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Tiger II
VIII
Configuration
Provisions
Equipment
Crew mastery: 100 %
Modules
VIII
VIII
IX
VIII
IX
VII
VIII
VII
VIII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1600
HP
1 / 18
282.5
View Range
1 / 18
Firepower
Shell
2104
DPM
6 / 18
225
penetration
8 / 18
310
damage
13 / 18
150
devices/crew damage
11 / 18
burst damage
— / —
1100
velocity
7 / 18
13.33%
penetration loss over distance
16 / 18
explosion radius
— / —
1764
DPM
7 / 18
285
penetration
6 / 18
260
damage
13 / 18
150
devices/crew damage
11 / 18
burst damage
— / —
1375
velocity
2 / 18
12.63%
penetration loss over distance
6 / 11
explosion radius
— / —
2850
DPM
4 / 18
60
penetration
9 / 18
420
damage
11 / 18
150
devices/crew damage
11 / 18
burst damage
— / —
1100
velocity
2 / 18
%
penetration loss over distance
— / —
1.91
explosion radius
13 / 18
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
105.0
Caliber
13 / 18
6.79
Rate of Fire
6 / 18
8.84
Reload Time
5 / 16
0.00
Magazine Reload Time
— / —
Magazine Size
— / —
Shell Reload Time
— / —
Gun handling
2.08
Base Aim Time
2 / 18
0.308
Dispersion
3 / 18
Dispersion Factors
0.19
when moving
6 / 18
0.19
when rotating
6 / 18
0.10
when rotating turret
1 / 18
3.00
after shot
1 / 18
Gun angles
7°
depression
7 / 18
15°
elevation
14 / 18
180°/180°
Aiming Arc (left / right)
1 / 18
24.30
Turret Traverse Speed
9 / 18
Mobility
70.86
Weight
4 / 18
Speed
38
forward
6 / 18
12
backward
11 / 18
Effective Power / Weight Ratio
12.11
on hard terrain
12 / 18
10.09
on medium terrain
9 / 18
6.73
on soft terrain
9 / 18
Traverse Speed
37.82
on hard terrain
4 / 18
31.51
on medium terrain
3 / 18
21.01
on soft terrain
5 / 18
6.96m×3.35m×2.54m
Size
14 / 18
Armor profile
Click or tap on the image to see 3D model
Primary Armor
  • 240–300
  • 180–240
  • 120–180
  • 60–120
  • 0–60
Spaced Armor
  • 288–360
  • 216–288
  • 144–216
  • 72–144
  • 0–72
Weak
Strong
Chances of getting penetrated from 100m distance by average tank of given type:
  • — less than 30%
  • — between 30% and 70%
  • — more than 70%
Armor performance
Based on tank position, enemy tank type and shells
In battle vs:
Head On
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the side
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
From the back
AP
APP
HE
HEP
AP
APP
HE
HEP
AP
APP
HE
HEP
Score is a recommendation whether tank is suitable for given tactic:
  • Good— perfect fit
  • Average— can perform quite good
  • Not recommended— result is not guaranteed
Click on the score to get more information.
Tactics
Tank's sutability for commonly used tactics based on tank's top stats and compared to others in the battle
In:
Peek-A-Boo Not recommended Not recommended
You hide behind a cover, fully reload your gun, pre-aim and sneak out just for a second to make one damaging shot. Before enemy realizes you are hidden again. Decent mobility and aiming stabilization and you surely can pull this one off.
Long range sniping Good Average
Hiding in the bush on the hill and shooting at enemies on the other side of the map. If you don't mind all the hate that comes with it then you just need good dispersion and penetration to make every shot count.
Front Line Average Not recommended
Forget rocks, hills, buildings and all other cover. Make youself a cover for your teammates. Of course, this works only if you have very good armor and know how to use it or… well if you're already dead.
Circle Of Death Not recommended Not recommended
Drive behind slow tank destoyers and heavy tanks and keep circling around them to avoid being hit while making easy shots into the back of the enemy. Good traverse speed and acceleration is required.
Hit & Run Not recommended Not recommended
Hide in the bush, spot the enemy without being seen. Take a shot and start running. Fast. Repeat until no enemies left. Master this technique and there are many masteries coming your way.
1 vs 1 Not recommended Not recommended
Who would win in 1 on 1 brawl depends on too many variables. Armor, guns, mobility, tanks sizes and many others. One thing for sure: without good DPM it's better to stay in the group or keep your distance.