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RE4 Remake Crafting Guide: Every Recipe and the Gunpowder Math

A Flash Grenade costs five gunpowder. Three magnum rounds cost seventeen. That gap is the whole crafting system, and almost nobody does the arithmetic before they dump a stack of resources into the wrong menu option.

Published July 28, 2026·10 min read·By Mythras
A container of Gunpowder from the Resident Evil 4 remake, the shared crafting material behind every ammo recipe in the game.

Five gunpowder. That is the entire cost of a Flash Grenade, and it is the cheapest line on the crafting menu that produces something which kills. Three magnum rounds cost seventeen gunpowder. Same menu, same material, three-and-a-bit times the price for a fraction of the utility.

That gap is the whole system, and most players never look at it. They hoover up gunpowder for eight chapters, hit the crafting screen when the shotgun clicks empty, mash whatever is highlighted, and wonder why they are always broke on Hardcore. Crafting in the remake is not a convenience feature. It is a budget, and the budget has a very clear right answer.

This guide is for the 2023 remake and nothing else. If your chapter select reads "Chapter 4-1" instead of "Chapter 4," you are playing the 2005 original, which has no crafting menu at all — ammo in that game is strictly found or bought from the Merchant, and the only combining you do is herbs. Everything below is remake-specific, pulled from the Resident Evil Wiki item and recipe entries.

The three things you burn

Ammo crafting runs on exactly three materials, and knowing their inventory footprint and their resale value tells you most of what you need.

MaterialCase sizeSells forBuys for
Gunpowder1x150 pesetas
Resources (S)1x2850 pesetas1,700 pesetas
Resources (L)1x3950 pesetas1,900 pesetas

Resources (L) from the Resident Evil 4 remake, a bundled 1x3 crafting material used for submachine gun ammo, rifle ammo, grenades and bolts.

Two things jump out of that table. First, the Merchant sells you resources at exactly double what he pays for them, so buying materials to craft ammo is a 100% markup you are volunteering for. Craft from what you find; buy resources only in an emergency mid-chapter when you physically cannot reach a supply.

Second, Resources (L) takes three inventory squares. That is the same footprint as a box of Bolts and more than a Hand Grenade. If your attaché case is jammed, converting an (L) into thirty rounds of submachine gun ammo is a net inventory win, because the ammo box is 2x1. Crafting is a compression tool as much as a supply tool.

One more source worth knowing: the Merchant will trade Spinels for gunpowder. Two Spinels buys 10 gunpowder and three Spinels buys another 10, and each of those trades can only be done once per playthrough. That is 20 gunpowder for five Spinels, total, forever. Treat it as a one-time top-up, not a farm.

Every crafting recipe in the remake

Here is the full ammo and explosives menu in Leon's campaign, with the exact material costs.

ProductMaterialsYield
Handgun AmmoResources (S) x1 + Gunpowder x510 rounds
Submachine Gun AmmoResources (L) x1 + Gunpowder x630 rounds
Rifle AmmoResources (L) x1 + Gunpowder x107 rounds
Shotgun ShellsResources (S) x1 + Gunpowder x12see below
Magnum AmmoResources (S) x1 + Gunpowder x173 rounds
Attachable MinesResources (S) x1 + Gunpowder x84 mines
Flash GrenadeResources (L) x1 + Gunpowder x51 grenade
Heavy GrenadeResources (L) x1 + Gunpowder x121 grenade
BoltsResources (L) x1 + Kitchen Knife x12-4 bolts
BoltsResources (L) x1 + Boot Knife x13-6 bolts

Playing Ada in Separate Ways swaps the Bolt Thrower economy for the Blast Crossbow. Blast Arrows come from Resources (S) x1 + Gunpowder x10 for two arrows, or from Resources (S) plus a Kitchen or Boot Knife for a single arrow. Ada has no Attachable Mines line; that is Leon's toy.

The shotgun shell asterisk

Worth being straight about: the wiki's own pages disagree on shotgun yield. The Gunpowder recipe table says twelve shells, the Resources (S) table says six, and the Shotgun Shells article's prose says ten. Every source agrees on the cost — one Resources (S) plus twelve gunpowder — so that is the number I am willing to put my name on. Treat the shell yield as "somewhere in the 6-12 band, and the most expensive standard ammo craft per unit of gunpowder except magnum." Anyone quoting you a confident single figure is guessing.

The other variable nobody mentions: crafts can roll a bonus yield, which is why a whole rarity tier of charms exists to buff "craft bonus frequency" for specific ammo types. Your per-craft output is not a fixed constant. The costs are.

Gunpowder per bullet is the only number that matters

Gunpowder is the shared bottleneck. Resources you can find and, at a pinch, buy. Gunpowder is what runs dry. So divide the cost by the yield and the menu re-sorts itself into something a lot less ambiguous.

CraftGunpowder per round
Submachine Gun Ammo0.20
Handgun Ammo0.50
Rifle Ammo1.43
Attachable Mines2.00 (per mine)
Flash Grenade5.00 (per grenade)
Magnum Ammo5.67
Heavy Grenade12.00 (per grenade)

A single magnum round costs 28 times the gunpowder of a single SMG round. Read that again before you next fill the Broken Butterfly by hand. Magnum crafting is not a supply strategy, it is a panic button — you use it when a boss is at 10% and you have two rounds left, not as your standing habit between fights.

The flip side: submachine gun ammo is absurdly cheap to make. If you are running a TMP or an LE 5, thirty rounds for six gunpowder is the best conversion rate in the game, and the ammo box is a tidy 2x1. That is a genuine argument for keeping an SMG in the case on a resource-starved run even if the raw damage numbers look unimpressive next to the weapon upgrade paths you are chasing.

Also worth doing the peseta arithmetic on magnum. Seventeen gunpowder sells for 850. The Resources (S) sells for another 850. You are converting 1,700 pesetas of sellable material into three bullets. On a run where you are saving for a full-line upgrade, that is not a small decision.

The recipes you have to buy

You do not start the game knowing everything. Handgun, shotgun, rifle and SMG ammo are available from the jump, but six recipes are items the Merchant sells, and they cost real money at exactly the moment you want to spend it on guns instead.

RecipeCostFirst available
Bolts6,000 pesetasChapter 2
Attachable Mines8,000 pesetasChapter 4
Flash Grenade6,000 pesetasChapter 4
Magnum Ammo7,000 pesetasChapter 7
Heavy Grenade12,000 pesetasChapter 10
Blast Arrows8,000 pesetasSeparate Ways

My buy order, and I will defend it: Flash Grenade first (see the next-but-one section), then Bolts if you have picked up the Bolt Thrower, then Attachable Mines, then Heavy Grenade. Magnum Ammo goes last and is arguably skippable on a first Standard run — you find enough magnum rounds lying around that a 7,000-peseta licence to craft more at 5.67 gunpowder each is a luxury.

If you are a completionist, note that grabbing all of them clears the Crafty Crafter challenge for 300 Completion Points, which feeds the Extra Content Shop covered in the New Game Plus guide. As of Capcom's September 2024 figures, only 36.4% of RE.NET-linked players had done it — which tells you how many people finish the game without ever buying a recipe.

Junk knives are ammo

The Bolt Thrower from the Resident Evil 4 remake, the silent crossbow-style weapon fed by crafted Bolts and Attachable Mines.

This is the recipe nobody uses, and it is the most interesting one in the game.

Kitchen Knives and Boot Knives are the disposable blades you find lying in the village — the ones that shatter permanently, unlike the repairable Combat Knife that the beginner guide tells you to keep patched up. Most players either use them as a stopgap or sell them, at 200 pesetas for a Kitchen Knife and 600 for a Boot Knife.

Combine one with a Resources (L) instead and you get Bolt Thrower ammo. A Kitchen Knife yields 2 to 4 bolts; a Boot Knife yields 3 to 6. The spread is not random luck — the yield tracks the durability left on the knife you fed in, which is why the Boot Knife pays better and why a nearly-fresh blade beats a chipped one. The Kitchen Knife's listed durability value is a quarter of the reference figure, so it is a genuinely poor weapon and a perfectly good crafting material.

Why bother? Because the Bolt Thrower is silent. The boss and elite enemy guide leans on it hard for Garrador fights specifically because bolts make no noise, and a bolt that costs you a knife you were going to throw away is functionally free. Stop selling knives at 200 pesetas. Convert them.

Flash Grenades are the cheapest kill in the game

A Flash Grenade from the Resident Evil 4 remake, craftable from one Resources (L) and five gunpowder.

Here is the single highest-value fact in this guide. A Flash Grenade outright kills any enemy with an exposed Plaga — the Desnucado with the whipping tentacle, the Mandíbula, the Guadaña with the scythe head, the armored Armadura, the spider-form Araña. Not stuns. Kills.

Those are the enemies that turn a routine village fight into a death. They are the reason the beginner advice is to shoot legs rather than heads, because a headshot can pop a parasite and hand you something faster than what you shot. And the counter to all of it costs one Resources (L) and five gunpowder, tying with handgun ammo for the cheapest gunpowder line on the menu.

Against everything else, a flash still buys you a few seconds of stun, which is a free melee prompt or a free knife finish on a crowd. That is a good outcome for the worst case of a five-gunpowder item.

The recipe costs 6,000 pesetas in Chapter 4. Buy it in Chapter 4. Then carry two flashes at all times, because you can craft replacements from materials you are drowning in by the castle.

Herbs are crafting too, and most people mix them wrong

A Mixed Herb (G+R+Y) from the Resident Evil 4 remake, the three-herb blend that both heals and raises maximum health.

The remake has seven herb combinations, not the three or four people remember. All the numbers below are relative to one Green Herb.

MixEffectSells for
Greenbaseline heal500
G+G2x heal1,200
G+G+G3x heal2,000
G+Ralmost 3x heal2,000
G+Y1x heal, raises max health4,000
G+G+Y2x heal, raises max health5,000
R+Yraises max health, no heal5,000
G+R+Yalmost 3x heal, raises max health10,000

Two conclusions fall straight out of that.

G+R beats G+G+G. They land in the same healing bracket — "almost three times" versus "three times" — but G+R uses two herbs and G+G+G uses three. Unless you are specifically dumping surplus greens to free inventory slots, mixing a red into a green is the efficient move and you should stop stacking triples of green out of habit.

Never sell a Yellow Herb. It sells for 3,000 pesetas, which looks like real money in Chapter 3, and it is the only item in the game that permanently raises Leon's maximum health. Every yellow you sell is a permanent nerf you paid to receive. The Merchant will also trade you exactly one yellow herb per playthrough for three Spinels — take that trade, and spend the rest of your Spinels the way the Merchant and spinel guide lays out.

If you have a spare red and a yellow and your health is full, R+Y is the clean play: pure max-health, zero healing wasted. If you are hurt, G+R+Y does both at once. Either way the yellow gets consumed, which is the point.

My crafting rules for a Professional run

Compressed into the four decisions that actually recur:

  1. Craft SMG and handgun ammo freely; craft magnum almost never. 0.20 and 0.50 gunpowder per round versus 5.67. Let the found magnum rounds be your magnum supply.
  2. Buy the Flash Grenade recipe the moment it appears in Chapter 4 and keep two in the case. A five-gunpowder instant kill on parasite enemies is the best rate of exchange in the game.
  3. Convert every Kitchen and Boot Knife into bolts rather than selling them, assuming you own the Bolt Thrower. Silent ammo from garbage.
  4. Mix G+R, not G+G+G, and never sell yellows. Then run the Cute Bear charm, which shaves a full gunpowder off every single craft — the charms guide explains why it beats every other charm in the game, and this menu is exactly why.

Quick Action Checklist

  • Gunpowder is the bottleneck. Judge every recipe by gunpowder per round, not by yield.
  • SMG ammo is 0.20 gunpowder per round; magnum is 5.67. That is a 28x gap.
  • Resources sell for half what the Merchant charges. Never buy materials to craft with unless you are stuck mid-chapter.
  • Six recipes are purchased items. Flash Grenade (6,000, Ch. 4) is the one to buy first; Magnum Ammo (7,000, Ch. 7) is the one to buy last.
  • Flash Grenades kill exposed-Plaga enemies outright and cost one Resources (L) plus five gunpowder.
  • Kitchen Knives make 2-4 bolts, Boot Knives make 3-6, both with one Resources (L). Yield tracks knife durability.
  • Shotgun shells cost 12 gunpowder plus one Resources (S); the published yield figures conflict, so plan around the cost.
  • G+R is the efficient heal (two herbs, near-triple potency). R+Y is the clean max-health mix. Never sell a Yellow Herb.
  • Two Spinels and three Spinels each buy 10 gunpowder from the Merchant, once per playthrough each. That is 20 total, forever.

Frequently Asked Questions

Leon's campaign has ten ammo and explosive recipes. Handgun Ammo (Resources S + 5 gunpowder, 10 rounds), Submachine Gun Ammo (Resources L + 6 gunpowder, 30 rounds), Rifle Ammo (Resources L + 10 gunpowder, 7 rounds), Shotgun Shells (Resources S + 12 gunpowder), Magnum Ammo (Resources S + 17 gunpowder, 3 rounds), Attachable Mines (Resources S + 8 gunpowder, 4 mines), Flash Grenade (Resources L + 5 gunpowder), Heavy Grenade (Resources L + 12 gunpowder), and Bolts from Resources L plus either a Kitchen Knife (2-4 bolts) or a Boot Knife (3-6 bolts). Ada's Separate Ways campaign adds Blast Arrows instead of mines.

Keep Reading

Sources & Further Reading

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