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Chi-Ri
VII
Configuration
Provisions
Equipment
Crew mastery: 100 %
Modules
V
VI
VI
VI
VII
VII
VII
VI
VII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1250
HP
4 / 19
296.3
View Range
10 / 19
Firepower
Shell
2651
DPM
4 / 19
155
penetration
6 / 19
160
damage
13 / 19
100
devices/crew damage
16 / 19
480
burst damage
1 / 1
821
velocity
15 / 19
9.68%
penetration loss over distance
5 / 19
explosion radius
— / —
2237
DPM
4 / 19
186
penetration
19 / 19
135
damage
13 / 19
100
devices/crew damage
16 / 19
405
burst damage
1 / 1
821
velocity
19 / 19
9.68%
penetration loss over distance
5 / 19
explosion radius
— / —
3314
DPM
7 / 19
38
penetration
13 / 19
200
damage
13 / 19
100
devices/crew damage
16 / 19
600
burst damage
1 / 1
821
velocity
13 / 19
%
penetration loss over distance
— / —
1.06
explosion radius
16 / 19
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
75.0
Caliber
16 / 19
16.57
Rate of Fire
4 / 19
0.00
Reload Time
— / —
8.86
Magazine Reload Time
1 / 1
3
Magazine Size
1 / 1
1.00
Shell Reload Time
1 / 1
Gun handling
1.86
Base Aim Time
3 / 19
0.319
Dispersion
6 / 19
Dispersion Factors
0.15
when moving
12 / 19
0.15
when rotating
12 / 19
0.12
when rotating turret
19 / 19
3.00
after shot
1 / 19
Gun angles
10°
depression
3 / 19
20°
elevation
8 / 19
180°/180°
Aiming Arc (left / right)
1 / 19
44.67
Turret Traverse Speed
15 / 19
Mobility
41.83
Weight
4 / 19
Speed
42
forward
19 / 19
18
backward
17 / 19
Effective Power / Weight Ratio
14.46
on hard terrain
19 / 19
13.15
on medium terrain
19 / 19
10.71
on soft terrain
18 / 19
Traverse Speed
46.07
on hard terrain
19 / 19
41.88
on medium terrain
19 / 19
34.12
on soft terrain
17 / 19
6.94m×2.84m×2.61m
Size
19 / 19
Armor profile
Click or tap on the image to see 3D model
Primary Armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
Spaced Armor
  • 224–280
  • 168–224
  • 112–168
  • 56–112
  • 0–56
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 Average Average
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 Average Not recommended
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 Not recommended 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 Good Good
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.