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  • Complacent Gaming Syndrome: In terms of ranged combat, expect to see a lot of Overlords, Triplets, and Penta/Spread Shots. For rammers, don't expect to see a lot of anything not named the Booster or Spike.
  • Demonic Spiders:
    • Enemy sniper classes. While they don't tend to win many direct confrontations, they have a wider field of view than pretty much any other tank and have extraordinarily long range, along with good damage and incredible shot velocity. Often, you'll be farming or in the middle of a firefight, then hyper-velocity bullets will start firing from farther than you can aim with deadly accuracy.
    • Classes that either use massive concentrated firepower or spray bullets in every direction tend to be problematic. In the former case, they'll often be able to overwhelm just about anyone in a direct confrontation and cut them down with sheer damage and bullet volume. In the latter, they'll produce a veritable Bullet Hell of shots that few can hope to escape without taking serious damage or dying outright.
    • Woe betide you if the server has competent players using rammer builds, particularly ones with high movement speed. While they're forced to solely use melee damage to kill enemies, they usually have enough body damage to One-Hit Kill anyone that's not building defensively, while their sturdy defenses let them shrug off just about anything between them and their goal. If your class lacks directed firepower, then there's little hope for you since an evasive rammer can heal off any damage you do before instantly killing you. If you do, then you're still not safe, since they can still easily kill you if your guard is down, and the aforementioned high defenses and mobility mean that they can often hightail it out of there the second things go south, before regenerating and re-engaging seconds later. If a rammer knows evasive tactics to avoid damage in engagements and knows how to pick their fights, they can usually end up nigh-immortal.
    • If you come across any skilled Overseer/Overlord builds, it is most likely that they can and will shred your tank to pieces. Made worse by the fact that their range is just as high as a Sniper.
  • Goddamned Bats: Crashers. Those annoying pink triangles that spawn around the Pentagon Nest in the center of the map. Made even more annoying if your chosen tank lacks firepower, since one hit will reset your super regen.
  • High-Tier Scrappy:
    • Triplet has been a dominant force ever since its release, and still remains one of the strongest options for direct combat. While its concept is simple, the sheer firepower that three compact guns produces is overwhelmingly powerful, ripping into targets while intercepting all but the strongest of their shots. In a direct fight, pretty much the only things that can overpower a Triplet with brute force are Sprayers, Destroyer's branch, and Bosses.
    • On that note, the Sprayer fills a similar role. Take a Machine Gun, double its fire rate, and you get this beast - capable of suppressing targets at long range and ripping them apart at mid-to-close range. In fact, although it lacks Triplet's overwhelming firepower, it's actually considerably harder to avoid a Sprayer's onslaught, just because of the area that its bullets cover.
    • Penta Shot and Spread Shot, both suppressive-fire tanks capable of laying down firepower over an extraordinarily wide area. Once a Penta Shot starts firing, it creates a hectic mess of bullets that can be overpowered fairly easily but is extremely difficult to escape from without sustaining heavy damage. Spread Shot is just as powerful, having over double the amount of cannons as the Penta Shot while retaining deceptively high bullet penetration, effectively decimating everything within a 180 degree radius in front of the tank.
    • Overlord, being a prime example of Difficult, but Awesome. While it takes a significant amount of skill to use well, there's a reason why it's one of the most use tanks in the game. Effectively an Overseer with a doubled drone production rate, its drone swarm tears through even the sturdiest of tanks like butter, is surprisingly adept at shielding their creator from harm, and can be freely maneuvered in creative ways to catch out enemies or defend their user. Manipulating the drone swarm well is difficult, but a skilled Overlord can handily defeat nearly all tanks one-on-one - and dealing with one is usually an arduous and extremely risky task.
    • Booster, particularly its generally more seen body damage build. While most rammers embody Lightning Bruiser to some degree or another, the Booster's speed far outstrips all of the other viable rammer tanks like the Smasher line due to its back cannons, while retaining a similar level of durability. This turns it into a tank that can rush down victims, One-Hit Kill them, and then flee the scene instantly. Killing a Booster is incredibly problematic as well, as there's not a lot that can stop a physically-invested Booster from fleeing once they sense the fight going south.
    • Fighter is like Booster, but it sacrifices some of its speed for wider coverage with its guns. This makes it more popular for bullet damage builds, and oh boy does it deliver - while it switches its damage type, the Fighter is arguably just as much of a Lightning Bruiser as its counterpart, being able to outstrip most slower tanks while retaining incredible firepower, while its side/back cannons keep sneak attackers at bay.
    • Annihilator, a Destroyer variant capable of filling numerous roles and doing them well. A bullet damage Annihilator fires slowly, but each projectile has a massive hitbox, virtually unlimited penetration, and enough damage to One-Hit Kill just about anything that so much as grazes it. The body damage Annhilator trades off this firepower to turn the tank into a living missile, propelled way faster than it looks by the immense recoil on its gun. Either way, it's a tank that must be treated with extreme care, and ensures that you're all but dead if one takes you off guard.
    • Spike. This tank was designed to be the ultimate body damage tank, and for the most part it was a success. While it shares its 10 upgrades slots for each stat like the rest of its brethren, the Spike has a far higher base body damage than any tank in the game. The result? In rammer duels that rely on firepower, the Spike almost always comes out on top - since not only does it do more physical damage than any other tank by default, because of the way Body Damage works it also takes considerably less damage as well. While DPS tanks that counter rammers can still counter a Spike, any other rammers only have the option to flee if a full-health Spike engages them.
  • Low-Tier Letdown:
    • Battleship. While a massive heat-seeking drone swarm sounds nice, the problem arises with the fact that each drone has extremely low penetration and damage, often taking several drones to counter one bullet from a dedicated damage tank. It only gets worse when one realizes that only have the swarm is controllable, giving you even less firepower to defend yourself with (since AI drones don't target bullets).
    • In any mode that's not a team mode, the entire Trapper branch is this. While they are indisputably the strongest defensive tanks in the game and invaluable in team play (especially Tri-Trapper and Mega Trapper), in FFA modes they're still defensive tanks in an overwhelmingly offensive game mode. While a Trapper is capable of fending off attacks from just about any tank, they won't be killing a whole lot of tanks either, unless you go Gunner Trapper or Auto Trapper - and even then, you'd be better off going a dedicated offense class if you want to top the leaderboards.
    • Overtrapper stands out among them. While it's not bad per say, it's a shining example of Overshadowed by Awesome. In concept, it was designed to be an incredible defensive force, capable of laying down traps while its drones kill anything that approaches it. In practice, it does this job - but in terms of defense, the majority of the other Trappers just do its job better. To make things worse, it only has two drones - while the drones do hit like trains, their damage is limited by the fact that they can only come in pairs, and it's pathetically easy to dispatch them and then deal with the Overtrapper.
    • Hybrid. While it's a direct upgrade of Destroyer, it also suffers from the same problems as Overseer - namely, how ineffectual its two drones are at dispelling enemies. While it has the offensive abilities to back up its spawner, they're still not the greatest at getting rid of tanks that approach the Hybrid - added to the fact that anything that comes too close to a Hybrid is already in One-Hit Kill range anyways. Now that Destroyer has more upgrades (Hybrid was previously the only one), Hybrid almost never sees use.
    • Landmine. What was in concept a great idea (a rammer that could go invisible and launch One-Hit Kill sneak attacks) was quickly shut down by a nerf which made it take a whopping 13 seconds to fully cloak itself. Now, hiding oneself requires the area to be pretty much completely vacated - and taking damage dispels the invisibility incredibly quickly, rendering the Landmine's efforts null. While it's still usable, the Spike generally does its job better.
  • Paranoia Fuel: The general feeling when the top player (or one of them) is a class that can stealth itself, especially the Stalker or Landmine. Players are always on edge when one is around, because they could be anywhere, waiting to suddenly attack and murder you. It's even worse if it's a Landmine: at least with Stalker, you can dodge its shots and get away, but if a Landmine suddenly unstealths next to you and attacks, it's incredibly unlikely you will be able to escape, as the Landmine will generally One-Hit Kill classes that don't have HP maxed. Either way, getting ambushed by one of these is generally a Jump Scare.
    • The Manager is built around paranoia. Combine the cloaking ability of the Stalker with the drone control of an Overseer, and you have the ability to play some massive mind games with any foe that dares enter your territory. Note that the Manager is the only stealth tank that can attack while retaining invisibility.
    • Forget an invisible top player, how about being a top player? You have an arrow that conveniently directs everyone in the server to your position, and it's very likely that no one will spare you.
  • The Scrappy: The Booster used to be on the receiving end of hate from much of the fandom, due to the overuse of the Body Damage Booster setup which was very difficult to deal with. Thankfully, due to a couple of nerfs, bullet knockback is just enough to repel all but the most determined attacks.
  • That One Boss: While most of the bosses are Drone Deployer tanks that can be overwhelmed, the two that aren't are a considered cut above the rest.
    • Most of the community agrees that The Fallen Booster is the most lethal of the bosses. It is the only boss that actively hunts players and has extremely high health — well, it's a boss, so that's expected — but like its playable counterpart, the Booster, it is extremely fast, able to outspeed anything that doesn't have maxed movement speed or has insufficient recoil. In addition, both its bullets and its body do massive damage: if this thing catches you, you're dead. If it starts chasing you, nothing you do will stop it or even slow it down unless you can get it to aggro on something else or lose interest by leading it around for a long time - during which time you'd likely be gunned down by other tanks looking for a free kill, or the boss itself. In team modes, you can bait it into your base for your base protectors to weaken it, but in FFA, it's highly likely it will go on a rampage and end up wiping the floor with the leaderboard.
      • Most of the time, the best FFA strategy to deal with a Fallen Booster is to goad it into ramming Alpha Pentagons to take out massive chunks of its health. However, while they'll significantly damage it, they'll barely even slow it down if it's chasing after you.
    • The Defender is essentially this game's equivalent to a moving battle station. It boasts three auto cannons that are powerful enough to lay waste to most of the classes alongside three trap layers that block shots, bolstering its defense while making it even harder to maneuver around it. To make matters worse, its bullets have high penetration and are smaller than the usual bullets, meaning that more often than not they'll be able to phase through your own shots due to the way bullet collision works in this game. Combine its strong defenses and offenses with its gigantic health pool, and you get a boss that won't go down easily and can kill you in a heartbeat if you make a wrong move. Unless you have a team of people or are playing a class with tons of direct firepower, it's highly improbable that anyone's going to be able to kill this thing.

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