Grenade and explosive focused deck. Intended for Hoffman but can work on almost any character. Cards are generally picked in the order shown unless otherwise stated. Main goal is clear mutations when getting overwhelmed or do extreme burst damage to bosses.
[OFFENSIVE SCAVENGER] - Clear first pick. Helps you and the team with resources by making sure no Offensive items are missed and having more all around. It can often be useful to drop your grenades to quickly use a spare Offensive item then pick them back up.
[BOMB SQUAD] - The biggest boost to grenade damage and the explosive resistance helps counter Reekers and Explodes to a small degree if they manage to get close. Puts a lot of mutations into one-shot range early in an act with un-upgraded grenades. A important detail of this card is it also affects environmental explosives so you should be always looking for ways to lure mutations into them or place them outside defensible locations in order to save grenades.
[IMPROVISED EXPLOSIVES] - More grenade damage and multiples with Bomb Squad and Offensive upgrades. Puts almost all non-Boss mutations in one-shot range.
[DOUBLE GRENADE POUCH] - This can be picked later if more grenade capacity isn't needed (especially if you are Hoffman) but you if you are flush with cash the extra grenades are two or more mutations you don't have to deal with.
[GRENADE POUCH] - Like the above this can be picked later or earlier as needed. Good choice if you aren't ready to take the overall damage hit from Double Grenade Pouch.
[MONEY GRUBBERS] - This build is best played with a more Copper generation focused team mate but given the cost of refilling grenades every saferoom you should try to help a bit with cash generation. Still skippable if you have a lot of other Copper generation on the team. Offensive slot upgrades are very useful to you and multiply with your other grenade damage boosting effects meaning you want to buy them whenever you can. Offensive slots are lower priority but still valuable.
[DOWN IN FRONT] - 7th card pick at absolute most, usually picked sooner. Your grenades hurt and are best used when things get hectic and multiple mutations have managed to close on your team. Being able throw them at team mates or your own feet without friendly fire is incredibly useful. Note you need to be crouched when the grenade lands, not necessarily when throwing to get the effect.
[RUN LIKE HELL] - The critical parts of the deck should be in play by now. Extra move speed can help you reposition in tough situations and is key to survivability.
[PYRO] - Three non-critical but very useful effects in a single card. Despite being grenade focused you'll often be the one triggering environmental explosives so being able to see them easier and getting extra fire damage off them is great. Temporary health gain is just gravy. When preparing a defensive location drop your grenades where you intended to defend and try to get a Molotov nearby or from team. Molotov can stop common hordes and do heavy damage to mutations for the first few seconds of the fight allowing you pick up and save grenades for the end.
[FIRE IN THE HOLE!] - An optional pick but one you can get a surprising amount of value from. You'll be trying to save your Offensive slot items for the direst situations when clearing some space for you team then running is often the best play. Also an incredible card specifically for the Body Dump where you'll be running and throwing T5 grenades almost constantly (note you can destroy nodes with T5 grenades very quickly).
[DEMOLITIONS EXPERT] - Optional pick. Even more grenade damage for the toughest special mutations or rapidly nuking boss mutations. The loss of ammo capacity is somewhat made up for when playing Hoffman by his ammo generation ability.
[CANNED GOODS] - Very optional pick. A bit of survivability in an otherwise fragile build.
[CROSS TRAINERS] - Very optional pick. A bunch of nice bonuses a single card that can offset some of the negatives from other cards.
[SURPLUS POUCHES] - Very optional pick. Need even more Offensive items? Help the team by giving them extra pipe bombs or molotovs while you get an extra grenade. You can usually compensate the health loss with other effects if you make this far into the deck.
[GRENADE TRAINING] - Very optional pick. We're well into overkill here but can mean you need one less grenade for a boss which is one more for specials.