Complete Splash Damage Guide

I decided to make a collection of splash guides from all across these forums to create a single mega guide-thing. First of all thanks to the work of @Blutfatal @Chuck80 @wingsday and anyone else who helped creating all of the guides and infothreads. Most of the information in this guide will be coming from these other posts, since I can’t test everything on my own, so if there is any incorrect data or something you would like to add, please let me know!

What is splash damage?

Splash damage works as area of effect damage of guns. Note that not all guns have this, mostly just Torgue, Maliwan and launchers. It can come in three different forms being pure splash,
which means that the projectile of the shot itself is nothing but area of effect damage or two forms of added splash, which is area of effect damage added on top of the projectile itself. Added splash can either be directly added to the projectile or it can be a separate instance of splash (for example the KerBlaster’s child grenade).

Splash that’s added to a projectile is also able to proc DoTs and slag. The main damage of the projectile itself is often refered to as impact damage. Also splash damage comes in different damage types that all get boosted by different skills. It also can’t score critical hits on most enemies. Generally gun damage boosts all types of splash damage with the exception of some skills. Grenade damage does also boost the splash damage of some guns, always as splash added to a projectile and mostly on Torgue weaponry.

Splash Types

Grenade - The splash gets boosted by grenade damage
Gun/Reaper - The splash gets boosted by Maya’s Reaper skill and Zer0’s Be Like Water skill
Launcher - The splash is not boosted by either grenade damage or Reaper/Be Like Water

Weapons with Launcher splash that aren’t a rocket launcher (for example the Carnage) will not get boosted by launcher damage. Launcher damage works like any other weapon specific damage type (for example SMG damage) and only boosts rocket launchers, but always boosts them no matter what splash type they have.

Damage Equation

Grenade, Reaper and Be Like Water damage are multiplicative to gun damage (including Amp damage). Immolate is also multiplicative but has it’s own complicated damage calculation. All other multiplicative damage boosts are multiplicative to everything else.

Splash Damage = Base Splash Damage * (1 + Gun Damage %) * (1 + Grenade/Reaper/Be Like Water Damage %) + Immolate Damage

Swapping Weapons

Swapping weapons while a projectile that has splash directly added to it (like a Torgue pistol) is still traveling will result in the added splash not proccing.

Be Like Water

BLW has the same properties as Reaper, meaning it only boosts Gun splash damage. However the listed gun damage percentage (at 5/5 it’s +20%) is not accurate. The actual damage bonus is only half of that (so at 5/5 it’s +10%). The melee damage bonus is also only procced by Gun splash (and the impact damage itself of course). Also BLW only boosts the very first boostable damage instance that occurs, which will then proc the melee part of the skill that cancels the gun part. So for example shooting a Maliwan sniper directly at an enemy will result in only the impact damage being boosted because that procs the melee damage as soon as it hits the enemy. If the enemy is slightly missed and only the splash is dealing damage then the splash will get boosted. This also means weapons like shotguns barely get any benefit from BLW as only a single pellet will get boosted.


Immolate boosts Launcher and Gun splash damage.

The damage calculation of Immolate is very complex. More info about the skill can be found here (link will follow… at some point, hopefully).

Blood Bath and Blood Overdrive

Blood Bath is only procced by Launcher and Grenade splash damage. It is not procced by the impact damage of a weapon that has added splash. This means using a gun with a high amount of added splash results in a higher chance to proc BB on a kill. Or using a weapon with pure splash will guarantee that BB will be procced. The damage boost it provides is regular additive gun damage that can boost all splash types.

Blood Overdrive is procced by Gun splash damage and the impact damage of any weapon.

Get Some, Interspersed Outburst, Death From Above, Rising Sh0t, Cloud Kill and Make it Sparkle

Similar to Be Like Water, Get Some is only procced by Gun splash damage.

IO, DFA, RS and CK however are all procced by both Gun and Launcher splash damage.

Make it Sparkle is procced by Gun and Launcher splash, however splash directly added to the projectile does not proc it. Tediore launcher reloads also don’t proc it.

0ne Sh0t 0ne Kill, Decepti0n and All I Need is One [0/D/A]

Zer0’s 0S0K and Decepti0n as well as Sal’s AINiO skills boost the damage of the first shot in the mag, in Decepti0n and after swapping weapons. Innvervate works the same as Decepti0n but is just a flat +10% bonus on top of it. If the weapon deals pure splash damage the splash gets boosted by [0/D/A]. The reason why splash that comes as bonus damage doesn’t get boosted is because the splash damage “spawns” once the projectile hits something, not at the moment you shoot the weapon. If your weapon was to consume no ammo 0S0K would always boost the splash (as long as your mag stays full). Note that even though you won’t consume ammo with Sal’s Inconceivable the bonus from AINiO disappears (because it’s not magazine-based like 0S0K) as soon as you pull the trigger and the splash will still not get boosted. If you were to shoot a weapon in Decepti0n without deactivating it the splash would also get boosted. This also explains why secondary projectiles like the Thunderball Fist’s orb get the bonus if you reload your weapon or swap your weapon and back before it explodes. Note that some secondary projectiles or novas still get boosted by [0/D/A] even if the weapon is not reloaded/swapped (examples: KerBlaster, Logan’s Gun, Hyperion Splatgun, regular Maliwan Launcher etc.). The reason behind that is because the main projectile already consists of pure splash damage and doesn’t have an projectile that deals impact damage. [0/D/A] provide regular additive gun damage.

Money Shot and No Kill Like Overkill

Money Shot does not boost any splash damage at all. This means it doesn’t apply to any launcher, Torgue barrel AR, E-Tech pistol etc. and only applies to the impact damage of guns with added splash.

NKLO on the other hand does boost all splash types.

Close Enough, Chain Reaction and The Nth Degree

Pure splash can never proc Close Enough, Chain Reaction or The Nth Degree. Added splash damage on a projectile that works with Close Enough will not suffer from the damage reduction. Added splash damage will also always proc after CR or TND procced if the projectile hits an enemy or a surface close to one.

Bullet Reflection and B0re

When a projectile with added splash damage hits an enemy with bullet reflection, the added splash procs (dealing damage to the enemy) and the projectile bounces off but can proc the added splash again if it hits another enemy or a surface close to one. Pure splash damage always ignores bullet reflection.

After a projectile with added splash passes through an enemy with B0re, the splash can proc again on any subsequent hits. however B0re doesn’t boost any added splash damage at all and pure splash can never proc B0re. When a projectile with added splash hits an enemy with bullet reflection while you have B0re, the projectile passes through the enemy as normal but still procs the added splash, while the projectile itself doesn’t deal damage.

The Bee Shield

Splash that’s added to a projectile gets the damage bonus of the Bee depending on how high the splash damage is in regard to the base damage (example below). Regular Amp shields would also apply to added splash if they were to always stay fully charged, or at least when the projectile hits the enemy (it works just like [0/D/A]). Amp damage is split between listed projectile’s splash.

Example: A Torgue pistol has +100% splash, while a Maliwan pistol has +80% splash. The Torgue pistol will get 100% of the Amp damage added to the splash damage (so basically the pistol gets the Amp damage twice, once for the projectile and once for the splash). The Maliwan pistol however will only receive 80% of the Amp damage on the splash (so it gets 180% of the Amp damage in total).

Absorb Shields

Splash damage that can hurt you, so any pure splash and some added splash that’s separated from the projectile that deals Launcher or Gun splash damage can be absorbed by Absorb shields. Gun splash will always give you ammo of the type of weapon you’re shooting yourself with while Launcher splash will give you rocket launcher ammo.

Guns With Splash Damage

If there is a percentage number next to the weapon it deals its base damage plus that amount of damage as its splash. If it says “Pure” next to it the weapon deals all of its base damage as pure splash damage (with the exception of the Logan’s Gun and some launchers, more info below). Weapons that have added splash that’s separated from the projectile are marked with S. All other added splash values are directly added to the projectile.

The splash of secondary projectiles is only listed once (example: The Storm has 5 orbs but each only deals 10% splash).

Assault Rifles

Torgue Assault Rifle = +90%
Torgue Barreled Assault Rifle = Pure
Seeker = Pure
Stinkpot = Pure
Hail = +80% and +80% (split projectile)
Boom Puppy = Pure
KerBlaster = Pure and +100% S (child grenade)
Sawbar = +100% S
Evil Smasher = +90%
Bearcat = Pure
Ogre = +90%


Maliwan Pistol = +80%
Torgue Pistol = +100%
Dart/Spiker = Pure
Teapot = +80%
Flynt’s Tinderbox = +100%
Thunderball Fists = +100% and +150% S (orb)
Hornet = +80%
Infection = +80%
Dahlminator = Pure
Unkempt Harold = +100% and +70% (unlisted projectiles, which have an impact damage of 70% of the listed damage)
Pocket Rocket = +100%
Little Evie = +80%
Devastator = +100%
Grog Nozzle = +80% (explodes multiple times while traveling)
Wanderlust = Pure
Rubi = +80%
Logan’s Gun = Pure (75%) (impact splash, deals less than listed damage and also has penetration) and +75% S (extra explosions, the first one happens instantly but it doesn’t proc on penetration) and +150% S (final explosion)


Torgue Shotgun = +85%
Hyperion Splatgun = Pure and +50% S (bounce explosion)
Tediore/Bandit Splatgun = Pure
Teeth of Terramorphous = +50% S
Carnage = Pure
Twister = +40% (the splash does proc on penetration)
Blockhead = +100%
Landscaper = +85% and +150% S (mines, deal more than listed damage but when a mine is placed the impact damage is lost)
Flakker = +100%
Omen = +100%
Swordsplosion = +100% and +70% S (child swords)
Slow Hand = Pure
Retcher = Pure


Chulainn = +50%
Yellow Jacket = +70%
Hellfire = +50%
Florentine = +50%
Plasma Caster = +50%
Bandit Plasma Caster = Pure

Sniper Rifles

Maliwan Sniper = +50%
Cobra = +80%
Pimpernel = +50% and +50% (split projectiles)
Volcano = +80%
Storm = +10% S x3 (orbs, each has 3 damage ticks)

Rocket Launchers

Maliwan Launcher = Pure (75%) (impact splash, deals less than listed damage) and +25% S (extra nova splash, both together equal the base damage)
Pyrophobia = Pure (75%) and +20% S (apparently it only deals 95% of the damage that’s listed unless multiple novas hit)
E-Tech Launcher = Pure and +40% S
Bandit E-Tech Launcher = Pure and +60% S (extra orbs)
Norfleet = Pure and +50% S
Tunguska = Pure (10%) (impact splash) and +100% S (orb)
Mongol = Pure and +60% S (child rockets)
Hive = Pure (10%) and +40% S (homing projectiles, again deals less than listed unless multiple secondary projectiles hit)
Creamer = Pure and +80% S (split rockets)
All Other Launchers = Pure

Again I would like to point out that I didn’t re-test all of the numbers and went with what others said or what I thought was most likely to be the case. I did however test all of the listed launchers above as well as many other weapons with weird numbers, All of the info in the texts above is also from me. Still feel free to test anything yourself and correct me if I made mistakes or forgot something! I hope this guide helps.

Video Version of the Guide

Related Links:

Demonite’s Complete Splash Damage Guide for TPS
Blut’s Grenade Damage Guide
Blut’s Blood Bath Guide
Chuck’s Splash Damage Guide
Derch’s Splash Damage Video
Demonite’s Grenade Damage Video


Grammar nit:

Better as:

“Launcher - The splash is not boosted by either grenade damage or Reaper”

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Thanks, edited that.

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Based on my discussion with demonite and some of my own testing, I believe that the behavior we’re seeing with regard to OSOK/AINiO and secondary damage instances is the result of the same bug that allows sal’s stat transferring among other things.

As demonite said, since the splash occurs after the initial hit it does not receive the damage boosts from OSOK/AINiO, unless the initial hit is splash damage. This only effects a few weapons, the kerblaster, tunguska, mongol, and all maliwan launchers.

My hypothesis is that pure splash weapons snapshot the damage when they are fired, however, as you may have noticed, all of those weapons have launcher splash as the splash type on their main projectile, so it could be a trait of launcher splash, that it transfers damage bonuses on.


I’m not sure if you’re down to include shields on there, but the WTF shock orbs are, I’m pretty sure, splash damage, and are definitely boosted by grenade damage buffs. I could try to derive the damage if there’s interest.


Well if I included shields because they get grenade damage boosts I would also need to include Tediore reloads and grenades, wouldn’t I? And then it wouldn’t be a splash guide anymore. ^^ Thanks for the offer though.

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If an item does splash damage, I think it should be included regardless of what type it is. Otherwise this would be a complete weapon splash damage guide and not a complete splash damage guide.


Well, yeah, that’s what I was going for.

Splash damage works as area of effect damage of guns.

I think including everything that gets boosted by grenade damage would be better for an actual grenade damage guide. Otherwise I would also need to include anything that procs Blood Bath. I tested the WTF and this is what it would look like if I included it all (except Krieg’s Buzz Axe Bombardier). It would also need it’s own equation for Tediore reloads.


All Grenades = Pure (not boostable with gun damage)


The Cradle = Pure (explosive drop, not boostable with gun damage)
Whisky Tango Foxtrot = Pure (drops from booster drop, not boostable with gun damage)
Love Thumper = +40% (explosive nova, based on roid damage, not boostable with gun damage)
All Other Shields With Novas = Pure (not boostable with gun/grenade damage)

Tediore Reloads

Tediore Launchers = Pure (not boostable with gun/grenade damage)
Bunny = Pure (not boostable with gun damage)
Avenger = Pure
All Other Tediore Weapons = Pure (not boostable with gun damage)

Imho this is just confusing and shouldn’t be part of it. I’ll change the title to “Complete Gun Splash Damage Guide” if you guys want me to.


Excellent job, Demo. I’ll be sure to bring a few guns out of storage, field test them again and refer back to this as it’s probably going to clear up a several things which have confused me.

(Keep the title as you see fit, IMO, and glad you got a call on the Bandit plasma casters :acmaffirmative: )

Mods? Sticky this for the greater good?



Actually, perhaps @Kitty_Jo could just add it to the Lootology 101 sticky? Too many stickies and things don’t work well when you’re browsing the entire BL2 section.


I will get right on that :bldualist:




Just wanted to say thanks for teaching me something new. I never knew all radius splash damage (I believe that was what Chuck80 called it at one point) got OSOK. I love that there are still things I don’t know about this game after 5 years!


Are you 100% sure Bearcat child grenades don’t get boosted? I thought they did just like the Kerblaster.

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Very nice guide, thanks for this.

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Hey Demo, IIRC you made a video saying the Omen’s splash got brought down to 60% during the October 29 patch. Does that still hold?

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Yup, it’s pure launcher splash.

I believe I made a mistake there and it was always 100%, pre- and post-patch.

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The Unkempt Harold has different splash damage values for it’s main and child projectiles. The entry could look something like this :

Unkempt Harold = +100% (main projectiles) and +70% (child projectiles)

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The Harold does have +100% splash on the split projectiles. The thing is that the split projectiles only deal 70% of the base damage. I’ll add that in brackets.


Ah, ok. I should have known you’d be all over this.

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