A throwable should prepare the next action, not replace the decision about what that action will be. A scan can reveal an opponent while your teammates are still too far away to use the information. Fire can make an enemy route dangerous while also cutting across your own push. Smoke can help a reposition without answering where the enemy has moved.
In Clash Squad, give each throw a job: gather information, deny an area, or screen movement. Then coordinate the action that follows it. This guide uses the Sonar, Flame and Smoke Grenades described in Garena's OB55 Clash Squad update, rather than Battle Royale event mechanics.
Pick the job before the item
| Throwable | Role or effect | Decision to make before throwing |
|---|---|---|
| Sonar Grenade | Reveals enemy locations within a 10m radius for 3 seconds, including enemies behind cover | Who can act on the information immediately? |
| Flame Grenade | Creates a burning area lasting 6 seconds, expanding over 1 second | Which route are you denying, and where will your teammates move? |
| Smoke Grenade | Creates a screen useful for movement and flanking | Where are you trying to reach, and who is watching the other approach? |
Flame is not harmless to your team. Garena lists enemy damage of 16 and allied damage of 8 every half-second, with 10% armor-durability damage in either case. Gloo Walls caught in it take 100 damage every half-second. Plan around the area rather than treating friendly fire as something only the enemy needs to avoid.
Case one: your scan expires before the push starts
Imagine a teammate holding cover near an enemy position. You want to scan, then have another teammate move into an angle from which they can engage. That second player is still repositioning and will not be ready for four seconds.
Use the start of the reveal as the reference point, not the instant you release the grenade. Throw travel and activation are not included in the following example.
| Time from reveal beginning | Illustrative team situation |
|---|---|
| 0 seconds | The location reveal begins, but the follow-up player is not ready |
| 3 seconds | The reveal window ends |
| 4 seconds | The follow-up player reaches the intended position |
The team has arranged its action one second after the useful window ends. The scan may still have told you something, but the teammate cannot assume that the revealed position remains current when they arrive.
Change the order of preparation. First choose the angle, make sure the teammate is ready to use it, and agree who is staying back to watch another approach. Then use Sonar to inform the immediate decision. This avoids spending the information window on tasks that could have happened before it began.
The next action depends on what you learn. If the reveal supports the angle you prepared, the teammate has a reason to proceed. If the enemy is somewhere that makes the approach poor, hold or choose another route. A useful scan can tell you not to push; it does not have to produce a shot to have helped.
Also separate a local result from a complete map claim. A scan covers a limited area. Do not announce “the whole side is clear” just because the information you expected did not appear. Say what you actually know about the area you checked, and keep an unobserved route in your team's plan.
Case two: the flame lands on your teammate's route
Picture two paths around a piece of cover. You want to make the enemy's left-side approach costly, while a teammate intends to cross that same left side to reach a closer position. If you throw first and explain afterward, both plans compete for the same space.
Resolve the conflict before releasing Flame. Name the route you intend to affect and ask the teammate to use the other approach or wait. If the teammate is already committed to the crossing, delaying your throw may be better than placing it directly across their movement.
The landing area matters more than the enemy's position a moment ago. An opponent can move; a teammate can change direction. Choose the piece of ground that serves your plan, rather than throwing at a remembered location and hoping the fight still matches it.
| Response after the throw | What your team can do next |
|---|---|
| The enemy waits instead of crossing | Use the pause for the reposition or recovery you planned |
| The enemy takes the other route | Watch that route rather than staring at the burning ground |
| A teammate cannot complete their intended movement | Change their route or delay the movement; do not keep issuing the original push call |
| The enemy continues fighting from cover | Reassess the angle; the throw has not automatically removed that position |
This is area control, not a guaranteed elimination. If the enemy avoids the area and your teammate reaches a better position, the throw may have accomplished its purpose without producing the damage result you imagined.
Keep the Gloo Wall interaction in the same plan. If the position you are working around includes a wall, do not make your next move depend on that wall remaining unchanged inside the flames. Conversely, do not begin crossing on the assumption that one throw has already destroyed every obstruction. Act on the opening that exists, not the opening you expected.
Case three: you need to move, not burn the crossing
Now suppose your team needs to leave an awkward angle and reach nearby cover. Your objective is not to hold the route against an approaching enemy; it is to get your own players through it. Placing fire across that crossing works against the movement you want.
Smoke is the screening option in this situation. Before using it, choose the destination and the part of the movement you want screened. A teammate should understand the destination too: “move to the right-hand cover” gives them a usable plan, while “I threw smoke” merely reports an item use.
Do not stop planning at the near edge of the screen. Consider where you will emerge, what you will be looking toward, and which teammate can watch a different angle. Otherwise, you may exchange one uncertain position for another without improving the team's situation.
If you already have information from Sonar, use it to decide whether the planned move still makes sense. Do not treat the screen itself as fresh enemy detection. When that earlier information is old, keep the possible change in enemy position in mind rather than walking toward the last marker as though it were a fixed object.
The destination also gives you a stopping point. Once the team reaches it, reassess the fight from there instead of automatically continuing into an attack. A successful reposition does not obligate you to spend every remaining throwable or pursue the same opponent.
Combine the tools without throwing everything at once
A coordinated sequence starts with a question, then uses the tool that answers it. “Is the opponent in the position that threatens our crossing?” is an information question. “Can we make this approach costly while we move elsewhere?” is an area-control question. “How do we screen this movement?” is a different question again.
You do not need all three answers in every fight. If the scan changes your plan, do not continue with a Flame placement chosen for the old plan simply because it was next in your intended sequence. If the team has already reached useful cover, another screen may no longer serve the same purpose.
Before a coordinated play, agree on three short pieces of information: the area being checked or affected, the teammate who will act next, and the route that teammate intends to use. That is enough to expose many conflicts before they cost you an item or damage your own team.
Afterward, judge the throw by its intended job. Did the team act while the information was useful? Did the threatened route buy time or redirect movement? Did the screen help the team reach its chosen position? Those questions identify what to change on the next attempt more clearly than judging every throwable only by whether it produced a kill.
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