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.
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.
You will have to avoid long-range engagements, though, because it only has 1,000 m/s shell velocity, which is a 50% decrease over the BatChat’s APCR. Tier for tier, BatChat is still a much better tank.
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.
Just keep the Leopard 1 until and if the 120 gets a much-needed buff.
Quite a similar situation as it is with the Leopard 120, this tank is in 99% of cases a downgrade compared to the previous tier. The DPM is around 15% lower compared to the 430U, which is a huge deal. The rest of the gun stats are just a touch better, but you won’t notice them; they are that small. Armor, on the other hand, seems like a direct downgrade; you have huge shoulder weakspots on the frontal upper plate and a big turret weakspot, neither of which the 430U has. 430U can also sidescrape a lot better.
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 very hard to use this ability 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.
Either way, using the ability makes the standard DPM, which is god awful, somehow even more pathetic.
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.
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, it 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 has a 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.
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.
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.
Currently, probably the most toxic tier 8 tank you can face in the game, with its HE rounds, rocket booster mechanic, and armor layout that would fit more to a tier 10 vehicle. Playing the tank is fairly easy since the armor is forgiving and the alpha damage will crush equal-tier matchups, especially if you opt for the premium rounds, which have more penetration and alpha damage.
The only thing the tank lacks is mobility, standard penetration, and gun handling.
One of the first tier 9 premium heavy tanks in the game, and arguably, the best one as of writing this post. It excels when in games as a top tier where the autoloader with 3 shells each, causing 390 alpha damage, can really pick apart such opponents. The armor is decent, but the turret does have pretty big and lightly armored weakpoints. Gun handling is really bad.
Very powerful 2-shot autoloader with 460 alpha damage
Great credits maker
Very easy to play
One of the best, if not the best, heavy tanks at tier 8. The main highlight of this Škoda is its gun, which enables you to deliver 920 damage in quick succession while having reliable armor to survive combat.
The only issue with the tank is a lackluster standard penetration, so you will have to aim for the weak points or flank your opponents.
My favorite premium tank in the game, it really doesn’t have any weaknesses, and it is incredibly powerful in the right hands. You have a really good armor layout, great guns with awesome gun handling, and you can relocate fairly well.
Issues that people might have with the 703 are a lack of gun depression and parts of armor that can be overmatched rather easily.
Not S tier since the weak spot at the turret really is easy for the enemy to hit
A hybrid between a medium and a heavy tank. It has great mobility and gun handling, while sacrificing the armor. A higher skill ceiling, but it can work really well on the battlefield if you know how to use its strengths and hide your turret’s weak spot.
An all-around decent vehicle for making credits at tier 9. It has a 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.
The tank that can be compared to the Progetto 46, it sacrifices some mobility and gun handling in order to get alpha damage, turret armor, and camo rating. Tank does feel better than the Progetto because of the 60 extra alpha damage, which help you a lot with trades and finishing off your opponents, keep in mind that it has the same DPM as the Progetto. Since Progetto is considered one of the best, if not the best, premium medium, it tells you just how good this vehicle is. It doesn’t have really any big weaknesses either.
First medium with rocket boosters and it enables to tank to reach key positions at the beginning of the battle very easily and surprise your opponents. Turret armor is really decent, and while paired with decent gun depression of 8 degrees, it makes the tank quite flexible. Gun has a great standard penetration and alpha damage. Hull armor is rather weak, and the gun is quite derpy most of the time.
A really hard tank to play effectively, but if you manage to overcome bad gun handling and the fact that you have no armor, you can change the course of the battle. Bourrasque excels at ambushing vehicles, clipping them, and running away. It also has a really good camo rating, so it can do spotting if light tanks are not in your team.
Pretty similar to Progetto 46 in terms of autoreloading mechanic, but with higher alpha damage and more armor. You have a great amount of gun depression and decent turret armor, so you can be more aggressive than with Progetto. Bad things about the tank are the derpy gun and weak DPM.
Still to this date, the best autoreloader in the game with great DPM and gun handling. The gun offers a crazy amount of flexibility and mobility, allowing you to support the flanks as needed. The only thing you have to worry about when playing this tank is the fact that you have no armor.
A pretty unique medium in the game because it gives up all the DPM for a tier 9 gun. It is a very accurate and hard-hitting gun; 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.
The best wheeled light tank in the game that wasn’t affected by the nerfs of the other French wheeled light tanks. It is a very fast and sneaky tank with a 2-round autoloader. Great HE shells help you with dealing with other light tanks, and mobility allows you to fly over the battlefield. The weak side of the tank is the low view range, so the primary focus of the equipment and crew skills is maximizing the view range.
Availability:
Hasn’t been sold since it was available from Marathon
Light tank with one of the best camo ratings and probably the best spotter in the game. ELC is tiny and hard to hit, while it has a small autoloader to hit back at other light tanks or hunt arty.
A very new tank released in 2025, and it became one of the best snipers at tier 8 and best premiums in the game at the moment. The secret is those 2 guns with wonderful gun handling, especially when you are loading the salvo, then you get a boost to accuracy and dispersion. You are able to hurt your opponents at long range for 780 alpha damage.
Tank is paper, though, keep in mind, so it’s not easy for beginners to carry games with it. Also, the tank has quite a large profile, and it’ll be hard to hide once spotted.
Availability:
So far, it has been only available through Black Market
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.
It was a decent tank before the buffs, but now it’s an absolute monster on the battlefield in equal and lower-tier matchups. The amount of armor and DPM really overpowers most of the tanks it meets. The only thing you have to worry about is arty focusing you down and medium tanks flanking you.
A pretty unique TD, would suggest trying out the Polish TD line before buying the tank, since some people don’t like the type of gameplay required to get great results. It’s a very “in your face” tank, and that is why it is harder to play, but it is quite powerful with amazing DPM and penetration.
Quite similar to the Turtle Mk1, but with a little less armor and a different shape of the hull. Also manages to eat lower tiers, and it’s very easy to play. Mobility is the weak side of the tank.
Gun with deadly 630 alpha damage and great penetration
Great armor
Average DPM
Great tank for beginners because of the great alpha damage and the penetration, so you don’t have to aim so well in order to get great results. Also, it has semi-traversable turret, which makes it a lot more flexible than something like the TS-5. The tank is huge, tho, and a big target for arty and flanking mediums.
A great overall Italian autoloading TD. It has an awesome turret and gun depression to work the ridgeline and enough mobility to get around. It does require aiming well since the standard penetration is quite bad at only 220 mm.
Reality is that the biggest bundle containing 240 boxes is the one to get if you want the maximum value for your money if you don’t mind throwing absurd amount of money at the game. While still very expensive, the 80 boxes bundle should be the sweetspot between price and value. Small bundles should be avoided.
If it’s your first time seeing these boxes, it might be important to say that there are 4 types of boxes, but all of them are priced the same. Think about what you want to achieve faster if you’re not going to buy a lot of boxes.
Buy Christmas or New Year types to quickly raise your Festive Atmosphere Level. To earn customization elements and economic bonuses, complete Jason’s Assignments by investing Warm Amber and Meteoric Iron from Lunar and Magic box types.
Loot box bundle sizes
240 Large Boxes
Price – 287.99 € EU Region
60 boxes of each type
This is the biggest bundle and the most expensive one. Largest bundle is made for people who would like to invest in the game once in a year or once in few years.
Without a doubt this is the best value bundle, advertised as 40% discounted price per box. That doesn’t tell the whole story tho, because not only the price per box is a lot lower then the less expensive bundles, the chance to get duplicate premium tanks and get compensation is very high. Meaning that you will get a ton of gold from this, probably enough gold for couple of years of premium account which is ridiculous.
Pros
Lowest price per box
You’ll get all the tier 8 and 9 premium tanks
Very high chance of getting all the lower tier premium tanks
Very high chance of getting all the 3D styes and attachments
Enough resources to level up to max festive atmosphere
Cons
Insanely high price for a bundle
Chances are you’re not going to be able to use the gold efficiently
160 Boxes
Price – 207.99 € EU Region
40 Boxes of each type
So this bundle is still very expensive and still presents a high value option, but not as complete as the largest bundle because you are not guaranteed to get all the high tier premium tanks, but only 3.
Dropping 200 euros at the game is still a quite a statement. This bundle is more oriented to players that would like a couple of high tier premiums, max out festive atmosphere and get all the 3D styles and attachments without pilling up a huge amount of gold that will be hard to make use of.
Pros
A bit more affordable the the largest bundle
3 guaranteed high tier premium tanks
Very high chance to get all the high and low tier premium tanks
Enough resources for maxing out festive atmosphere
Very high chance of geting all the 3D styles and attachments
Cons
Expensive
If you get unlucky, maybe you’ll only get 3 out of 5 high tier premium tanks
80 Large boxes
Price – 106.99 € EU Region
20 Large boxes of each type
Bundle that shouldn’t break the bank and still provide a lot of value for the money. Maybe the sweetspot between the value and price. Still a quite a pricey bundle and you’ll want to think well before buying.
With the price of around 100 euros and 80 boxes, a big chunk of players will lean towards this bundle because it will still give them plenty of gold and guarantee them that they will get at least one high tier premium tank if they get very unlucky.
The problem here could be if you get unlucky and you depend on safeguard at 50 boxes, when you’ll be finished with opening the bundle, you’ll realize you’ll need only 20 boxes more to get another high tier premium, a great strategy from WG’s perspective to lure you into buying more boxes.
Pros
Affordablefor a good amount of players
Sweetspot between the price and value
1 guaranteed high tier premium tank
High chance of getting all the 3D styles and attachments
Enough resources for maxing out festive atmosphere
Cons
If you get unlucky, you’ll get only 1 high tier premium
You can easily get baited into buying another 20 boxes for another high tier premium tank
28 Large boxes
Price – 44.79 € EU Region
7 Large boxes of each type
This is a point where value really drops significantly, price per box is quite a bit higher then in the larger bundles and chances for getting duplicate premiums are very low.
While at the affordable price, it doesn’t provide a whole lot of value to be honest, you will not be guaranteed to get even 1 high tier premium tank and chances for collecting all the 3D styles and attachments are low.
You can buy this bundle if you want to take the risk and count on that you’ll get lucky and get a high tier premium, only that way you’ll get your money’s worth. You’ll still get a plenty of resources and 3D styles and attachments and a decent amount of gold and probably some premium time.
Pros
Affordable
Good amount of resources
Good amount of gold
Medium chance of getting a high tier premium
High chance of getting a low tier premium
Cons
Not a very good value bundle
If your aim is to get a high tier premium in this bundle, you maybe get dissapointed
12 Large Boxes
Price – 21.59 € EU Region
3 boxes of each type
A very affordable bundle, but with a quite a bad value. Aimed at the players who don’t want to spend a lot of money on the boxes and would like to try their luck.
Price per box is really getting expensive in this bundle, almost 2 euros a pop which hurts quite a lot when all you get is for example 250 gold and 100k credits…
The only case I would recommend this bundle is really if you are missing around 12 boxes in order to get your high tier premium. Otherwise you most likely won’t get your money’s worth.
Pros
Very affordable
Some resources for leveling up festive atmosphere
Cons
Very bad value bundle
High price per box
Very low chance of getting a high tier premium
Low chance of getting a 3D style or attachment
3 Large boxes
Price – 5.99 € EU Region
You can pick what ever type
And at last we have the smallest bundle with only 3 boxes, but you can choose which type of boxes you want. That might be the only pro of this bundle along with the very cheap price tag.
This is most definitely the worst value bundle and it should be avoided if you want to get your money’s worth. With 2 euros a pop, it feels very expensive while opening these boxes are even more sad when you get only 250 gold and credits from it.
If you want to try your luck, maybe by some miracle you get something good from these 3 boxes, but the chances are very very low it must be said. You’ll also get a small amount of resources.
Case for buying these boxes would be maybe if you want to gift some boxes to your friend or you’re missing a couple for a guaranteed high tier premium.
Pros
Very affordable
Cons
Terrible value
Very high price per box
Very very low chance of getting a premium tank
Low amount of resources
Very low chance of getting a 3D style of attachment
Conclusion
As you saw, the more we went into the affordable territory, the worse bundles you were getting. You should be very careful when thinking about buying these boxes and don’t get baited by seeing people on reddit posting how lucky they got.
I would say if you’re buying any bundle below 80 boxes, you’re just counting on your luck and chances are you’ll get unlucky and get mad at the game and stop playing while you’ve already spent the money on it.
Go into opening with the mindset you won’t get anything and you’ll get out of the opening with a lot better mood. Good luck to everyone.
Let’s compare it to the arguably the best double shot tank in the game, the Object 703 Version 2.
Firepower
Spec
Contradictious
Obj. 703 II
DPM
2,048
1,952
Penetration
225
221
Damage
360
390
Caliber
105
122
Shell velocity
1,000
1,150
Ammo capacity
80
40
So the DPM is about 5% higher then the 703, but it has less alpha damage and quite a bit less shell velocity, but that makes sense since the Contradictious uses AP ammo as standard, while 703 has APCR as standard ammo. Meaning Contradictious is not a great sniper, you’ll need to give much lead to your shots.
Not a huge advantage, but what is nice to have is such a huge amount of ammo capacity of 80 shells, makes spamming double shots that much less risky to not run out of the shells by the end of the game and also you can balance your loadout with more premium rounds.
Let’s take a look at the new mechanic this vehicle brings to the game, the instant double shots using the siege mode. If you are fighting such a vehicle, you can actually see in which mode the tank is currently.
Single shot mode
Double shot mode
So, if both barrels are open, it means the tank is in siege mode where it can shoot from the both barrels without charging. If one barrel is open, it is in single shot mode.
Unlike the 703 for example, it can’t use both barrels when in single shot mode, you fire one shell and then reload the whole shell and then you can shoot again.
While in siege mode, a lot of characteristics change on the vehicle:
Spec
Siege mode
Standard mode
Aim time
3.36s
2.11s
Dispersion
1.15
0.35
… moving
0.01
0.2
… tank treverse
0.01
0.2
… turret treverse
0.01
0.12
Top speed
20 km/h
36 km/h
Essentially, you get a lot slower and a lot more inacurrate while in siege mode. You also get a different reticle in this mode:
You get this kind of a reticle with 2 green lines on each side , each line represents a barrel.
If a line is solid, it means it is not obstructed and has free line of fire.
If line is dashed, it means barrel is blocked by terrain.
While this reticle should help you out not to shoot while one of your barrels is blocked, I much prefer a standard reticle that other double barrel tanks are using.
Mobility
Spec
FV226
Obj. 703 II
Top speed
36 km/h
38 km/h
Reverse speed
12 km/h
15 km/h
Power/weight
15
12.5
Weight
70 tons
60 tons
Mobility wise is solid for a heavy tank, interestingly it has exactly the same ground resistances as the 703 version 2. With good power to weight ratio it reaches the top speed without any problems, but the reverse speed is quite slow and it will be hard to disengage.
Armor
Spec
FV226
Obj. 703 II
Hull armor
150/70/60
140/100/60
Turret armor
250/120/90
220/120/90
While the 703’s turret and hull are really good for a tier 8, the Contradictious has even better hull and turret that will be hard to penetrate even for tier 9s and 10s.
It has around 230 mm of effective armor in main part of the hull, the lower plate has around 160 mm, so it can be penned even by tier 7s quite reliably. The hull armor on the front can take quite a beating from lower and same tier tanks, they will have hard time going through it with standard ammo.
Turret is the star of the show, around 330 mm of armor, even gold rounds from tier 10s will not penetrate most of the time which is amazing. At the top you have 2 weakspots around with 150 mm of armor, also they are visible when using your gun depression.
If you are going to use all 10 degrees of gun depression, your hull becomes godlike, with around 340 mm of effective armor. This tank is an absolute god on the ridgeline, like a Krangvagn on tier 10.
Side and rear tho are very weak indeed, even some HESH rounds will be able to go through your armor.
Miscellaneous
Spec
FV226
Obj. 703 II
Stationary camo
3.48
6.27
After firing
0.69
1.19
Moving camo
1.77
3.13
Shell cost
1,200
1,180
View Range
370
350
This tank has absolutely terrible camo rating, you will get spotted by anything everytime, but at least you are not as blind as the 703 with 370 meters view range, still nowhere a good view range tho.
Shell cost is quite high also when you consider that it has 30 less alpha damage and it’s still more expensive then 703’s shells. It does impact the profitability of the vehicle.
Tips
Ridgelines make you a god in equal tier games, use them as much as possible, the only tank that could run your day is something like the BZ-176 with HE rounds.
You are a lot more accurate with the single shot mode, use it on middle to long ranges, while in close quarter combat you can rely more on the siege mode with double shots.
Since you don’t have the ability to use both of the barrels in the single shot mode, you are not as strong to hold your own in tricky situations such as the 703 can. Stick to your teammates to support you when you are reloading especially double shots.
Conclusion
Overall a great tier 8 premium heavy and a good credit maker. Gun is reliable source of dealing damage on longer ranges with great accuracy with single shots, while it can deal devastating amounts on damage with double shots in close range engagements. Packed with best in class turret armor, it can whittle down it’s opponents on the ridgeline with ease.
Check our review of the another 2024 lootbox tank:
Let’s take a look at the characheristics and compare it to the other tier 8 premium heavy tank destroyer, the TS-5.
Firepower
Spec
XM57
TS-5
DPM
2,075
2,944
Penetration
270
248
Damage
630
400
Rate of fire
3.29
7.36
Reload time
18.22
8.15
Caliber
155
120
Shell velocity
900
860
Ammo capacity
30
40
TS-5 absolutely obliterates the new XM57 in terms of DPM, with over 30% higher, meaning that XM57 is not really a tank that can brawl in 1v1 scenarios because most of the opponents will destroy you with their DPM advantage.
Where the XM57 shines tho is the alpha damage of 630 hit points and a really good standard ammo penetration of 270 mm. It allows you to go through heavily armoured targets at equal tiers combat. For higher tiers you will have to find some weakpoints to deal consistent damage.
With a bad shell velocity, you are very limited to sniping at long ranges, but that is to be expected, this tank is made for close quarter combat.
Gun Handling
Spec
XM57
TS-5
Aim Time
2.88s
1.73s
Dispersion
0.41
0.42
… moving
0.26
0.16
… tank treverse
0.26
0.16
… turret treverse
0.08
0.06
Depression
7
5
Gun arc
-75 / 75
-10 / 10
XM57 has a larger caliber gun, so it is logical that the stats like aim time and dispersion are a bit weaker, and that is the case here with the aim time of almost 3 seconds and 0.41 dispersion. Try to avoid long range engagements.
Really interesting stat is the gun arc, +/-75 degrees is huge amount of gun arc and makes this tank incredibly flexible in close range combat and city engagements. Together with 7 degrees of gun depression you can use terrain to your advantage and hide your lower plate as well.
Mobility
Spec
XM57
TS-5
Top speed
24 km/h
26 km/h
Weight
60 tons
60 tons
Power/weight
13.5
12.5
Tank traverse
22.95
25.03
A very slow tank, comparable to the TS-5. Not only it’s slow in the straight line with the top speed of only 24 km/h, but it has slow traverse speed, makes it hard to not get outmaneuvered by medium or light tanks.
Pick your position at the start of the game carefully because it will take you half a game to relocate to different position. Turbo here is very helpful to get around the battlefield more quickly.
Armor
Along with the gun, armor is the highlight of this beehemoth.
Spec
XM57
TS-5
Hull armor
120/88/38
260/100/51
Turret armor
304/101/38
–
Health
1300
1500
If you face this vehicle on flat terrain, it’s actually not that hard to pen it, on the front aim for the lower plate which is around 200mm of effective armor or middle part of upper glacies.
Weakpoint on the top is poorly armored as well, at only around 150mm of effective armor.
Avoid the area around the gun, it has a ton of armor, around 300 mm.
The story changes quite a bit if vehicle is using it’s gun depression, it becomes a hard nut to crack for many higher tier vehicles let alone equal or lower tier. Weakpoint at the top is not visible anymore and the lowest armor point is around 300mm.
The best chance against this vehicle you have if you get the the side or rear which is very poorly armored. HE shells can even pen the rear. If we take into a count how bad the mobility is of this vehicle, flanking should be possible even with a faster heavy.
Miscellaneous
Spec
XM57
TS-5
Stationary camo
16.36
15.28
View Range
370
370
Shell cost
1,650
1,060
Camo is suprisingly a little bit better then camo from the TS-5 even though the tank is larger and wider. View range is poor at 370 meters, you will rely on your teammates to spot for your. Shell cost is quite high, but if we take into a count the high alpha damage, it shouldn’t be an issue when it comes to credit making.
Tips
Since the tanks mobility is limited and has a good gun, it playes quite like the T95 at the tier 9, but being a lot more flexible, meaning you can do the engagements in town a lot more easily and safely.
Don’t get isolated, your poor DPM and long reload will make you an easy pray in 1v1 situations. Also open areas where you can get flanked easily from behind or sides is are a big risk.
Use the terrain as much as possible to use the gun depression and make the upper hull and super structure almost impenetrable.
You are a huge tank with very little armor on all the areas apart from the front, be aware of arty, they will destroy you if you are caught in their line of fire.
Conclusion
TS-5 is still a monster to deal with, even for the higher tiers due to the insane DPM and amazing armor. This tank could be even more dangerous, especially to the lower tiers, they will get 2 shot while they can’t pen it frontally, and with the 270 mm of standard pen, you don’t really have to aim either at them too hard. With such a wide gun arc it will be a lot easier to play in city areas and tight corners.
Let’s compare it to the tech tree Italian tier 9 autoreloading heavy tank, the Progetto 66.
Firepower
Spec
Toro
Progetto 66
DPM
2,048
1,925
Penetration
248
242
Damage
360
400
Rate of fire
5.69
4.81
Reload time
10.55
12.46
Clip size
4
3
Clip damage
1,440 / 9 s
1,200 / 7 s
Intra-clip reload
3s
3.5s
Caliber
105
120
Shell velocity
1,290m/s
1,075 m/s
Ammo capacity
60
36
Alrighty, let’s break this down, so DPM wise, it’s not really good, better then the Progetto, but we’re are comparing bad to worse pretty much. The Progetto is using a 120mm, while the Toro has the 105mm, this is where the main issue pretty much lies.
The alpha damage of only 360 hitpoints feels very low at this kind of a high tier vehicle, while it has 1 more shell in it’s clip then the Progetto, the intraclip is still 3 seconds between the shots and it will take you whole 9 seconds to deal 1440 damage on average. That is quite some time to be exposed to the enemy.
Shell velocity is really good at 1,290 m/s, you don’t have to give much lead at longer ranges. This makes the tank viable at even longer range engagements.
Gun handling
Spec
Toro
Progetto 66
Aim time
2.4 seconds
2.59 seconds
Dispersion
0.34
0.35
… moving
0.25
0.22
… tank traverse
0.25
0.22
… turret traverse
0.12
0.14
Depression
8
9
Gun handling is worse then Progetto to be honest, you are gaining a little bit of aim time and 0.01 of dispersion while you are losing pretty much everywhere else, including the gun depression, but even 8 degrees is good for a rear mounted turreted tank, will help you out to be more flexible for sure.
Mobility
Spec
Toro
Progetto 66
Top speed
45 km/h
45 km/h
Reverse speed
18 km/h
12 km/h
Power/weight
15.38
13.79
Turret traverse
31.29
26.07
Tank traverse
36.50
29.20
Toro is quite mobile actually, with a good power to weight ratio, it reaches the top speed without any issues. Also a great thing is the reverse speed at 18 km/h which will allow you to disengage a lot more easily then Progetto can with only 12 km/h.
Turret and tank traverse is quite a bit also, while not great, it is enough for stanard manoeuvres such as side scraping.
Armor
Spec
Togo
Progetto 66
Hull armor
140/70/50
130/70/40
Turret armor
200/150/60
195/105/105
Health
1,700
1,850
Without using any gun depression, the turret is a monster, with the lowest point in armor being 300 mm of effective armor. Weakpoint at the top of the turret is around 200 mm. Hull is around 200 mm, lower plate is around 190 mm.
While sidescraping, you have a very solid side armor, but the weakpoint on the top of the turret you can’t hide. Also the side of the upper glacies becomes quite weak and people will take advantage of it.
Rear and side is really weak if they flank you, even some HE rounds will be able to pen your rear.
Miscellaneous
Spec
Toro
Progetto 66
Stationary camo
3.76
7.14
Moving camo
1.88
3.54
View range
390
390
Shell cost
930
970
Camo of this tank is horrifilngly bad, you will be spotted very easily trying to get into a position at the start of the battle or when trying to relocate on the battlefield.
View range is not great for tier 9 either, shell cost is high for 360 alpha and does impact how much credits you’re making.
Tips
Toro is very mobile, you can be the first heavy tank to get into the position at the start of the game and catch enemies by surprise. Also use the mobility to relocate on the battlefield and help out your team as necessary.
Raise your gun when you are not aiming at the enemy to protect your weakspot at the top of the turret.
Don’t go deep into the clip unless you need to shut down an enemy tank because your DPM is atrociously bad when you have only 1 shell left in the clip.
Don’t let yourself get isolated, DPM even when fully reloaded is bad, more you go into the clip it get even worse, you will not be able to 1v1 many tanks succesfully.
Conclusion
It’s a decent vehicle, but the amount of effort it requires to be very competitive is high. The main drawback is the alpha damage, 360 is really low for a tier 9 heavy tank and you’ll need to expose yourself multiple times for a decent amount of damage. Armor is solid frontally, but also the tank is akward to play since it has a rear mounted turret as every such type of tank is. Mobility is really good tho, it allows you to get into the positions and help on different flanks. Good to see a balanced premium tank and this is how the things should be in world of tanks, good job WG.