If you’ve lined up the perfect shot on a Grenadier AMP suit, fired a shock arrow straight into its weak point… and then watched nothing happen, you’re not alone.
Since the From the Ashes DLC dropped, a lot of players are noticing that Grenadier AMP weak points just refuse to explode anymore. No satisfying boom. No instant takedown. Just an angry mech still standing there, soaking damage like it didn’t just eat a direct hit to its most vulnerable spot.
Naturally, that’s left a lot of players confused — and a little frustrated. These weak points worked reliably before, so when the same tactics suddenly stop paying off, it raises questions.
Is this an intentional balance change meant to make Grenadiers tougher? Is it a bug introduced with the DLC or a recent patch? Or are we all somehow whiffing shots we used to land without thinking?

Yes — the Grenadier AMP weak point is bugged
Short answer: yeah, something’s definitely off.
Before From the Ashes, hitting a Grenadier AMP’s rear vent was one of the most reliable ways to take it out. Heavy bows, shock arrows, high-damage builds — they all worked, and they worked consistently. You could line up the shot, hit the weak point, and expect the fight to end in a satisfying explosion.
After the DLC? Not so much.
Players across Reddit and community forums are reporting that the same tactics simply don’t work anymore.
Weak points still register hits, but they don’t trigger explosions. Shock arrows, which were basically designed for this exact scenario, no longer cause the suit to blow. Even shots dealing well over 1,000 damage barely seem to change how the fight plays out.
This is happening in Avatar: Frontiers of Pandora, and it’s affecting enough players across different platforms that it’s clearly not just bad aim or missed shots.
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Shock arrows… just don’t work like they used to
Shock arrows should be the hard counter to AMP suits. That was the whole point — disable systems, overload the suit, boom. For a long time, they were one of the most reliable and satisfying tools in your kit, especially when dealing with heavily armored enemies like Grenadier AMPs.
Right now?
You hit the weak point.
You see the impact.
The AMP flinches.
And then… it just keeps fighting like nothing critical happened.
There’s no explosion, no chain reaction, and no sudden shutdown of the suit. The moment that used to end the encounter now barely registers beyond raw damage numbers.
Because of that, it feels far less like an intentional balance change and far more like the explosion trigger itself simply isn’t firing anymore. Everything looks right on screen, but the result you’re expecting never arrives, which makes the whole interaction feel broken rather than rebalanced.
Did the From the Ashes DLC cause this?
All signs point to yes.
The timing lines up almost perfectly with the DLC and the recent title updates, which is why so many players immediately connected the two.
Grenadier AMP weak points were functioning normally before, and then suddenly stopped behaving as expected right after the new content went live. While Ubisoft has fixed AMP hitboxes and combat behaviors in past patches, there’s been no official mention of Grenadier weak points being intentionally changed or rebalanced this time around.
That leaves a handful of likely technical causes on the table:
Weak-point hitboxes not registering correctly
Damage-type checks (shock vs explosive) failing
Veteran or Elite Grenadier variants behaving incorrectly
DLC scripting overriding weak-point explosions in certain encounters or regions
Taken together, it all points toward a classic post-update regression — the kind of bug that slips in with new content rather than a deliberate gameplay change.

Is it happening with every AMP suit?
Not exactly.
Based on player testing and shared clips across community forums, the issue doesn’t seem to affect every AMP suit in the game the same way. Instead, it’s fairly targeted, which is part of what makes it so confusing to pin down.
❌ Grenadier AMP suits — these are the most affected overall, with weak-point explosions failing far more often than not.
⚠️ Veteran / Elite Grenadiers — these variants almost never explode, even when their weak points are hit cleanly.
✅ Other AMP types — in most cases, these still behave as expected and can be taken down through weak-point hits.
To complicate things further, some players report seeing the bug only in From the Ashes DLC zones, while others encounter it in base-game areas as well. That inconsistency makes the issue feel even messier and reinforces the idea that this isn’t an intentional change.
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Is there a workaround right now?
Honestly? Not a reliable one.
Players have been experimenting with just about every possible approach to see if something consistently forces the weak-point explosion to trigger. So far, nothing has proven dependable. People have tried switching arrow types, removing or respeccing perks, aiming for the pilot glass instead of the rear vents, using explosives instead of bows, and even reloading saves or restarting sessions to reset enemy behavior.
In some cases, the explosion does trigger, which makes the situation even more confusing. But those moments are rare and inconsistent, and most of the time the Grenadier AMP simply absorbs the hit and keeps fighting like nothing critical happened.
For now, you’re basically stuck fighting Grenadier AMPs the long way, treating them like standard high-health enemies — which, let’s be honest, isn’t exactly ideal or very satisfying.
Is Ubisoft aware of this?
As of now, there’s no clear sign that Ubisoft has officially acknowledged the issue.
There’s been no direct statement from the developers, no social media post calling it out, and no mention of a fix in recent patch notes. Just as importantly, there’s been no confirmation that the change is intentional, which strongly suggests this isn’t meant to be a stealth nerf or a hidden balance tweak.
That said, this is exactly the kind of bug that usually does end up getting fixed once it gains enough visibility. Widespread, repeatable issues tied to combat mechanics tend to rise quickly once enough players report them through official channels. Right now, it feels less like Ubisoft is ignoring the problem and more like it simply hasn’t hit their radar in a meaningful way yet.
If you want to report it (and help get it fixed)
If this bug has been driving you up the wall, the best thing you can do right now is report it directly. Individual posts on Reddit help spread awareness, but official bug reports are what actually push issues onto Ubisoft’s internal tracking. The more clear, repeatable reports they receive, the faster a fix is likely to happen.
Here’s a quick bug-report template you can paste into Ubisoft Support and fill in with your details:
Title: Grenadier AMP weak point no longer explodes after From the Ashes DLC
Platform: PC / PS5 / Xbox Series X
DLC Installed: From the Ashes
Steps:
- Engage a Grenadier AMP suit
- Hit rear vent weak point with a shock arrow or heavy bow
- Weak point takes damage, but the suit does not explode
Expected: Weak-point explosion
Actual: AMP survives and continues fighting
If you’re able to attach a short video clip showing the weak-point hit failing to trigger an explosion, even better — visual proof goes a long way when it comes to getting bugs taken seriously.
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The bottom line
You’re not imagining things — this issue is very real, and you’re definitely not alone in running into it. Grenadier AMP weak points are currently bugged, and the usual tools you’d rely on to deal with them just aren’t behaving the way they should. Shock arrows, in particular, aren’t working as intended, even though they’re designed to be a direct counter to AMP suits.
Right now, there’s no consistent workaround that restores the old weak-point explosions, which means these encounters drag on longer than they should. As a result, Grenadier AMPs feel way tankier and more punishing than intended. A future patch will almost certainly be needed to properly fix the problem.
Until that happens, all you can really do is adapt — even if it’s frustrating.
