[MAKE SURE THE FOLLOWING NUMBERS FIT ON ONE LINE BEFORE USING THIS GUIDE] 12345678901234567890123456789012345678901234567890123456789012345678901234567890 dd dd dd ddddd ii eeeee pppppp ii oooo dd dd ee ee pp pp oo oo dd dd ii eeeeeee pp pp ii oo oo dd dd ii ee pp pp .. ii oo oo dddddd ii eeeee pppppp .. ii oooo ________ pp | | pp TANK GUIDE | v1.0 | pp by KWING |________| - - ABOUT THIS GUIDE - - Diep.io is being updated very often. Please understand that constant additions of new tanks and re-balancing mean that this guide will seldom if ever be completely up to date. That said, if anyone is wondering how different classes play, this guide will give general information. This guide may not be redistributed or copied for commercial purposes. However, it may be freely downloaded or printed for personal use. - - VERSION HISTORY - - 8/6/2016, all tanks included as of the date finished. Distinguishing features, strengths, weaknesses, predecessors and successors listed for each tank. - - STATS - - HEALTH REGEN - Rate at which health recovers after taking damage. Even without upgrading, tanks are always regenerating health. You can tell when your health bar is full because it will disappear. Keep in mind that regeneration is not constant; the longer you go without taking damage, the faster your health will regenerate, even if your regen stat has not been upgraded. However, you reach a higher speed of regeneration at a faster rate when this stat is upgraded. It is important for body damage builds if you want to farm by smashing into things, as well as fending off against team players, due to the fact that you might be surrounded and have no place to run and recover health. MAX HEALTH - Greatest amount of hitpoints a player can have. Health is important for any tank to have, as it affects the number of hits you can take before dying. With low health, a single strong bullet can easily take you out of the game, and max health is essential for anyone that plans to rush into a fight, tank some bullets, and kill an opponent with burst fire. BODY DAMAGE - Amount of damage shapes and players take upon collision. Body damage is rarely needed for tanks that rely on bullets, but it can be useful for deterring weaker players attempting to ram you. When used as a primary source of damage, it may be difficult to get close enough to ram a player, but it's usually extremely effective. Pick where you want your damage to come from early in the game. BULLET SPEED - Speed (and range) at which a projectile (or drone) moves. High bullet speed is usually fairly important, partly because it affects your effective range, and partly because high speed is oftentimes the only way to hit players that would otherwise sidestep your projectiles. Though most important for long-range fighters or tanks that control drones, not upgrading this stat at all makes it very hard to play offensively. This stat also slightly increases recoil. BULLET PENETRATION - Ability for a projectile to pierce shapes, players, and other projectiles. Although you don't need to fully upgrade this stat in order for a bullet to penetrate a pentagon or a player, the most important aspect of bullet penetration is its ability to destroy other bullets. High penetration allows your projectiles to shield you from other players, or to punch through someone's return fire in order to take them out. This is a very important stat for both offensive and defensive play. Additionally, if your bullet does not fully penetrate a target, you can increase the damage it does to said target by increasing bullet penetration. To truly maximize your bullet damage, this stat must also be upgraded. BULLET DAMAGE - Amount of damage dealt by bullets (or drones.) Bullet damage affects the amount of damage inflicted by each projectile you shoot. It's important throughout the entire game, but usually doesn't have to be maxed out until you're ready to start fighting other players. In early game it can sometimes be used to scare off players attacking you, but this isn't your biggest concern when you're just trying to level up. RELOAD - Rate at which new projectiles are fired (or drones respawn.) For Necromancers, this increases the maximum number of squares that can be controlled at once. Most classes need this stat badly. No matter how high your damage is, you can double your damage output by doubling your rate of fire. Recoil based classes depend on this stat even more, as it's what allows the tank to move faster. Note that reload speed is not quite as important for drone-controlling tanks, as they are not constantly trying to spawn new drones (most of the time.) MOVEMENT SPEED - The speed at which a tank is able to move. Although reload speed will outclass movement speed for the Booster and Tri-Angle classes, high movement speed remains helpful for anyone else. Most builds have few points to spare for this stat, but being able to outrun other tanks, even by a little, is extremely useful both for offense and defense. - - TIER 1 TANK - - BASIC Features: One frontal gun that shoots normal bullets. Strengths: Surprisingly strong if you continue boosting your stats without upgrading. It has good damage and reload speed. Weaknesses: Eventually gets outclassed by the power, range, or other features of high-tier classes. Upgraded from: Nothing. Upgrades to: Twin, Rear Guard, Machine Gun, Sniper, Smasher. - - TIER 2 TANKS - - TWIN Features: Two frontal guns. Strengths: One of the best tier 2 tanks, mainly due to its ability to neutralize incoming fire even against strong tanks. Also good for farming. Its damage is fairly concentrated, making it good for combat. Weaknesses: Though strong against other tier 2 tanks, drones and fast players can circle around your killzone and flank you. Upgraded from: Basic. Upgrades to: Triple Shot, Twin Flank, Quad Shot. FLANK GUARD Features: One frontal gun and one rear gun. Strengths: The bullets are strong and fast, making this tank good at medium to long range. There's also no recoil. Weaknesses: The rear gun is practically useless. Rarely can you aim such that both guns are simultaneously put to use. Upgraded from: Basic. Upgrades to: Twin Flank, Quad Shot, Tri-Angle, Unnamed. MACHINE GUN Features: One large gun with high firing rate. Strengths: Fast reload and concentrated damage make this a good fighting tank. Its recoil is significant enough to be useful for propelling yourself backward for faster movement. Weaknesses: It's hard to hit incoming bullets if you're trying to shield yourself. The recoil also makes it hard to advance on someone while shooting at them. Upgraded from: Basic. Upgrades to: Gunner, Destroyer, Sprayer. SNIPER Features: One gun with high bullet speed and penetration, plus a larger field of vision. Strengths: Unsurprisingly, this is useful for long-range fighting, and each bullet is very strong. The large field of vision is also useful for running away from danger. Weaknesses: Fairly week against a tank up close, or when surrounded. You can sometimes scare players away with damage, but you usually can't stop them from advancing if they really want to. Upgraded from: Basic. Upgrades to: Assassin, Hunter, Overseer, Trapper. - - TIER 3 TANKS - - TRIPLE SHOT Features: Three guns pointed forward at an angle. Strengths: Each individual shot is fairly strong, and in the center of the map you can often hit multiple pentagons at once. Weakness: The three shots are not nearly focused enough to be useful in a fight, and the fire rate is too low for a single gun to be good for combat. Upgraded from: Twin. Upgrades to: Triplet, Penta Shot. TWIN FLANK Features: Two frontal guns and two rear guns. Strengths: The twin barrels make this tank a decent fighter, and its ability to shoot in two directions make it strong against flanks as well as farming experience points. Weaknesses: Its frontal power is not quite strong enough to compete with a player that is determined to kill you. Also, fast players and drones can still outmaneuver you and strike from the sides. Upgraded from: Twin, Flank Guard. Upgrades to: Triple Twin, Octo Tank. QUAD TANK Features: Four guns, each 90 degrees apart. Strengths: Shoots in all directions, making it decent for farming, especially with targets that can be brought down in one shot. Weaknesses: Its lack of concentration makes it a sitting duck against tanks built for combat, and it lacks the damage output of Octo Tank to keep attackers at a safe distance. Upgraded from: Twin, Flank Guard. Upgrades to: Octo Tank. TRI-ANGLE Features: One frontal gun and two rear guns, each at an angle. Strengths: The recoil from this tank makes it very fast. This can be used both offensively and defensively, as well as being compatible with both bullet damage and body damage stat builds. Weaknesses: A player with good aim can often punch straight through your bullets. It is also very hard to attack a player with a strong spray. Upgraded from: Flank Guard. Upgrades to: Booster, Fighter. DESTROYER Features: One frontal gun that shoots a large projectile with high recoil. Strengths: If upgraded, the bullet damage is phenomenal. Additionally, the recoil can be used to move faster when aimed backward. Weaknesses: Even when upgraded, bullet speed is not fast enough to make this tank consistently accurate. Most players will move out of your way. This also makes fighting very difficult because of the tank's slow firing rate. Upgraded from: Machine Gun. Upgrades to: Hybrid. GUNNER Features: Four frontal guns with high rate of fire. Strengths: Very high frontal damage and concentration. Weaknesses: The bullets shot by this tank have poor penetration, making them useful for farming and flanking, but quite weak against a player with bigger bullets. It can be difficult to reach them as well as defend against incoming attacks. Upgraded from: Machine Gun. Upgrades to: Auto Gunner, Gunner Trapper. ASSASSIN Features: Wider field of vision than sniper. Strengths: Its increased field of vision makes it even easier to stalk or run from other players. Often you can kill a target without it ever seeing you. Weaknesses: Like Sniper, you can still end up in trouble if you're surrounded. It can also be hard to aim far away because a talented player can still dodge your bullets with a decent level of success. Upgraded from: Sniper. Upgrades to: Ranger, Stalker. HUNTER Features: Shoots two bullets in the same direction simultaneously. Strengths: Bullets are fairly strong and fast, making this tank good for medium-range targets. Weaknesses: Its range is not quite as good as Assassin, yet its firing rate makes it vulnerable in close combat, so its effectiveness requires a fairly specific distance from the target. Upgraded from: Sniper. Upgrades to: X Hunter, Predator. OVERSEER Features: Controls up to eight drones that follow the cursor. Right-clicking sends drones away from the cursor rather than toward it. Strengths: With eight drones, you can deal very high damage in a very short amount of time due to them all traveling together. Like bullets, drones can act as a shield, but they can also maneuver around opponents' bullets. With practice, sending drones away from you can be used to extend your range or surround players weak to flanks. Weaknesses: Fast players can maneuver around your drones, and being stuck with drones far away leaves you very vulnerable. Upgraded from: Sniper. Upgrades to: Manager, Overlord, Necromancer, Overtrapper. TRAPPER Features: Shoots traps that remain on the map after shot. Strengths: The traps set deal fairly high damage and can be extremely effective in securing a retreat. Their true potential comes out in team modes, where support roles are needed. Weaknesses: The range of the traps shot out makes this class poor for offensive play, and can lead to several players circling just beyond your reach. Upgraded from: Sniper. Upgrades to: Overtrapper, Mega Trapper, Tri-Trapper, Gunner Trapper. UNNAMED Features: Three guns that auto-aim at the nearest target. Strengths: Auto-aiming is quite accurate compared to spinning a tank with guns at fixed locations. Weaknesses: The guns cannot anticipate players moving at high speed, and the concentration is not enough for this tank to adequately protect itself. Upgraded from: Flank Guard. Upgrades to: Auto Tank, Auto Gunner. SMASHER Features: No guns but high affinity for body damage. Strengths: Its body damage is strong and its lack of a gun makes it quick and easy to upgrade only the most important stats. Weaknesses: The lack of guns makes it impossible for you to propel yourself faster or even to shield yourself from incoming fire as you chase other players around the map. Upgraded from: Basic. Upgrades to: Landmine, Mega Smasher. - - TIER 4 TANKS - - STALKER Features: Long-distance fighter that vanishes while standing still. Strengths: Fairly effective for surprise attacks, especially in servers that are mostly empty where you can remain hidden for long periods of time. With good aim, by the time other players know you're there it might be too late. Weaknesses: It can be hard to get outside of other peoples' field of vision long enough to hide yourself, and using this tank offensively is nearly impossible. Even when playing offensively, invisibility might be unnecessary due to your field of vision already being larger than other players'. Upgraded from: Assassin. Upgrades to: Nothing. RANGER Features: Long-distance fighter with greater field of vision than Assassin. Strengths: The field of vision on this tank is outstanding, making it very easy to plan your next move and pick off weakened enemies. The shots are also strong enough to whittle down most enemies as they try to chase you down. Weaknesses: If a player does get close to you, lack of firing rate and rear guns make it very hard to defend yourself. Upgraded from: Assassin. Upgrades to: Nothing. PREDATOR Features: Long-distance fighter that can focus or fix the field of view by right-clicking. Strengths: A moveable field of vision makes it easy to hunt down specific players or do recon work for a team. Weaknesses: It can be easy to lose track of your own tank while watching someone else, leaving you vulnerable if you aren't paying attention. Upgraded from: Hunter. Upgrades to: Nothing. X HUNTER Features: Shoots three overlapping bullets. Strengths: The damage from this tank is quite high, and with practice you can move the barrel while firing to get decent spread shots. Weaknesses: Its damage is comparable to Assassin and Ranger, yet its field of vision is not big enough for this tank to be able to compete most of the time. Upgraded from: Hunter. Upgrades to: Nothing. MANAGER Features: Drone-controlling tank that vanishes when standing still. Strengths: Due to this tank not having to fire bullets, you can often farm points and attack other players without anyone knowing where you are the entire time. You may also upgrade body damage and use your drones to chase players toward your hidden tank. Weaknesses: Having only a single spawn port for drones, Manager is quite vulnerable if exposed and attacked and usually has to flee from other tier 4 tanks. Upgraded from: Overseer. Upgrades to: Nothing. OVERLORD Features: Drone-controlling tank with four spawn ports. Strengths: The ports on this tank partially negate the use for upgrading reload speed, allowing more points to be spent on other stats. Regardless of stat distribution, the rapid respawn rate of Overlord make it good in combat even against tanks strong enough to destroy your drones. Weaknesses: If used poorly, you can still send your drones too far away from you to be able to protect you. This tank also happens to be very, very slow, making it easy for other tanks to run away from you. Upgraded from: Overseer. Upgrades to: Nothing. NECROMANCER Features: Uses defeated squares as drones. Strengths: The potential number of squares you can command is massive, and the area they cover can end up being more than enough to cover your entire tank when you're under fire. This tank may have the best burst fire of any tank in the game. Weaknesses: This tank relies on squares being present to build up its offensive and defensive power. If stuck in an area without squares, players can chip away at yours until you're completely defenseless. Oftentimes the squares themselves are too slow, and reload must be upgraded to raise the maximum number you can command at a time. Upgraded from: Overseer. Upgrades to: Nothing. OVERTRAPPER Features: Controls drones and sets traps simultaneously. Strengths: With both drones and traps, this tank can corner enemies as well as do a good job protecting itself. Weaknesses: This tank still lacks any single offensive tool to make it a strong combatant. Upgraded from: Overseer, Trapper. Upgrades to: Nothing. MEGA TRAPPER Features: Sets large, high-damage traps. Strengths: The damage of these traps is very high, discouraging players from tanking your wall of traps. Weaknesses: This tank is even more vulnerable than the average trapper. Without an escort, it is virtually impossible to play offensively with this tank. Upgraded from: Trapper. Upgrades to: Nothing. TRI-TRAPPER Features: Sets traps in three directions simultaneously. Strengths: The multi-directional angles that these traps spawn in makes it very easy for this tank to retreat, even from multiple enemies. Weaknesses: The offense of this tank is perhaps even more limited than its predecessor, due to its low range being mixed with low damage. Upgraded from: Trapper. Upgrades to: Nothing. GUNNER TRAPPER Features: Shoots bullets and sets traps simultaneously. Strengths: This trapper's hybrid ability is most conventional and makes farming and basic self-defense more straightforward than any other variety of trapper. This also makes it the ideal trapper for solo play. Weaknesses: Like all other trappers, it lacks a strong offensive weapon, and in team modes its guns will be heavily outclassed both by allies and enemies. Upgraded from: Gunner, Trapper. Upgrades to: Nothing. AUTO GUNNER Features: Shoots many small bullets while one turret auto-targets. Strengths: This tank has stronger penetration than its predecessor, making it better at punching through enemy rounds. Auto-aim also makes it decent at deterring players attempting to flank you. Weaknesses: Like most other tanks with strong frontal offense, being surrounded by multiple strong enemies is very hard to counter. Usually you can only neutralize fire from one direction. Upgraded from: Gunner, Auto Tank. Upgrades to: Nothing. SPRAYER Features: Two overlapping guns with high fire rate. Strengths: This tank has very high damage, reload, and bullet speed, and can kill most tanks quickly. Weaknesses: Much like its predecessor, it's very difficult to advance on an enemy while firing, and the increased size of your tank at level 45 only exacerbates this issue. Its concentration of fire also makes it harder to stop incoming bullets. Upgraded from: Machine Gun. Upgrades to: Nothing. HYBRID Features: Shoots huge bullets while two drones orbit the tank. Strengths: This tank has everything the Destroyer has and more. Since its spawn port has no recoil, movement is still quite fast. Weaknesses: The drones cannot be controlled, making them fairly useless against players speeding around your main gun. Upgraded from: Destroyer. Upgrades to: Nothing. LANDMINE Features: High body damage and vanishes while standing still. Strengths: Highly effective at killing players that come within range of your tank. It is also usually fast enough to retreat somewhere where it can hide, since you don't need to upgrade any bullet-related stats. Weaknesses: This tank's offensive play is not great. Like its predecessor, it will absorb a large amount of fire while chasing another tank. Upgraded from: Smasher. Upgrades to: Nothing. MEGA SMASHER Features: Greater resilience to knockback than Smasher. Strengths: Although not as fast as Smasher, it cannot be pushed back as far by enemy bullets. Weaknesses: It is slightly slower than Smasher and can do very little to protect itself other than run. Upgraded from: Smasher. Upgrades to: Nothing. TRIPLET Features: Three frontal guns with very strong concentration. Strengths: This tank's killzone is just wide enough to absorb most incoming bullets and just narrow enough to deal very heavy damage to anything it hits. Weaknesses: This tank is quite slow, and fully upgrading its bullets usually turns it into something of a glass cannon. Upgraded from: Triple Shot. Upgrades to: Nothing. PENTA SHOT Features: Five guns that shoot at slight angles. Strengths: The damage output of this tank makes it ideal to use against big pentagons or dominators. Its short-range damage also makes it very difficult to approach. Weaknesses: At medium range, fewer of its shots can reach opponents, making it possible for other tanks to pierce its rounds and deal damage. Upgraded from: Triple Shot. Upgrades to: Nothing. TRIPLE TWIN Features: Three pairs of guns that shoot in all directions. Strengths: This tank has decent concentration compared to Octo Tank, but can still fire in multiple directions, making it useful for farming. Weaknesses: Like Twin Flank, a strong enough tank will rip through the twin barrels, especially if they are determined to kill you. Upgraded from: Twin Flank. Upgrades to: Nothing. OCTO TANK Features: Eight guns shooting in all directions. Strengths: In addition to this tank hitting almost everything on-screen, it is very hard to approach this tank as well as dodge bullets fired by it. In most cases, teams have no better chance against this tank than a solo player. It tamps down fire from all directions, making it somewhat hard to damage. Weaknesses: A strong enough player can still push past Octo Tank's bullets, and it is very hard for this tank to play offensively and kill off a specific tank. Upgraded from: Quad Tank. Upgrades to: Nothing. BOOSTER Features: Four rear guns to propel the tank. Strengths: This tank is roughly the same speed as its predecessor despite being larger. This means any stat upgrades you make to it will carry over without a loss of mobility. Weakness: Much like its predecessor, killing off a strong player is never easy and usually involves a lot of running away and doubling back. Upgraded from: Tri-Angle. Upgrades to: Nothing. FIGHTER Features: Five guns, several of which are meant to maximize propulsion. Strengths: The bullets from this tank are surprisingly strong, making it hard for opponents to approach this tank, assuming they can even catch up. Weaknesses: Not quite as fast as Booster. Upgraded from: Tri-Angle. Upgrades to: Nothing. AUTO TANK Features: Five guns that auto-aim at the nearest target. Strengths: With each gun aiming on its own, this tank does a solid job engaging multiple opponents at the same time. Weaknesses: Despite having five guns, none of them are strong enough to overpower a tank built for frontal damage. Upgraded from: Unnamed. Ungrades to: Nothing. (C) Copyright 2016