Passive abilities

  • Doubleshot
      Allows you to fire 2 shells per shot.
      +140% to gun dispersion.
      +80% to aiming time.
      Cost: 400elixir
  • 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: 200elixir
  • 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: 400elixir
  • 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: 100elixir
  • Supernatural Power I
      +110% to engine power.
      +10 km/h to top speed.
      Cost: 100elixir
  • Supernatural Power II
      +210% to engine power.
      +20 km/h to top speed.
      Cost: 200elixir
  • Sixth Sense
      Allows you to see the reload bar above enemy vehicles.
      Cost: 100elixir
  • 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: 400elixir
  • Jagged Shells I
      +20% to damage for one shot.
      Cost: 100elixir
  • Jagged Shells II
      +40% to damage for one shot.
      Cost: 200elixir
  • Rapid Fire I
      -20% to gun reload time.
      Cost: 100elixir
  • Rapid Fire II
      -35% to gun reload time.
      Cost: 200elixir
  • Wolf Strike I
      +60% to damage caused to an enemy vehicle by ramming.
      -35% to damage from enemy ramming.
      Cost: 100elixir
  • Wolf Strike II
      +110% to damage caused to an enemy vehicle by ramming.
      -65% to damage from enemy ramming.
      Cost: 200elixir
  • Phantom
      The light bulb appears immediately. When leaving the spotting range, your tank becomes invisible.
      Cost: 100elixir

Active abilities

  • Hunter's Mark
      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.