Stats
Every stat, every tank
Dots are tanks. Colour is class. The stat mode in the header switches between base stats and the 31-point core talent build.
Where each tank sits
Each row is one stat, and each dot is one tank placed along it. The better end of every row is on the right, so stats where lower is better (reload, dispersion, cost) run reversed. The tank at the far right is named.
How each stat is spread
The smooth curve is a kernel density estimate of the 18 tanks: where the curve is high, many tanks sit close together. The dashed curve is a normal distribution with the same mean and spread, so you can see where the real roster bunches up or leaves gaps. Below, the same values split by class, with each class mean marked.
One tank against the roster
Each bar is how many standard deviations the tank sits from the roster mean on that stat. Bars to the right are better, whichever way the stat runs, so a fast reload points right. Bars past ±2 are unusual for this roster.
Compare
Tanks side by side
Pick any two stats and see which tanks no other tank beats on both. Then the whole roster squeezed into one map, how alike each pair of tanks is, and which stats rise and fall together.
Any stat against any stat
The line is the Pareto frontier for the two stats you pick: the tanks no other tank beats on both at once. Anything below the line has a strictly better option on both counts, unless its ability makes up the gap.
The axes are plain values, not reversed. Stats where lower is better (reload, cost, dispersion) have their frontier on the low side.
The tank map
Every base stat squeezed into two dimensions with principal component analysis. Tanks close together play alike on paper. Arrows show which way each stat pulls; longer arrows explain more of the spread.
How alike they are
Distance between every pair of tanks across all base stats, scaled so each stat counts equally. Darker means more alike. Rows are grouped so families sit together.
Which stats move together
Pearson correlation of base stats across the 18 tanks. Blue means two stats rise together, red means one rises as the other falls, grey means no straight-line link. Rows are clustered so stats that move together sit next to each other. With 18 tanks, anything under about ±0.47 could be chance.
The bottom block takes the game's own designer ratings (firepower, durability and so on, shown in the tank picker) and correlates each with the real stats, in the same column order. Correlations use raw values, so a positive link with reload means longer reloads.
Talents
What talents buy
How far the talent tree can push each stat on each tank.
What 31 talent points buy
Base value to the best value the talent tree allows for that stat. On every tank but Fuse, 31 points max damage, reload, health and speed at the same time, so the core build has no trade-off.
Components
Components and loadouts
Every tank takes three components. These charts score every component and every three-component loadout in a reference fight. Pick a scenario first; every chart below follows it.
Components: the reference fight
Each tank takes three of 43 components. To compare them, every tank gets its 31-point core talent build and fights a 60 second one on one against a median tank. The duel score is effective damage per second times effective health, and gain is how much a component or loadout raises it over no components. Situational effects only count in scenarios where their trigger happens.
What each component is worth on each tank
Duel gain from one component on its own. Columns are grouped by the component's category. A ringed cell is an outlier: that component is worth far more on that tank than on the typical tank. Empty columns are components the duel score cannot see on their own: speed, camouflage, aim, module damage, or energy that needs a partner component to spend it.
Every loadout for one tank
All 12,341 three-component loadouts placed by the damage and health they give. Darker cells hold more loadouts. The dots are the Pareto front: loadouts no other loadout beats on damage, health and speed at once. The line joins the ones that win on damage and health alone. The faint curve is equal duel score through the best loadout.
How much the loadout matters
For each tank, how the duel gain of all 12,341 loadouts is spread. A wide ridge means picking well matters a lot on that tank; a narrow one means most loadouts end up close. Ticks mark the median and the 90th percentile. Heights are square-root scaled so the long tails stay visible.
Notable builds
Component pairs that are worth more together than apart, and components that are worth far more on one tank than on the rest. Click a card to select the tank.
Pairs that amplify each other
Components that suit one tank
Armor
How the armor holds up
Armor read from the game's per-triangle armor meshes and tested with the game's own penetration rule.
Armor from every side
Armor comes from the game's own armor meshes: every triangle carries a thickness in mm, and every shot is decided by the game's rule. Over 80° from the surface always bounces, a gun with four times the plate's thickness goes through at any angle, otherwise thickness ÷ cos(angle) against penetration, with a 50/50 band up to 1.25× penetration. Hits on treads only track you and do no HP damage. Each chart casts a grid of parallel shots every 6 cm across the tank and counts what happens, assuming hits land evenly over the visible silhouette.
Armor shape of every tank
Each rose shows, for level shots from every direction, the share of hits that do no damage. Bigger means tougher from that side. Sorted from toughest all-round.
One tank, every angle
Pick a tank in the header. Hover the views to read effective armor at any point. The turret faces forward.
Combat
Who wins the fight
One on one matchups built from stats and armor together.
Face-off: who kills whom first
Every pair of tanks, both on their 31-point core builds, trading shots front to front. Each cell compares how fast the row tank kills the column tank against the reverse, using damage per second, health, and each gun's penetration against the other's armor from that angle. Blue means the row tank wins. This ignores aiming at weak spots, abilities, components and ammo.
Shots to kill
How many damaging hits each gun (row) needs to kill each tank (column), on 31-point core builds. Switch to shots fired to fold in armor: with hits spread evenly over the front, or aimed at the best spot with a 0.5 m spread. Hover a cell to see the damage that would save one shot and which components or ammo get there.
Breakpoints
A breakpoint is where a small change moves a matchup by a whole shot. These lists use the selected tank: which components or ammo cut a shot off its kills, and which enemies need an extra hit if it runs Bulkheads or Mobility Surger.
Aiming for weak spots and crits
Good players aim at weak spots and crit modules at close and mid range. For the selected tank as the target, this is the expected damage chance when aiming at its best spot, against how far your shots land from where you aim (1σ). Misses off the tank count as no damage. Crit modules: a bonus spot adds 50% damage, fire burns 20 per second for 8 s, engine halves speed for 8 s.
Hull-down
Behind a crest only the part above the gun line shows (from 25 cm below the gun up). Bars are the damage chance on that exposed part at the penetration picked above, with how much is showing and the gun depression that decides which slopes you can use.
Ammo against each front
Expected damage per shot fired at each tank's front for every ammo type the selected tank can load, using the ammo table's damage and penetration modifiers. Bold is the best ammo for that target. Starred types are hidden from the normal loadout.
Turret angle
Front damage chance as the turret turns away from the hull, at the penetration picked above. The selected tank is highlighted.
Tread area
Tread hits only track you and do no HP damage, so tread area is free armor from that side.
Size against camouflage
Big tanks are easy to hit; camouflage decides how close an enemy must be to spot you. Bottom right is the worst place to be.
Ramming energy
Kinetic energy at top speed on the core build. The game's collision damage formula is not in the files we read, so this is the physics only.
Maps
Where to stand
Spotting over every map, built from the game's terrain, every placed object, and the game's own spotting rules. For each spot a tank could sit, we sweep sight lines out to 400 m and work out which ground it would spot an enemy on, and from where it would be spotted itself.
Sight lines
How spotting works in Tyr, from the game files: you are spotted when an enemy has line of sight to any part of your tank and is within 400 m × (1 − your camo). Camo is capped at 80%, so the closest anyone can stay unspotted is 80 m. A bush gives +40% camo to sight lines that pass through it (within 3.25 m of its centre), but only against spotters more than 15 m from that bush; closer than that they see straight through. Bush camo doesn't stack above 40%. Firing costs camo (−15, scaled by −0.4) for a while.
What that means on the map: on open ground spotting is symmetric, so if you can spot them they can spot you, and terrain alone gives no edge. Crests still help when shooting (less of you to hit), but not for spotting. The edge comes from bushes and camo. B spots are the best positions near bushes, where you spot far more than you are spotted; the edge grows with camo. O spots are overlooks: open spots that spot the most ground.
Model details: 2 m cells; spotter eye at 2.5 m; a tank is a 2.5 m column and counts as spotted if any part is visible. Bushes don't block sight, they add camo. The playable area is the ground a tank can drive on (slopes under 35°) that is connected to the zones, inside the map's invisible walls and outside its out-of-bounds zones (both read from the map files). Firing is modelled as camo − 15 − 40% of camo, from the game mode's settings; the penalty lasts 0.15 s, but anyone who spots you in that flash keeps you spotted for 7 s. Camo values for each tank come from its stats, its camo talents and the Shift Cloak and Camo Web components. The maps shown are the ones that came up in our own match logs; Dunes, Ruins and Glade are in the game files but never came up, so they are left out.
Data
All the numbers
Every stat for every tank, in one sortable table.
All the numbers
Click a column to sort. Follows the stat mode in the header.
Method
Where the numbers come from
This is an unofficial fan analysis. It is not made or checked by the game's developers, and the numbers can be wrong or out of date after a patch.
Sources
Everything is read from the game's own files, not measured in matches. The current data comes from .
- Tank stats come from the game's data tables: health, gun, reload, dispersion, mobility, camouflage, ability numbers and the designer ratings shown in the in-game tank picker. Damage per second is shell damage times clip size over the time to fire and reload one clip.
- Talent trees come from the same file the game client downloads from the game's CDN (). The 31-point core build is the talent build that raises damage per second, shell damage, health and speed as far as 31 points allow. On every tank but Fuse those four max out together; on Fuse damage per second comes first.
- Components and their effects come from the game's component data. The game's descriptions carry placeholders instead of level values, so the site shows N where a number would go.
- Armor comes from each tank's armor mesh: every triangle carries a thickness in mm, and a second texture marks treads and crit modules.
The penetration rule
- A hit more than 80° from the surface normal always bounces.
- A gun with at least four times the plate's thickness in penetration goes through at any angle.
- Otherwise the effective armor is thickness ÷ cos(angle), compared with the gun's penetration.
- Between the gun's penetration and 1.25 times it, a hit is a 50/50. Which side of the gun's number the band sits on is our reading of the game's settings.
- Hits on treads track the tank and do no HP damage.
The armor charts cast a grid of parallel shots every 6 cm across the tank from 72 directions around it and 8 heights above it, and count what happens. They assume hits land evenly over the visible silhouette, so they ignore aiming at weak spots.
Face-offs
Each face-off puts two tanks on their 31-point core builds front to front (or both angled 30°). Time to kill comes from damage per second, health, and each gun's chance to do damage against the other's armor from that angle. It ignores aiming at weak spots, abilities, components and ammo.
The component reference fight
Components are scored in a 60 second one on one against a median tank, with the tank on its 31-point core build. The duel score is effective damage per second times effective health. Situational effects only count in scenarios where their trigger happens.
What it leaves out
- Player skill, maps, teams, spotting and aiming at weak spots.
- Ammo types other than standard shells in the stat charts.
- Abilities, except where their numbers appear as stats or a component pays out on them.