH2?
Yes — they are honorary weapons that carry no ammo-economy cost. The weapon-guide consensus ranks them A-tier when someone calls the throw and B-tier when someone panics in a closet, so value is decided by timing and coordination rather than raw damage.
How should your team coordinate throwables?
Call the target first — 'Molotov on the door' or 'pipe on the objective line' — so teammates hold fire and stay clear of the blast. Emplace proximity IEDs before a wave arrives and never throw into a melee, since fire and blasts can block your own retreat.