20 Best Grappling Hooks In Video Games
Grappling hooks make movement feel sharper and smarter, turning obstacles into launchpads and escape routes. Games use them to bridge gaps, chain attacks, and carve new lines through familiar spaces. Some are simple mobility tools while others stack on damage, crowd control, or puzzle solving. Here are standout examples that show just how much a good grapple can change the way you play.
‘Batman: Arkham Knight’

The grapnel lets you zip to ledges, kick off edges, and chain Gliding Grapnel Boosts to stay airborne across the city. It ties into stealth by giving fast access to vantage points and gargoyles for silent takedowns. Combat flow benefits from quick escapes and repositions when fights get crowded. Upgrades extend speed and range so traversal and predator rooms feel seamless.
‘Sekiro: Shadows Die Twice’

The shinobi prosthetic grapple snaps to rooftops, branches, and boss arenas, turning verticality into a core tactic. It opens stealth routes above patrols and creates mid fight escape angles to heal or bait attacks. Several tools synergize with grapple spacing like firecrackers and shurikens. Many arenas are built around swing points so momentum and timing become part of every encounter.
‘Halo Infinite’

The Grappleshot latches onto terrain, vehicles, and enemies for fast movement and utility plays. You can yank weapons from the ground, hijack a Banshee, or stun a brute to close the gap. Cooldown and limited charges in multiplayer add resource management to each push. Upgrades in the campaign reduce cooldown and add shock damage for creative takedowns.
‘Apex Legends’

Multiple legends build around grapples with very different purposes. Pathfinder swings to create flanks and high ground while momentum control determines range and angle. Horizon and Valkyrie combine vertical tools with Pathfinder to enable team wide rotations. Zipline placement and cooldown management shape fights and repositioning in late circles.
‘Titanfall 2’

The Grapple tactical turns pilot movement into a physics playground with slide hops and wall runs chained by cable swings. Skilled players maintain speed by releasing at the right angle and reattaching midair. It also pulls you onto titans for rodeo attacks or quick eject escapes. The tool rewards momentum control and map knowledge in both campaign and multiplayer.
‘Just Cause 3’

The tethered grapple connects to any surface and can link objects together for creative chaos. Reeling in pulls Rico across valleys while parachute and wingsuit extend airtime. Multiple tethers let you slam vehicles or tear structures down by adjusting tension. The grapple is always available so traversal and improvised solutions are constant.
‘Monster Hunter Rise’

The Wirebug gives two midair dashes that act like a grappling sling for movement and offense. It enables Silkbind attacks that launch hunters into aerial combos or counters. Wirefall recovers from knockdowns and repositions instantly. Environmental points allow quick climbs and route cuts between hunting zones.
‘Dying Light’

The late game grapple lets you hook to ledges and swing through gaps to keep parkour flow intact. It resets momentum after stamina drains and gives escape routes during night chases. Cooldown prevents spam so planning lines still matters. It becomes vital for quickly reaching safe zones and collectibles in tall districts.
‘Assassin’s Creed Syndicate’

The rope launcher fires a line to create instant zip lines between buildings and vertical ascents on tall walls. It shortens pursuit times and supports stealth routes above streets. Entry points to restricted areas open from rooftops with fewer guards. Carriage chases gain vertical escape options that change route planning.
‘Uncharted 4: A Thief’s End’

The rope hook anchors to marked points for swings that blend into climbing and gunfights. Momentum control lets you extend a swing for longer gaps or vault into melee on landing. Puzzles use rope physics for lever pulls and crate moves. Set pieces combine driving, sliding, and grapples to stitch together cinematic routes.
‘Metroid Dread’

The Grapple Beam pulls Samus across magnet panels and tears open grapple doors and blocks. It links with Shine Spark routes to carry speed into new angles. Boss arenas use grapple points to reposition quickly or remove hazards. The beam also drags movable platforms to create traversal paths.
‘The Legend of Zelda: Ocarina of Time’

The Hookshot and its longer upgrade pull Link to wooden targets and chests while also stunning certain enemies. Dungeons place hookshot nodes to bridge gaps and climb towers. It retrieves distant items like skulltulas without exposing you to traps. Using it in combat sets up safe strikes against airborne or shielded foes.
‘The Legend of Zelda: Twilight Princess’

The Double Clawshots allow chaining from one target to another to cross long spaces without touching the ground. They turn vertical rooms into aerial routes with midair reattachments. Puzzle rooms rely on timing and orientation to keep the chain going. They also disarm or manipulate objects to open new doors.
‘Worms Armageddon’

The Ninja Rope acts as a skill based grapple with swing physics and reattachment tricks. Players use quick releases and rebounds to cross maps without spending movement tools. Precision rope play enables pixel perfect drops for mines or dynamite. Advanced techniques like rope knocking and wall rebounds add huge depth to mobility.
‘Overwatch 2’

Widowmaker uses a grapple to reach sniper perches and reset sightlines while Wrecking Ball swings for speed and area denial. Cooldowns gate repeated use so timing around fights is crucial. Grapple geometry shapes maps by enabling flanks and peel routes. Environmental kills and initiations come from swing momentum and slam combos.
‘Ori and the Will of the Wisps’

Grapple attaches to blue plants and later to enemies for rapid repositioning during platforming and combat. It links with Bash and Dash to form long aerial chains. Boss arenas place targets to keep you airborne while dodging patterns. Route planning opens shortcuts once you learn anchor placements.
‘Bionic Commando Rearmed’

The entire moveset centers on a bionic arm that replaces jumping with swinging and ledge pulls. Mastery involves timing releases to carry momentum across gaps and up shafts. The arm also grabs items and flips switches from a distance. Level layouts are built to teach and then test compound swings.
‘Fortnite’

The Grappler and later Grapple Glove provide fast vertical boosts and midair swings between structures. They enable instant high ground during build fights and quick disengages in no build modes. Limited charges and item slot pressure create tradeoffs in loadouts. Mobility routes change each season as new grapple items rotate in.
‘Ghostrunner’

The tether points snap you across deadly gaps and into wall runs as part of a one hit kill parkour loop. Grapples link with dashes and slows to create clean assassination lines. Checkpoints encourage iterative routing until a perfect flow emerges. Enemy placement and grapple anchors guide speedrun friendly paths.
‘Horizon Forbidden West’

The Pullcaster doubles as a grapple and a tool to yank open vents or pull climb points. It pairs with the Shieldwing to chain vertical ascents into controlled glides. Environmental puzzles hide pullable panels that reveal shortcuts and loot. Combat arenas include anchor spots for quick flanks on machines.
Share your favorite grappling hook moments in the comments and tell us which game we should add next.


