MGL32

M23GL Sideview.png
MGL32
Weapon Quote
“Revolving-action grenade launcher”
// Profile //
BuildHeavy
TypeGrenade Launcher
// Damage //
Body83
CritN/A
DPS124.4
// Technical //
Mag Size6
Firing Time3.335
Reload Time2.8s

The MGL32 (Model 32 Multi-shot Grenade Launcher) is a Heavy class grenade launcher with the unique ability to bounce its shots off a surface once, dealing high area damage.

Usage

The MGL32 can be selected as the weapon of any Heavy build loadout.

The trigger can be pulled to fire a grenade projectile that bounces away on its first impact and explodes on its second impact, dealing damage to nearby opponents. The trigger must be released before firing again. The explosion also deals damage to its user if they are too close.

The secondary trigger can be used to zoom in slightly, though this does not affect the MGL32's accuracy. Its accuracy also remains stable while moving.

The weapon automatically reloads when its magazine is empty, or the user can do a tactical reload before this point. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip MGL32
1
 
Y
Weapon
Fire shot (Tap)
 
R2
RT
Primary fire
Zoom (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Stats

Damage Profile

Build HP Shots to kill Time to kill (Body)
Light 150 2 0.67
Medium 250 4 2.0
Heavy 350 5 2.67
Values are approximate and determined by community testing.

Properties

Weapon

FeatIcon Ranged.png Ranged — Strikes targets by aiming and firing at them from a distance.

FeatIcon Single Fire.png Single Fire — Fires once when the trigger is pulled. The trigger must be released before firing again.

FeatIcon Stable Accuracy.png Stable Accuracy — Keeps a stable accuracy, even while moving and going airborne.

FeatIcon Full Reload.png Full Reload — Replaces the entire magazine in one animation on reload.

FeatIcon Aim Down Sights.png No Aiming Down Sights — Cannot use sights. Zooms in slightly instead, but doing so does not significantly affect accuracy.


Projectile

FeatIcon Projectile.png Projectile — Gets affected by gravity and has a travel time.

FeatIcon Bounce.png Bounce — Bounces away when the projectile collides with a surface or contestant. For the MGL32, this happens exactly once per projectile.

FeatIcon Trigger on Impact.png Trigger on Impact — Triggers when the projectile collides with a surface or contestant. For the MGL32, this happens only on the second impact.

FeatIcon Trigger on Time.png Trigger on Time — Triggers after a fixed amount of time if the projectile does not strike a surface or contestant.

FeatIcon Interceptible.png Interceptible — Can be removed by the APS Turret, nullifying its effects. This causes the turret to lose some health.

FeatIcon Critical Hit.png No Critical Hit — Does not critically hit for increased damage, even if the target was struck on the head.

FeatIcon High Range Falloff.png No Falloff — Does not deal reduced damage when hitting targets at long distances.


Explosion

FeatIcon Explosive.png Explosive — Deals damage in an area of effect that can be intercepted by structures and shields.

FeatIcon Moderate Structure Damage.png Moderate Structure Damage — Damages structures. Takes a few seconds or multiple charges to break a concrete wall.

FeatIcon Friendly Fire.png No Friendly Fire — Can damage the user, but not their teammates.

Guide

Strengths

  • Arenas where the fighting often occurs indoors offer great conditions for the MGL32, especially in the moments where there are many nearby walls and ceilings to bounce grenades off of. The tighter the spaces, the better the conditions for the MGL32.
  • An MGL32 user is at an advantage when an opponent is not in their direct line of sight, but can be reached using the grenade's bounce—for example, when they are around a corner, or in a floor below the MGL32 user where the user has access to them through a hole.

Weaknesses

  • Reloading the MGL32's magazine takes a long time, leading to long downtimes between firing. Also, it is not possible to quickly replenish one missing shell like with the CL-40.
  • Unlike the CL-40, the MGL32 struggles to reliably hit nearby opponents when there is no wall or ceiling nearby, due to the forced bounce before detonating.
    • When facing an MGL32 user, getting very close to them is often a death sentence for the MGL32 user, as the target becomes very difficult to hit. Additionally, close hits lead to the MGL32 user taking damage from their own grenades.
    • Having the high ground over an MGL32 user (with no ceiling overhead) is also a counter to them, such as when peeking through a hole in the ceiling over the MGL32 user.
  • Arenas where a lot of the fighting occurs in wide open areas, such as Seoul, offer poor conditions for the MGL32, as there will often not be a nearby surface to reliably bounce grenades off of.
    • Arenas with slanted roofs—Monaco and Skyway Stadium—also offer poor conditions for the MGL32 while fighting on them, as it is impossible to reliably hit the grenades off of the slanted surfaces.
  • When the area is largely covered in rubble, such as from a Sledgehammer user or from a collapsed suspended structure with the cashout station on it, the MGL32 struggles to reliably bounce its grenades towards opponents due to the irregularly slanted surfaces.
  • Since the MGL32's grenades are interceptible, the APS Turret is a counter to the weapon. It will nullify a few of the MGL32's grenades.
  • The MGL32 has trouble hitting far-away targets, especially when the target is at a higher altitude, due to the arc trajectory and slowness of its projectiles.

Tactics

  • When facing an opponent directly in line of sight under a low ceiling, it is possible to fire at the ceiling such that the grenades will quickly detonate on the ground below. Some experience is required to predict the bounce correctly.
    • This is especially effective when taking cover behind a Barricade, as the user cannot be hit by incoming fire while still having access to the ceiling to bounce grenades off of.
  • An MGL32 user should try to bring the fight to an area where the conditions are right for them. For example, when fighting in a residential area in Monaco, the user should lead their opponents into the buildings, rather than fighting on the streets or on the rooftops.
  • An APS Turret can be removed by utilizing the MGL32's splash damage. The grenade needs to detonate right outside of the turret's effective range to damage it.
  • Charge 'N' Slam can be a good choice to deal with opponents that get too close to damage them with the MGL32.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the MGL32.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the MGL32 0.2 × Damage Dealt
Opponent eliminated by the MGL32 50
Assist on an opponent damaged by the MGL32 20
Level 1
MGL32 Rank 1.png
0 XP
MGL32
Level 2
MGL32 Rank 2.png
9,000 XP
Dye Job (Yellow)
Level 3
MGL32 Rank 3.png
9,000 XP
Dye Job (Blue)
Level 4
MGL32 Rank 4.png
36,000 XP
Dye Job (Red)
Level 5
MGL32 Rank 5.png
54,000 XP
Dye Job (White)
Level 6
MGL32 Rank 6.png
162,000 XP
Triangle Twinkle
Level 7
MGL32 Rank 7.png
144,000 XP
Striped Grazer
Level 8
MGL32 Rank 8.png
136,000 XP
Painted Predator


Weapon Skins

Trivia

  • The MGL32 exists in real life as the Milkor MGL, a lightweight grenade launcher with a six-shot revolver-style magazine. It was developed by Milkor (Pty) Ltd., a South African arms company, in 1981 and introduced in 1983.
    • The MGL32 is named after the M32 MGL (Model 32 Multi-shot Grenade Launcher). This is an American-made copy of the Milkor MGL with no significant differences to the weapon's functionality.
    • See also: List of Gun Origins.
  • The MGL32 was originally introduced under the name M32GL.

History

Update Changes
4.0.0
  • Decreased reload time from 3.1s to 2.8s
3.4.0
  • Decreased minimum damage applied at outer edge of explosions to 0
  • Damage radius increased: 3.75m -> 4m
  • Linear damage scaling
1.5.5
  • Damage changedː 80 -> 83
CB1 Patch 3
  • Fuse time increased: 1.2 -> 2.5
  • Rounds now detonate on impact after one bounce
  • Reduced explosion inner radius: 2m -> 1.5m.
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