Allows you to fire 2 shells per shot. +140% to gun dispersion. +80% to aiming time.
Cost: 400
Chain Lightning I
Causes damage to 3 enemies in turn within a range of 60 m. +25%/+15%/+10% of damage per shot. Activated only upon penetrating enemy armor.
Cost: 200
Chain Lightning II
Causes damage to 3 enemies in turn within a range of 70 m. +45%/+35%/+25% of damage per shot. Activated only upon penetrating enemy armor.
Cost: 400
Last Gasp
When receiving fatal damage, your tank is left with 1 HP remaining instead of being destroyed. Does not take effect in case of an ammo rack explosion.
Cost: 100
Supernatural Power I
+110% to engine power. +10 km/h to top speed.
Cost: 100
Supernatural Power II
+210% to engine power. +20 km/h to top speed.
Cost: 200
Sixth Sense
Allows you to see the reload bar above enemy vehicles.
Cost: 100
Inferno
When fired at any object, the shell explodes and causes splash damage to all enemies within a range of 25 m. +30% of your tank's maximum HP to damage.
Cost: 400
Jagged Shells I
+20% to damage for one shot.
Cost: 100
Jagged Shells II
+40% to damage for one shot.
Cost: 200
Rapid Fire I
-20% to gun reload time.
Cost: 100
Rapid Fire II
-35% to gun reload time.
Cost: 200
Wolf Strike I
+60% to damage caused to an enemy vehicle by ramming. -35% to damage from enemy ramming.
Cost: 100
Wolf Strike II
+110% to damage caused to an enemy vehicle by ramming. -65% to damage from enemy ramming.
Cost: 200
Phantom
The light bulb appears immediately. When leaving the spotting range, your tank becomes invisible.
Cost: 100
Active abilities
Time Jump
When activated, Time Jump takes your tank 4 seconds into the past to the same position, state, and with the same amount of HP it had. Time Jump does not take effect if your tank is destroyed.
This ability is already installed and can neither be sold nor changed. All other abilities can be obtained only in battle.
When activated, Play Dead makes your tank look destroyed. The effect lasts while moving, firing, and rotating the turret. Play Dead ends when your tank is hit. The first enemy shot does not reduce your tank's HP.
This ability is already installed and can neither be sold nor changed. All other abilities can be obtained only in battle.
Allows all allies to cause more damage to the enemy tank you aimed at when activating Hunter's Mark.
+60% to damage caused by all allies. The player that applied Hunter's Mark is visible on the minimap while the ability is in effect. The effect ends if the enemy tank affected by Hunter's Mark disappears from the minimap. Only one Hunter's Mark can be used on a tank at a time.
This ability is already installed and can neither be sold nor changed. All other abilities can be obtained only in battle.