Designed for active or passive scouting and late-game damage bursts.
Main Armament
High-Capacity Autoloader
10-shell clip that deals 200 HP damage per shell.
Burst Potential
2,000 HP of damage per clip
One of the highest potential burst damages for a light tank at its tier, capable of quickly eliminating isolated enemies.
Reload Time
40 seconds (Full Clip)
A very long reload time means you must be completely safe after emptying your clip.
Intra-Shell Reload
2 seconds
A fast time between shots allows for rapid damage delivery once committed.
Unique Mechanic
Reserve Track
Features the “Reserve Track” mechanic (similar to the Yoh tanks), which prevents it from being fully immobilized when its tracks are damaged, allowing it to maintain mobility.
Mobility
Good
It is generally a fast and mobile vehicle, allowing it to take up critical scouting positions and escape after delivering its clip.
Armor/Camo
Low Armor, Below-Average Camo
It has weak armor and a relatively large silhouette for a light tank, making it vulnerable and better suited for flanking or passive scouting in the early game.
About
Despite being a light tank, its large size and lack of armor mean it is best played more like a medium tank, using its good mobility and view range to its advantage while avoiding direct combat. The LTC 2 is a non-premium vehicle, and there is a similar premium version called the ATAC 2 available on the Russian server.
Tier and Class: It is a Tier IX American versatile light tank.
Firepower: 90 mm gun with 10-shell autoloader.
Armor and Role: can pull off some bounces from 90 mm caliber guns or lower on the upper plate. It is more of a sneaky damage dealer and flanker rather than a scout.
Playstyle Notes
The LTC II is not a brawling light tank. Its playstyle is one of high-risk, high-reward:
Early Game: Use its mobility for careful, passive scouting, as its camouflage is not top-tier.
Mid/Late Game: Leverage the massive 2,000 HP clip for aggressive assassinations. Wait until an enemy is isolated, unload the full clip in just a few seconds, and then immediately run to cover for the long 40-second reload.
Survivability: The Reserve Track mechanic is a unique tool that gives it an extra layer of protection against being immobilized while retreating.
This tank rewards patience and impeccable timing, as exposing yourself during the long reload is a death sentence.
It is a fictional/concept vehicle, often jokingly referred to by the community as the “Mini Jagdpanzer E 100 Krokodil” or a “fat Jagdpanther,” as its design follows the lineage of the casemate-style tank destroyers.
Tier and Class: It is a Tier IX Germantank destroyer.
Firepower:150 mm barrel deals 650 damage on average.
Armor and Role: very similar playstyle to something like the Jagdtiger or Jagdpanzer E 100, but with better armor and a harder-hitting gun.
Feature
Detail
Notes
Class/Tier
Tank Destroyer, Tier IX
Designed for frontal combat and breaking through defensive lines.
Main Armament
High-Alpha Gun (likely 150mm)
Deals a punishing 650 HP of damage per shot.
Armor
Excellent Frontal Protection
Frontal armor is nominally up to 160 mm thick, allowing it to “shrug off” many rounds when played correctly.
Gun Depression
Good for a Casemate TD
-9° of gun depression, which is valuable for its role and helps it use terrain effectively while pushing.
Mobility
Limited/Slow
Top speed is restricted to 28 km/h. It is not a tank intended for rapid repositioning, but rather for holding ground.
Firepower Traits
High Penetration, Good Accuracy
The gun is designed to be highly reliable, ensuring that its large alpha damage is consistently applied.
Playstyle
Frontline Assault / Bunker
A classic, heavy casemate TD. It’s meant to roll forward slowly, absorb hits with its frontal armor, and deliver devastating alpha strikes in return.
Playstyle Notes
While the frontal armor is strong, the limited mobility and casemate design (no rotating turret) mean it must commit to its position. Its effective armor thickness will heavily rely on angling, and any exposed side or rear will be highly vulnerable. Like many German TDs, knowing where to go and sticking to the right position will be crucial for success.
Tier and Class: It is a Tier IX Chinese heavy tank.
Dual Mechanics: It is notable for featuring two special mechanics:
Jet Boosters: It has 10 short but powerful jet boosters that can be used to increase its acceleration, allowing it to play as a “true breakthrough heavy tank.” Its base mobility is described as average (top speed of 33 km/h forward and 12 km/h in reverse).
Double-Barreled Gun System: It is equipped with twin 122 mm guns.
Firepower: Each of the 122 mm barrels deals 440 HP of damage per shot.
Armor and Role: Its design is built for shock assaults and close-quarters dominance, with a thick frontal plate but weaker side armor.
The tank is designed for players who want to apply pressure and surprise enemies in close combat using the combination of the double gun and the mobility boost from the jet boosters.
Feature
Detail
Notes
Class/Tier
Heavy Tank, Tier IX
Designed as a breakthrough heavy.
Main Armament
Double 122 mm guns
Each shell deals 440 HP of damage.
Mobility Gimmick
Jet Boosters
10 short, powerful charges, each lasting about 4 seconds. They are used to aid in acceleration, offering quick bursts of speed.
Base Mobility
Average/Sluggish
Top speed: 33 km/h forward, 12 km/h in reverse. The boosters compensate for the low base speed.
Armor Layout
Thick Frontal Plate and turret.
Strong frontal armor is its defining feature.
Weakspots
Multiple and Prominent
The most commonly cited weak points include: Prominent cupolas on the turret, a potential shot trap underneath the mantlet, an unsloped driver compartment, and reportedly only 60mm of side armor.
Design Basis
Enlarged T-34 Turret
Visually, it is described as having an enlarged T-34 hexagonal turret on an Obj. 703 II-like hull.
Playstyle Notes
The tank’s combination of the double gun and the jet boosters is intended for close-quarters brawling and aggressive pushes. The double-gun allows for a high alpha strike (880 damage if both shells penetrate), and the boosters give it the speed needed to relocate or quickly surprise an opponent in a peek-a-boo fight, despite its generally sluggish nature. You’ll need to be very aware of your frontal weak spots to minimize damage.
The Yong Bing is a newer vehicle from the testing phase. Its final in-game stats may have slight variations if it moves from Supertest to the live server. It’s still not known in which form of an event this tank will be available, but it could be a lootbox tank.
While the Maus is a very solid tier 10, it’s just really easy for enemies to penetrate its turret cheeks if they load HEAT rounds. Taschenratte has that problem mostly fixed, but you should angle your turret while waiting for a reload to improve your turret armor thickness. This tank also has an incredibly strong upper plate, lower plate, and side armor. With proper angling, you will give real headaches to your opponents. Gun has received a minor alpha increase and a decent penetration boost.
Its ability is called “Auxiliary Weapons“. Pressing the activation button fires your vehicle’s auxiliary weapons at the target. This additional firepower comes with its own reload cycle, independent of the main gun. It can be very powerful to penetrate lightly armored targets or to track your opponents while the main gun is on the reload.
Mobility is the only limiting factor of this vehicle, which shouldn’t come as a surprise, coming from the Maus.
Probably the best tier 11 currently in the game. It can do pretty much everything, and it doesn’t have real weaknesses. T110E5 is a decent tier 10, but this is a huge upgrade. Armor-wise, you have a lot smaller weak point at the top of the turret, better turret armor, a bit worse upper plate, and a better lower plate. While on paper the DPM seems to be the same, it doesn’t count the bonus from the special ability. With “Semi-Automatic Ammo Rack“, every time you hit an enemy with a shell, you gain a reload efficiency level, temporarily boosting your gun’s reload speed. Levels accumulate with each hit. Destroying an enemy vehicle with a shell grants additional reload efficiency levels.
This tank can murder its opponents with its DPM and snap shot like a boss while doing so. It is even better on the ridgeline because the weak spot is mostly hidden.
This is a tank you can research by playing the IS-7. It has a very similar playstyle to the IS-7; you are a heavily armored and mobile heavy tank. In terms of upgrades, you got on the KR-1, your standard penetration went up by almost 20 mm, so you don’t have to spam gold all the time, as is the case on the IS-7. Your lower plate is going to be really hard to penetrate for anyone with less than 260 mm of penetration, so you are very safe against standard rounds from tier 10s and lower. Your mobility stayed the same, pretty much. The special ability is Ramming Configuration, which gives you a bonus to the ramming damage you would apply to an enemy vehicle. This makes it a hazardous tank while played in platoons.
Derpines of the gun is retained from the previous tier, unfortunately. While the extra ramming damage is nice, it’s hard to make it as effective as for example the T803’s special ability.
Contriever is the only tank that does not receive any kind of special ability compared to the tier 10 predecessor. Other than the fact that it looks similar to the Canopener, it plays the same. In terms of upgrades compared to the tier 10, you have a slightly better alpha damage, slightly better penetration, and dispersion values while in double shot mode. Contriever doesn’t have the weak spot anymore in the center of the frontal hull, but it has a very weak turret cupola and a huge lower plate, which are both easy targets for your enemies.
While the tank itself is not bad, tier for tier, it is a lot worse than the Canopener since the soft stats boost is not enough to be on the same level as the rest of the tier 11 heavies.
BZ-75 is one of the worst tanks at tier 10, so it would be quite an achievement not to be better than it. The successor has quite a few things going for it; it has quite a bit more DPM, 300 DPM more to be exact. Gun is a little bit less derpy and has higher alpha damage. Mobility is exactly the same if we don’t take into account the special ability. BZ-79 has Liquid Fuel Boosters, which enable it to have infinite rocket boosters. The only downside to it is that the ability has a cooldown, but here you don’t have to worry about running out of boosts until the end of the battle.
Unfortunately, the top of the turret is very weak against 151 mm guns and higher since they can overmatch its armor. Also, the lower plate is very big and not well armored. If you have BZ-75, it’s definitely worth working your way up to the BZ-79.
Imbattable has the same playstyle as the AMX 50B, which means you will have to work your butt off in order to make this tank effective in combat. It has absolutely no armor; in fact, it has a lot less armor than already badly armored 50B, to the point where high penetration HE rounds will be able to go through your front armor.
While the gun is decent with the autoloader, it received very minor upgrades compared to the tier 10 in the form of a 10 alpha damage increase. Everything else is almost identical to the 50B. What gives you an opportunity to be more dangerous to your opponents is your special ability. The autoloading system automatically begins loading a new clip when one shell remains in the current one. You can still fire the final shell during this process, but doing so adds several seconds to the remaining reload time.
It’s a very niche tank and probably not worth grinding for in the current meta filled with heavily armored tanks, arty, and corridor maps.
I was very excited for the tier 11 Japanese heavy since I like the tier 10 much and I expected that WG would not make the same mistake as they did with the Type 71 when they first released it, but I was wrong.
Gun received a big alpha damage increase, which is nice to see. When paired with a good reload, it really has a nice DPM for a tier 11 heavy tank. Another great thing about the tank is the extra 2 degrees of gun depression it has compared to the tier 10.
Still, those things don’t save the tank… The fact that it has an insanely big lower plate, which is horribly armored (around 200 mm of effective armor), a bigger turret weakspot than the Type 71, and the atrocious special ability make this one of the weaker tier 11 tanks in the game currently. The active gun cooling is the dealbreaker of this tank, after 2 shots in a row, the gun’s accuracy becomes unusable even in close-quarter combat. Somehow, they took the gun cooling mechanic from lower tiers and made it worse. Essentially, you are punished for using your DPM.
I would avoid getting this tank until it gets much-needed buffs to the accuracy while the gun is not cooled, or the lower plate armor, which is hard to hide when using your monster gun depression.
Successor to the Bat.-Châtillon 25 t, unlike the rest of the tier 11s, this one doesn’t keep the same playstyle as the tier 10, due to the multiple differences. The biggest one is the actual size of the tank, which gives it a much lower camo rating than the BatChat has, meaning that it can’t replace the role of a light tank in a battle. BatChat works well only when it comes to assassinating tanks and then running away to reload. AS-XX doesn’t have to necessarily do that since its special ability allows it to reload shells one by one by pressing a button as long as there is 1 shell in the magazine. You can do multiple smaller engagements as well.
While the tank was mediocre, in patch 2.1.1, it got a bunch of buffs to the firepower and survivability; right now, it’s in a pretty good position.
Leopard 120 takes the cake as the worst tier 11 tank in the game, and it’s not even close. I highly suggest that you don’t spend your credits on this tank while it has these statistics. Reason for the amount of hate this vehicle has been getting is the fact that the dispersion values outside of the ability level 3 are actually a lot worse than the tier 10 predecessor, which makes absolutely no sense. You get a very small advantage when your ability, which gives you bonus dispersion, is charged all the way, and this takes quite a while. Also, it can carry 20 fewer shells than the Leopard 1, and it’s slower.
The tank was garbage before the 2.1.1. It’s still garbage after very small buffs. Just keep the Leopard 1 until and if the 120 gets a much-needed buff.
A successor to the legendary 430U provides you with better alpha damage, armor, and survivability. The playstyle pretty much stays the same; you are the most heavily armored medium in the game, and you can be very aggressive. The only difference is that you can use your special ability to trade more effectively.
The special ability that is supposed to give a big advantage to the 432U is prepping the shell. The longer you wait, the more alpha damage you will have, but if you wait for too long, you will get a lockout period when you can’t fire. In practice, it’s not that easy to use it effectively; either you will fire too soon, or your enemies will recognize what you’re doing and will force you to overheat your shell and go into the lockout.
While the tank was almost unusable before the patch 2.1.1, right now the tank is alright, the armor is much more reliable, and the changes to the special ability help you make it a bit easier to use. Still, the gun handling and horrible DPM make the 430U a better tier-for-tier tank.
It has a great gun, amazing mobility, and pretty weak armor. The tank that is on paper is slightly better than the CS-63, but the special ability really gives it an edge over the tier 10. Over time, you increase the charge level, which you can use on either of your modes. If you use it in turbo mode, you get significantly higher top speed and overall mobility, while you sacrifice dispersion. This is the mode the CS-63 already has, but what it doesn’t have is the new engagement mode, which, when used with charge, gives you a lot better reload time, aim time, and dispersion.
Frankly, the tank is not so easy to play; you need to know when to use which mode and when to use your charge levels. If you manage to master this, you will be one of the most powerful tanks on the battlefield.
In 2.1.1. WG buffed this already great tank, and it does make it a bit too good in my opinion, together with Hacker, the best tier 11 medium in the game.
Without a doubt, the best tier 11 medium tank currently in the game. The gun has been changed from the M48; it now packs a 110mm barrel with 20 extra alpha damage and around 5% DPM increase. A big change was made to the armor layout of the tank. M48 is known to make the same miracle bounces due to the boat-shaped hull armor. Hacker has a very flat hull, which makes the frontal hull easily penetrated by all the opponents this tank can meet.
Good news starts when we take a look at the turret, which doesn’t have a big turret weakpoint, which the M48 suffers from. Premium rounds will be able to go through your manlet, but overall, it’s a lot more solid and dependable turret.
The special ability really makes this tank a beast. By activating it, you get a lower aim time, better mobility, and 0 dispersion values on turret and tank traverse. Since the ability has a relatively short cooldown and decent duration, it helps you a lot in combat without you having to sacrifice any stat in return.
While Rheinmetall Panzerwagen is not really a fan favorite, you should probably get your hands on the Borkenkafer. Statistically, it is the same as the Panzerwagen, but it has a much smaller profile, which is important for camo rating and to not get hit that easily once you are spotted.
Borkenkafer features a very unique ability that improves your spotting capabilities. By activating the ability, your next shot applies an effect based on the enemy’s spotting status. Hitting a spotted enemy will mark them—they will remain spotted longer and receive more damage. Hitting an unspotted enemy will highlight their location with a special marker.
This way, you can deal damage and also provide spotting assistance at the same time. While the tank is not broken, it does offer a different playstyle for light tank enthusiasts.
A very similar tank to the Badger, but with even more DPM and even more armor. Frontal hull is only possible to penetrate by the highest penetration HEAT rounds with over 400 mm of penetration, but if you use the gun depression, nobody will be able to penetrate you. It does have a weaker lower plate and a cupola at the top with around 250 mm of effective armor.
Side armor is really surprising, though. You can overangle it, and it will still be an auto ricochet, or you are going to have around 300 mm of effective armor, which is kinda crazy.
Special ability allows you to go faster and have more engine power the longer you drive in a straight line, which helps especially with climbing the hills. This negates the only weakness of the tank, and that makes it overpowered in my opinion, just people haven’t realized it yet.
A tank that doesn’t have a whole lot going for it. It seems like Wargaming overnerfed all the base stats because they thought the special ability would make such a huge difference. Compared to the Grille 15, it hasa lot lower base alpha damage, which makes it horrible as a tier 11 TD, and that is the main reason why the tank is so weak at its tier. The only areas where it was improved over the tier 10 are slightly better dispersion values and the camo rating.
Special ability is called Propellant Thermal Control System – Remain stationary or move slowly to build preheat, increasing your next shot’s damage and accuracy. At maximum preheat, penetrating an enemy with fewer HP than your average damage causes an ammo rack explosion, destroying the vehicle. Maximum alpha damage is around 820, but it takes too long to preheat the shell, and then your DPM suffers tremendously.
Personally, I would avoid buying this tank as the Grille 15 is a lot more consistent at its tier, even after the buffs in the 2.1.1, since they were negligible.
103B is the best sniper at tier 10, the Strv 107-12 gained an additional mode in which you can be apart from the standard “Siege” mode. 107-12 has received a very subtle increase in the penetration and DPM, but the alpha stayed the same. In my opinion, the 390 alpha at tier 11 feels way too low if you are meeting health juggernauts such as the Tashenratte.
Armor layout was changed, while the 103B has only a cupola weakspot at the top, 107-12 has incredibly weak shoulders, and when you use your gun depression, your whole lower plate is completely paper. So, the armor is a lot worse than at tier 10. The new mode, which you can activate, is the “Pillbox” mode. It completely disables you from moving forward or backward, but it gives you better gun handling and DPM boost, making you a glass cannon. In theory, this mode sounds great, but if you are spotted, you can’t move at all; it takes time to get out of this Pillbox mode, and by that time, you will be nailed by enemy tanks and artillery.
It is nice to have more options on engagements, but it feels like you sacrifice too much when it comes to armor in order to receive these options. After the buffs in 2.1.1, the tank is just so slightly better when using the pillbox mode, but still, 5 seconds to switch to pillbox mode is too long, and it makes the tank feel clunky.
This is the latest tier 11 TD added to the game in patch 2.1.1, and it was predicted to be incredibly powerful, something like the 268v4 was once, but this is not the case.
The tank has rocket boosters, which enable the tank to have an incredible tank traverse speed, making it very hard to flank. The booster uses a solid fuel, so you have a limited number of charges, at 10. Gun is a step up compared to the 113G FT with better gun handling stats and a minor alpha increase.
The lower plate is rather weak at only 230 mm of effective armor; the upper plate can also be penetrated with HEAT rounds. When you use 6 degrees of gun depression, you become almost impenetrable, and you hide your really weak cupola on the right side of the hull.
Overall, the tank is pretty good, without some serious issues letting it down. The only thing is, this is meant to be played by skilled players because you have to use your charges in a smart way and maneuver well to bounce shots.
An all-around decent vehicle for making credits at tier 9. It has better turret armor than the Maus, which doesn’t make any sense at all. Gun with 246 mm of pen enables you to deal 520 damage consistently. It also does really well against tier 8s and 7s, which will have a hard time even penning your lower plate.
Mobility is limited, and your whole top deck can be overmatched easily by 121 mm guns and bigger.
Object 252U, or better known as the “Defender” is a tier 8 soviet heavy tank. When it was released, it was the best example of the pay-to-win tank, but it held up pretty well even to this date. It offers you a very dependable armor and a high-damage gun, which makes making trades straightforward.
You should do everything you can to improve its gun handling with crew skills and equipment, as this is the main downside of the tank. It only has 6 degrees of gun depression, so it is not very flexible on certain terrains either.
If your main goal is to make a much credits as possible, Patriot may be the best tank in the game to do so. The reason is the low shell cost at only 255 credits a round with a really good standard penetration of 230 mm and DPM. Incredibly flexible tank with great turret and 10 degrees of gun depression.
It is worth investing in gun handling so you can snap shot better. The downside of the tank is the low alpha damage of only 240, so almost all the heavies at the same tier will outtrade you easily.
A pretty unique medium in the game because it gives up all the DPM for a tier 9 gun. It has a very accurate and hard-hitting gun, and you have enough gun depression also to make use of the great turret armor. It does get crushed in 1v1 scenarios because of the reload time. You should focus on long-range engagements and on supporting your allies.
A great all-around medium tank at tier 8. It packs a good, accurate gun with very good gun handling, solid mobility, and a turret that can pull quite a few bounces from the equal and lower-tier opponents. Shells are quite cheap, coming at 480 credits for 320 alpha damage, so if you’ll be able to penetrate enemies consistently, it makes great profits.
What holds the tank back is the lackluster standard penetration at 208 mm, 7 degrees of gun depression, and low ammo capacity of only 35 rounds.
Quite recently, it got buffed significantly, increasing its mobility and, more importantly, its alpha damage. It went from 250 to 300. Keep in mind, the reload time stayed the same, so it currently has one of the best DPMs for a tier 8 medium. Shell cost is really low, only 300 credits per shot. It has little to no armor, so the gameplay should be similar to a Leopard. Most of the time, you should do long-range engagements.
One of the best damage-dealing light tanks at tier 8, it packs a nice 90 mm with over 2,2k DPM and high penetration HE rounds for those glass cannon TDs and arty.
But it will get outmatched by most of the other light tanks when it comes to spotting duties, since it is a huge tank with a bad camo rating.
A very similar tank to the Scorpion, and people are divided on which tank is better since each of them has some advantages. SU is great, a tank though, you can be very impactful even against tier 10s with 520 alpha. It has a low profile, and it’s easy to stay hidden.
Just like SFAC and Scorpion, SU130 has no armor whatsoever; it’s especially vulnerable to HE rounds.
A weird and very niche tier 8 tank destroyer, it is a sniper tank, but it has no camo rating since it’s huge. The gun is the only good aspect of this tank, although it’s nothing special. It hits hard enough with its 440 alpha and good penetration, Turret can pull off some bounces if they don’t shoot near the manlet or its huge weakspot at the top.
The rest of the tanks are average or below average, and I think it’s not worth spending bonds on them. We will try our best to update this list whenever a new premium tank is released into the bond store that is better than the listed vehicles.
Let’s see how it stacks up against the only other high DPM American heavy tier 11, the T803, and give you some tips on how to destroy it, and or if you manage to get one, how to use it effectively..
Firepower
Spec
Black Rock
T803
DPM Base
2,503.20
2,850.87
DPM with abilities
3,276
3,167.63
Penetration
278
262
Gold Pen
330 HEAT
340 HEAT
Damage
420
410
Caliber
114
120
Shell velocity
1,100
1,100
Ammo capacity
50
46
In the base state, T803 has quite a big DPM advantage. By base DPM, we consider the DPM without any help from special abilities.
Black Rock has a special mechanic that will bring this DPM up by around 800. After penetrating 2 shots, Black Rock will load a burst a double shot, unlike the double-barreled tanks, it has a small delay between the shots, 1.5 seconds to be exact, so it can’t instantly deliver both of the rounds. While in theory it sounds great, it is quite hard to penetrate both shots while in burst mode since this 1.5 seconds gives your opponents an opportunity to change the angling and position of their vehicle.
Maintaining T803’s DPM is a lot easier, its ability is called Semi-automatic ammo rack – Every time you hit an enemy with a shell, you gain a reload efficiency level, temporarily boosting your gun’s reload speed. Levels accumulate with each hit. Destroying an enemy vehicle with a shell grants additional reload efficiency levels.
So while their max DPM is quite similar, maintaining and using it effectively is quite different.
Black Rock has a quite unique caliber of 114 mm; you will have a harder time overmatching armor, but the standard penetration is really good at 278 mm. The rest of the statistics are almost identical between these 2 tanks.
Gun Handling
This is where T803 dominates over the Black Rock.
Spec
Black Rock
T803
Aim time
2.01
1.92
Dispersion
0.33
0.34
… moving
0.17
0.14
… turret traverse
0.17
0.14
… tank traverse
0.10
0.06
Elevation
20
20
Depression
8
10
The most noticeable difference is 2 degrees of gun depression less on the Black Rock; it hurts the vehicle a lot when it comes to working a ridgeline and overall flexibility. Dispersion values when moving and turning the turret/hull are also worse on the Black Rock.
Mobility
Here is the opposite story compared to the gun handling, Black Rock feels a lot more mobile than the T803.
Spec
Black Rock
T803
Top speed
43 km/h
37 km/h
Reverse speed
14 km/h
12 km/h
Power/weight
17.27
17.17
Weight
55 tons
60 tons
Terrain resist (hard)
0.96
1.15
… med
1.15
1.25
…. soft
1.92
2.3
Turret traverse
36.50
33.38
Tank traverse
34.42
31.29
Mobility-wise, the Black Rock is one of the more mobile heavies, great top speed of 43 km/h paired with solid ground resistances and traverse speeds.
Armor
Not great news for the Black Rock.
Spec
Black Rock
T803
Hull armor
172/89/51
215/76/64
Turret armor
330/120/76
215/120/70
Health
2,400
2,350
Black Rock’s upper plate is well angled, but it has pretty big 2 weakspots on the upper hull, which will be an easy penetration for most of tier 9s and up. The lower plate is also really bad at only 200 mm of effective armor. T803 has a really strong upper plate with no weak spots, a better lower plate by about 35 mm, and only 1 smaller turret weak spot.
Black Rock
T803
The only great thing about the front of this tank is the turret, which is godlike with no weak spots. If you manage to go completely hull down, enemies will have a really hard time digging you out.
I’ve found tho some hidden weak spots with around 250 mm of effective armor, just below the manlet. This is pretty much your only chance of penetrating the turret.
While using 8 degrees of gun depression, it exposes the weak spot previously mentioned, but now it’s an incredibly easy target to penetrate for even tier 8s. This whole area below the manlet has less armor or will ricochet into the hull, which will guarantee the penetration.
If you angle your hull, let’s call it a hip, it will become an easy penetration for your opponents. Side scraping is almost unusable with this tank.
Side armor is also worse than the T803’s; it doesn’t have any spaced armor, and it has even less armor thickness. Higher penetration HE rounds will be able to go through your side.
Black Rock
T803
The rear of the hulls is almost identical, while T803 has a lot more armor on the back of the turret with added spaced protection.
Black Rock
T803
Conclusion: In every position apart from flat ground hull down, you have big weak spots.
Miscellaneous
Spec
Black Rock
T803
Stationary camo
5.59
5.30
After firing
1.01
1.01
Moving camo
2.79
2.62
Shell cost
1,317
1,246
View Range
400
400
On these stats, tanks are almost identical; most importantly, the view ranges are the same.
How to destroy
If on flat ground
top of the frontal hull, can be overmatched easily, but it’s a small target
The middle parts of the front plate
Lower plate
If below him
aim the area below the gun manlet, you can auto ricochet into the hull or penetrate the turret straight away with more than 220 mm of penetration.
If above him
Aim for the upper deck; it can be overmatched with most of the guns
If on the side
aim for the middle of the tank where it’s most flat
If on the rear
Fire HE at the back of the hull
Tips
You have a very solid mobility for a heavy tank, which enables you to take hull-down positions early in the game, where you hide most of your weaknesses.
Surprise your opponents with trades when you have burst mode charged, but keep in mind that opponents will be counting your penetrations.
Be careful when using burst mode, as it can make you run out of ammo surprisingly quickly.
Conclusion
It is a very unique and fun tank to play, maybe not overpowered, but it is worth getting, at least while in this state. Many players also will not be aware of your mechanic, so you can use it to your advantage. Keep in mind, it’s pretty hard tank to play effectively, as you need to time your DPM wisely and position correctly.
Let’s see how it stacks up against the 113 and give you some tips on how to destroy it and play it..
Firepower
Spec
Dravec
113
DPM
2,753.52
2,560.09
Penetration
249
264
Gold Pen
315 APCR
340 HEAT
Damage
440
450
Caliber
122
122
Shell velocity
950
970
Ammo capacity
34
40
113 has a better premium pen and DPM advantage, but it’s not that big. Dravec has better standard penetration and a tiny extra alpha damage.
Quality of life advantage, is nice to have 6 extra shells, then you are more flexible with your loadouts, 34 rounds is really limiting you in 113.
Gun Handling
This is where Dravec mops the floor with the 113.
Spec
Dravec
113
Aim time
1.92
2.68
Dispersion
0.32
0.35
… moving
0.17
0.18
… turret traverse
0.17
0.18
… tank traverse
0.12
0.8
Elevation
20
18
Depression
8
7
Dravec has a really nice gun handling, great aim time, something that a medium would have, great dispersion, which enables you to snipe for weak spots and hit targets at longer ranges. 113 has only better dispersion when turning the hull. An extra degree of gun depression on Dravec also helps to be more flexible.
Mobility
Spec
Dravec
113
Top speed
45 km/h
50 km/h
Reverse speed
15 km/h
15 km/h
Power/weight
17.24
17.64
Weight
58 tons
45 tons
Terrain resist (hard)
0.96
1.05
… med
1.15
1.15
…. soft
1.92
2.4
Turret traverse
26.07
27.12
Tank traverse
36.50
37.55
Mobility-wise, Dravec has enough of it for a heavy tank; while it does have 5 km/h less top speed, you can put a field mod that would give you +4 km/h top speed. Ground resistances are going in favor of Dravec, especially on soft ground; the rest of the mobility characteristics are quite similar to the 113.
Armor
Now we come to the part that makes Dravec special.
Spec
Dravec
113
Hull armor
100/80/50
120/120/70
Turret armor
330/100/50
290/180/80
Health
2,200
2,300
While on paper, Dravec’s armor looks paper-thin with only 100 mm of armor on the front, this doesn’t tell the whole story, because it has very aggressive angling.
Dravec
113
As you can see, when not using a gun depression, the whole upper plate and lower lower plate of Dravec is an auto ricochet. Turret is incredibly well armored, also on the front, with only 1 small weak spot on the left side.
This is how well angled this lower plate is, around 250 mm of effective armor. Also, on top of that, almost the whole lower plate is covered with 10 mm of spaced armor, which will help against HEAT rounds. Pretty much, tier 8s and 9s will have a really hard time penetrating you with standard rounds by shooting anywhere at the front of this tank, which makes it incredibly scary.
If you manage to use your 8 degrees of gun depression, you are almost god like. The turret is around 400 mm thick; you are completely hiding the turret’s weak spot, and the upper plate is an auto ricochet. The only option for you is to shoot the flaps above the tracks, which can be easily penetrated with any gun.
Be careful if you are going to be face-hugging other heavies, because if they are taller than you, this will happen.
If they get above you, your almost god like upper plate is now paper-thin for any tier 9 tank and above.
But this is where the good news ends. Other parts of the tank are really badly armored to the point where they are susceptible to higher penetration HE rounds, which can be devastating. So the side of the tank has only 80 mm of armor with almost no angling.
Dravec
113
Light tanks will be able to penetrate you with HE rounds almost every time if they manage to get on your rear because you have only 50 mm of armor with absolutely no angling.
Dravec
113
Conclusion: Try your best to keep your armor facing the component and be extra careful of being flanked by mediums and light tanks.
Miscellaneous
Spec
Dravec
113
Stationary camo
6.73
6.5
After firing
1.21
1.17
Moving camo
3.36
3.25
Shell cost
1,161
1,065
View Range
390
400
On these stats, tanks are almost identical. I guess it makes sense since they are about the same size and height.
The only thing where they differ is the view range, 113 does have 10 extra meters, and this is a solid advantage when the tank has to rely on its own view range to spot its opponents.
How to destroy
If on flat ground
aim for the turret weakspot
If below him
aim for flaps above the tracks
If above him
aim for the upper plate
If behind/on the side
The whole tank is easily penetrated. Use HE rounds if you have above 100 mm of penetration
Tips
Use your solid mobility to take hull-down positions and dominate with your upper plate and turret armor. You have enough gun depression to also work smaller ridgelines.
Do not let taller tanks get too close to you because the whole upper plate will become a huge weak spot.
Great gun handling enables you to trade effectively with other heavy tanks, which will have a hard time hitting your turret weak spot.
Be really aggressive against tier 8s because even with premium rounds, they will have a harder time going through your lower plate.
Conclusion
Overall, a great tier 10 tank which can dominate lower-tier games where nobody will be able to penetrate you. It doesn’t really have any weaknesses that you can take advantage of; it really reminds me of the T95/FV4201 Chieftain with its reliable frontal armor and great gun.
Chances are, the tank might be a little bit too good, so you can expect a nerf somewhere in the future when many players will manage to get it by completing weekly missions, but that is just my prediction.