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IS
VII
Configuration
Provisions
Equipment
Crew mastery: 100 %
Modules
VII
VII
VIII
VI
VII
VII
IX
VI
VII
Consumables
  • Cooldown: 90s
  • Cooldown: 75s
    Duration: 15s
Boosters
Parameters
Compare tank's parameters with others from:
1230
HP
13 / 15
271.2
View range
5 / 15
Firepower
Shell
1900
DPM
9 / 15
175
penetration
9 / 15
400
damage
2 / 15
165
devices/crew damage
2 / 15
burst damage
— / —
780
velocity
13 / 15
13.14%
penetration loss over distance
10 / 15
explosion radius
— / —
1615
DPM
10 / 15
217
penetration
10 / 15
340
damage
2 / 15
165
devices/crew damage
2 / 15
burst damage
— / —
975
velocity
11 / 15
5.99%
penetration loss over distance
1 / 14
explosion radius
— / —
2375
DPM
10 / 15
61
penetration
3 / 15
500
damage
3 / 15
165
devices/crew damage
2 / 15
burst damage
— / —
780
velocity
13 / 15
%
penetration loss over distance
— / —
2.49
explosion radius
2 / 15
DPM
— / —
penetration
— / —
damage
— / —
devices/crew damage
— / —
burst damage
— / —
velocity
— / —
%
penetration loss over distance
— / —
explosion radius
— / —
122.0
Caliber
2 / 15
4.75
Rate of fire
10 / 15
12.63
Reload time
9 / 14
0.00
Magazin reload time
— / —
Magazine size
— / —
Shell reload time
— / —
Gun handling
3.08
Base aim time
12 / 15
0.416
Dispersion
12 / 15
Dispersion factors
0.22
when moving
6 / 15
0.22
when rotating
6 / 15
0.20
when rotating turret
10 / 15
4.00
after shot
3 / 15
Gun angles
6°
depression
10 / 15
25°
elevation
1 / 15
180°/180°
Aiming arc (left / right)
1 / 15
34.02
Turret traverse speed
4 / 15
Mobility
46.22
Weight
14 / 15
Speed
34
forward
8 / 15
14
backward
2 / 15
Effective Power / Weight ratio
15.15
on hard terrain
2 / 15
11.90
on medium terrain
4 / 15
9.26
on soft terrain
2 / 15
Traverse speed
46.19
on hard terrain
1 / 15
36.29
on medium terrain
2 / 15
28.22
on soft terrain
1 / 15
6.54m×2.63m×2.21m
Size
1 / 15
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 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 Not recommended 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 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 brawl 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.