HEISTBLOX Gadgets & Grenades Tier List
How every tool ranks for bank hits, civilian pressure, and SWAT shootouts.
Gadgets and grenades decide who controls space in HEISTBLOX. Criminals need entry tools and cover smoke to clear the bank and leave with loot. Police and SWAT need vision denial, area denial, and breach tools when the timer hits zero. Civilians rarely carry the heavy kit, but every role feels the aftermath when someone deploys smoke or fire in a hallway.
This page ranks the current early-development kit: Drones, Alarms, Breaching Charges, Smoke Grenades, and Incendiary Grenades. Ranks use an S–A–B–C scale based on round impact, ease of use on PC / mobile / console, and how often a competent player should bring the tool. Meta will shift as k//eleison patches balance—bookmark the Tier List Hub and compare roles on the Roles Tier List.
For how-to usage, see Gadgets & Grenades. For role context, jump to Criminal, Civilian, and Police / SWAT.
Ranking criteria
- Round impact — Does the tool win fights, open routes, or buy time that decides the bank run?
- Flexibility — Useful for both criminals and police, or only one side?
- Skill floor — Can a new player get value, or does it punish mis-throws?
- Counterplay — Smoke still lets bullets punch through; fire blocks paths but telegraphs itself. Good ranks reward tools that stay strong after opponents adapt.
- Server reality — Max 16 players means information and choke control matter more than raw spam.
S tier — Breaching Charges
Breaching Charges sit at the top for criminals and remain excellent for police clearing. They turn locked or fortified bank routes into open paths, compress the timeline of a heist, and create sudden angles that defenders cannot pre-aim forever. In early HEISTBLOX, the bank is the main objective—anything that shortens the vault path or opens a surprise exit earns S.
Criminal use: Plant on the route your crew actually takes, not the loudest door. Pair with a teammate watching the street while the charge cooks. After the boom, push as a unit—solo peeking into fresh openings gets you deleted when police arrive. Combine with the How to Rob the Bank flow so breach timing matches loot stages.
Police / SWAT use: When the timer hits zero and you flood in, charges clear barricades and create crossfires. Do not waste them on empty walls. Breach toward objectives (loot carriers, last criminals, choke rooms) so the explosion buys vision and movement, not just noise.
Why S: Highest tempo swing per use. Hard to ignore, hard to fully counter without giving up map control.
A tier — Smoke Grenades & Drones
Smoke Grenades (A)
Smoke is the signature HEISTBLOX grenade: volumetric cover that still lets bullets punch through. That dual nature is why it ranks A instead of free S. You get concealment for rotates, vault exits, and SWAT entries, but you do not get a magic shield. Players who treat smoke like invulnerability die in the cloud.
Criminal use: Pop smoke on the exit path after bags are filled, or blind a doorway while the team repositions. Call the throw so teammates do not walk into friendly fire lines. Smoke + movement beats smoke + camping.
Police use: Soften a push into unknown rooms. Smoke the approach, then swing from an unexpected angle while criminals shoot the mist. Remember: your own bullets also go through—coordinate so you do not melt teammates.
Why A: Extremely high value every round, but skill-sensitive and countered by players who hold angles through the cloud.
Drones (A)
Drones win information wars. In a 16-player cops-versus-robbers match, knowing who is on the vault, who is tasking as a civilian, and where SWAT is staging is worth more than a mid gunfight. Drones scout without committing a body into a fatal hallway.
Criminal use: Check police staging and street approaches before you commit the last bags. Spot civilians who might be delaying or feeding the timer. Share callouts; a silent drone scout helps nobody.
Police use: Find remaining criminals after the timer, mark loot runners, and avoid walking into stacked smoke traps. Drone first, breach second.
Why A: Near-universal value, slightly below breach because a drone does not open walls by itself. Still a default pick for coordinated teams.
B tier — Alarms
Alarms create pressure, force reactions, and punish greedy criminals who linger. They are excellent support tools, especially when civilians are advancing the police timer and the round is about to flip. Alarms do not delete players—they reshape timing.
Criminal caution: Triggering or mishandling alarm-related pressure can accelerate the police response you hoped to outrun. If your crew is slow on loot, an early alarm spiral is a loss condition. Read the Civilian Tasks page to understand how civilian progress and alarm timing interact with the clock.
Police / civilian synergy: Alarms amplify the civilian win condition (timer pressure). When used well, they turn a soft bank defense into a hard timer race. When used poorly, they spam noise without creating a playable angle.
Why B: Strong in coordinated lobbies, weaker if nobody follows up. Impact depends on round state more than raw power.
C tier — Incendiary Grenades
Incendiary grenades deny space with fire. They shine when you need to cut a retreat, force criminals out of a camped corner, or block a vault door for a few critical seconds. They sit in C because mis-throws punish your own team, fire telegraphs intent, and experienced players path around the burn quickly.
Criminal use: Block a police stairwell during escape, or flush a camper. Do not ignite the only exit your bags must take.
Police use: Seal a room after a partial clear, or stop a loot runner from looping the same hallway. Pair with smoke carefully—stacked denial can trap your own SWAT entry.
Why C: Situational area denial. High ceiling in smart hands, frequent self-sabotage in pubs. Still worth learning; just not a default every round.
Quick reference table
| Tool | Tier | Best for | Weakness |
|---|---|---|---|
| Breaching Charges | S | Opening bank routes & SWAT clears | Needs follow-up push |
| Smoke Grenades | A | Rotates, exits, soft entries | Bullets punch through |
| Drones | A | Info before commits | No direct damage |
| Alarms | B | Timer / pressure plays | Low value without follow-up |
| Incendiary | C | Path denial & flushes | Friendly fire & pathing around |
Loadout advice by role
Criminals should prioritize Breaching Charges and Smoke, with a Drone on the intel player. Read the full Criminal role guide and the bank walkthrough before improvising.
Police / SWAT should bring Drones for staging, Smoke for entries, and Charges for locked interiors. See Police / SWAT and Police & SWAT Guide.
Civilians focus on tasks more than grenade spam—your job is the timer. Still learn smoke sightlines so you survive crossfire; start with Getting Started and Controls.
Common mistakes
- Treating smoke as a shield instead of concealment.
- Breaching without a teammate ready to take the new angle.
- Drone scouting that never becomes a callout.
- Incendiary on your only escape route.
- Ignoring civilian timer pressure while you admire gadget toys.
How this list will change
HEISTBLOX is in early development. Balance passes can move Smoke or Drones into S, or buff Incendiary if fire becomes stickier. Track patch notes on the Updates Hub and the Early Development changelog. When new gadgets land, this page will re-rank with the same criteria.
Also check Codes for any promo rewards that grant tools, and Scripts only if you understand Roblox ToS risk—this wiki ranks fair play loadouts first.
Practice plan
Spend one session as criminal focusing only on breach + smoke exits. Spend another as police focusing on drone → smoke → breach entries. Then play a civilian round and watch how gadgets reshape the timer fight without you holding them. Cross-link your notes with the Roles Tier List so you know which roles amplify which tools.
Master the kit, call your throws, and the bank—or the bust—goes your way.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best gadget for criminals in HEISTBLOX?
Breaching Charges rank S for criminals because they open bank routes and create sudden angles. Pair them with Smoke for exits and a Drone for intel.
Do smoke grenades block bullets in HEISTBLOX?
No. Smoke is volumetric concealment, but bullets punch through the cloud. Use it to hide movement, not as a shield.
Are drones useful for police and SWAT?
Yes. Drones are A tier for information—spot remaining criminals and loot runners before you commit a breach.
When should I use incendiary grenades?
Use Incendiary for situational path denial or to flush campers. Avoid lighting your own escape route; that is why they sit in C tier.
Will this gadgets tier list stay the same after patches?
HEISTBLOX is early-dev, so balance can shift. Recheck this page and the Updates Hub after major patches from k//eleison.