Ceph Grunt

Cryo Assault Rifle

Cryo Grenades

Melee Blades


Short range EMP burst

Highly agile exoskeleton

First appearance:

Sudden Impact

Last appearance:

A Walk in the Park


Crysis 2 Crysis 3

Ceph Combat Units, commonly called "Grunts", share the title of most common type of hostile Ceph encountered along with the Ceph Stalker in Crysis 2 and Crysis 3.


Ceph Grunts stand at roughly 8 feet tall, towering over most humans. They appear as upright, armored-up versions of Ceph Stalkers - like most Ceph soldiers, a Grunt's weak spot is located on their uncovered neck/back area.

While Grunts lack the speed and mobility of their Stalker brethren, they make up for it with stronger armor. When killed, Grunts somewhat explode or burst, with an area of the Grunt's armor falling off and the substance inside the exo-skeleton losing its glow.


The Ceph Grunts lack the speed and mobility of a Stalker, to make up for that, they have stronger armor and greater firepower. Despite seeing walking all the time, Grunts have moderate speed and can perform high jumps with ease. Their jelly spots are almost entirely covered with armor, making them harder to kill, though X-43 MIKE and K-Volt can easily bypass their defense.

It is noted that they can also charge up their rifle to fire a large burst of lethal energy beam that can cause large explosion and even destroy armored vehicles. In addition to that, they can also fire EMP burst at short range that drains out the Nanosuit's energy and immobilizes and likely killes any normal humans within its vicinity.

Alongside with Stalkers, Alcatraz stated that it will take 4 to 5 armor-piercing bullets, each capable of blowing away a good-size reinforced concrete, precisely at their jelly spot to even take them down.


Grunts are armed with a Pinch Rifle. At close quarters they will use arm-mounted blades to melee. They can emit an EMP burst to instantly drain the players energy when they are cloaked, and occasionally use timed grenades.


Grunts behave like typical C.E.L.L. operatives, taking cover and popping out to fire their weapon at hostile units, unlike Stalkers. When not alerted, they patrol an area regularly. Standard human tactics apply, but Grunts are much tougher than humans, and the weak point is no longer the head, instead the exposed jelly on their back.


Crysis 2Edit

Crysis 3Edit

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