- Typical Colors 2 Annihilator is the explosive offense class built around splash damage and area denial.
- Core loadout: Grenade Launcher + Stickybomb Launcher + Bottle for chokepoint control.
- Best situations: Clustered enemies, chokepoints, Payload defense, and trapping objectives.
- Biggest weakness: Projectile prediction required; weak in open long-range fights.
- Skill ceiling: High — trap timing and positioning separate good Annihilators from great ones.
Annihilator Class Overview
The Typical Colors 2 Annihilator fills the explosive offense role in the nine-class roster. Its job is to use explosive damage to disrupt groups, clear defensive positions, and create openings near objectives. Unlike the Trooper's straightforward rocket assault, the Annihilator leans on prepared traps and chokepoint control, making it one of the strongest area-denial classes in the game.
Video Highlights:
- The official trailer showcases Typical Colors 2's class-based team combat
- Demonstrates the RED vs BLU team structure and objective gameplay
- Highlights the 200+ weapon arsenal across all nine classes
Do not play the Annihilator like a front-line brawler. The class rewards preparation: laying stickybomb traps before the enemy pushes is far more valuable than chasing direct grenade hits.
Class Profile
| Attribute | Details |
|---|---|
| Role | Explosive offense / area control |
| Primary weapon | Grenade Launcher |
| Secondary weapon | Stickybomb Launcher |
| Melee weapon | Bottle |
| Best range | Close to medium, chokepoints |
| Counter classes | Marksman (long sightlines), Flanker (rushdown) |
| Difficulty | Intermediate to advanced |
Annihilator vs. Other Explosive Classes
| Feature | Annihilator | Trooper |
|---|---|---|
| Damage style | Traps and lobbed projectiles | Direct rocket hits |
| Mobility | Lower | Rocket jumping options |
| Area denial | Excellent (stickies) | Good (splash) |
| Best mode | Payload defense, KOTH | Payload attack, general push |
| Ease of use | Harder | Easier |
Best Annihilator Loadouts
The stock loadout remains the most reliable configuration for most matches. Unlockable weapons can shift the class toward mobility or burst damage, but the core stickybomb toolkit defines the Annihilator's value.
| Slot | Weapon | Function | Rating |
|---|---|---|---|
| Primary | Grenade Launcher | Lobbed splash damage, punishes clusters | ★★★★☆ |
| Secondary | Stickybomb Launcher | Traps, chokepoint denial, burst combo | ★★★★★ |
| Melee | Bottle | Emergency close-range finisher | ★★★☆☆ |
Standard Control Build
- Grenade Launcher + Stickybomb Launcher + Bottle
- Best for chokepoint maps and Payload defense
- Full trap preparation before enemy pushes
Aggressive Push Build
- Grenade-focused play with quick follow-up stickies
- Best for attacking fortified objectives
- Requires strong projectile prediction
Objective Trap Build
- Sticky carpet on capture zones and cart paths
- Best for KOTH and final-point defense
- Trade mobility for maximum area denial
Avoid holding all eight stickybombs for one massive trap. Splitting stickies across two chokepoints covers more angles and survives a single enemy sweep.
Step-by-Step Annihilator Gameplay
Follow this workflow each round to convert explosive damage into objective progress.
Scout the Chokepoints
At round start, identify the two or three routes the enemy must take. Chokepoints, cart paths, and capture-zone entrances are your priority zones.
Pre-Lay Sticky Traps
Place stickybombs on ceilings, corners, and behind cover where enemies cannot see them. Hidden stickies are far deadlier than visible ones.
Hold With Grenades
Use the Grenade Launcher to lob splash damage at approaching groups. Stay behind cover between shots and avoid open sightlines.
Detonate and Collapse
Detonate traps as clusters cross them, then push forward with grenade pressure while enemies are scattered.
Reposition and Reset
After each engagement, fall back, re-lay stickies on the next chokepoint, and repeat. Never fight in the open without traps prepared.
A landed grenade followed by an immediate sticky detonation is one of the fastest burst combos in Typical Colors 2 — enough to break a Brute push through a chokepoint.
Annihilator by Game Mode
| Mode | Effectiveness | Priority Strategy |
|---|---|---|
| Payload | ★★★★★ | Trap cart path bends, deny uncontested pushes |
| Control Points | ★★★★☆ | Trap capture zones, force defenders off the point |
| King of the Hill | ★★★★☆ | Carpet the central point during retakes |
| Capture the Flag | ★★★☆☆ | Trap intelligence room entrances and escape routes |
On Payload defense, the Annihilator is a tier-one pick. Sticky traps around cart bends repeatedly halt pushes and burn attacker time, which is often the difference in close rounds.
Practice Checklist and Common Mistakes
Annihilator Improvement Goals:
- Land grenade direct hits on grouped enemies
- Hide sticky traps out of enemy line of sight
- Split stickies across two chokepoints
- Detonate traps on clusters, not lone targets
- Reposition and re-trap after every fight
Common Mistakes
| Mistake | Fix |
|---|---|
| Fighting Marksmen at long range | Close distance behind cover or reposition |
| Visible sticky traps | Place on ceilings and behind corners |
| Wasting all stickies on one enemy | Save detonations for clusters |
| Standing in open sightlines | Peek, fire, retreat behind cover |
| Ignoring re-trap timing | Reset traps immediately after each engagement |
Flankers and Agents rush the Annihilator effectively. Keep your back to a wall when holding traps, and listen for movement behind your position.
FAQ
Q: Is the Annihilator good for new players in Typical Colors 2?
The Annihilator has a moderate learning curve because grenades and stickybombs require projectile prediction. New players usually adapt faster with the Trooper first, then switch to the Annihilator once they understand common chokepoints and push timings.
Q: What is the best Annihilator loadout?
The standard Grenade Launcher + Stickybomb Launcher + Bottle setup is the most reliable. It provides both direct splash damage and prepared traps, covering the class's core area-denial role across almost every map and mode.
Q: Which classes counter the Annihilator?
Marksmen punish the Annihilator in open long sightlines, while Flankers and Agents exploit the class's weakness in close, unexpected fights. Stay near teammates and hold covered positions to reduce these threats.
Q: How do I use stickybombs effectively on Payload defense?
Place stickies on cart path bends, ceilings, and corners where attackers cannot spot them, then detonate as groups cluster around the cart. Re-trap the next chokepoint immediately after each detonation to maintain constant pressure.