Most raids, I used to step right over the Seeker Grenade. It looks like "filler" loot, the kind you grab only if your bag's empty. Then you run into a hovering ARC that won't stop juking, your shots go wide, and suddenly that little gadget starts making sense. I started treating it like part of my core kit after skimming a few ARC Raiders Items notes and actually throwing the thing on purpose instead of hoarding it "for later." It's not flashy. It's just reliable, and that's rarer than it should be.
What it actually does in a fight
The Seeker Grenade isn't about a huge blast. It's about not having to aim like a hero. Get within roughly 20 meters, toss it, and it'll home onto a single ARC unit nearby. That lock-on is the whole point. You're buying consistency when your hands are shaking and the target's in the air. On impact it deals 50 explosive damage, flat and simple. No "maybe" damage, no praying your burst lands. It hits, it pops, you move. That rhythm matters more than people admit.
Rocketeers: the annoying test case
If you want proof it's worth carrying, take it into a Rocketeer fight. With normal gunfire, you spend half the time tracking and the other half reloading while it floats off and ruins your day. With seekers, you can run a boring little checklist: 1) get into range, 2) throw, 3) relocate, 4) throw again. From what I've seen, it usually takes about 10 or 11 direct hits to drop a full-health Rocketeer. There's even a nice tell—around hit 7, you'll often notice heavier smoke trailing off it. That's when you know you're not just tickling it.
Play it like a coward and win anyway
The best part is you don't have to stand there trading shots. Peek for a second, lob, then tuck back behind a crate, a wall, a busted vehicle—anything. The grenade does the travel and the tracking while you're already safe. It turns a messy, open-sky duel into quick little "appear-disappear" moments. And because you're not dumping premium ammo into a target that won't sit still, your resources stretch further. I also like that it recycles into crude explosives, so even when you're done with it, it doesn't feel like dead weight in your stash.
So yeah, it's not a miracle button, and you can still get punished if you overstay your peek. But once you've watched a Rocketeer finally spiral out after a steady chain of throws, it's hard to go back to pretending seekers are junk. Keep one or two for those fights where aim turns into luck, and save the fancy stuff for when it counts—especially if you're trying to build a loadout around cheap Raiders weapons without feeling undergunned.