Gameplay Strategies

This is the page for general strategies, put together by the Diep.io community. Please do not add class-specific, gamemode-specific or builds on this page. This page aims to inform of the newbies who are new to playing Diep.io.

General Tips

 * When you spawn in, consider farming off polygons first. Play passive and don't try to fight a tank you can't win against. Don't go to the middle area, as it could be flooded with stronger players.
 * In Free For All, your tank is always coloured blue. This is used to identify you.
 * Opponents are coloured red, to identify them as your enemies.
 * Remember than you can avoid bullets, even if you are slow or fast. This can usually save you in some situations where you are on low health.

Controls

 * You move with the WASD keys.
 * You aim your tank's cannon by pointing in the direction you want to fire with mouse.
 * You can fire by holding down MOUSE1, or left click.
 * You can press E to activate Auto-Fire, making your tank automatically fire without clicking.
 * Classes from the Overseer branch have a secondary fire that allow them to push drones away from their mouse. This can be done by holding down MOUSE2 or right click in the targetted area you want your drones to be pushed away from.
 * You can press C to activate Auto-Spin, making your tank slowly spin around.
 * You can put in points without clicking by using the 1-8 keys. Keys are shown as below.
 * Health Regen - 1.
 * Health - 2.
 * Body Damage - 3.
 * Bullet Speed - 4.
 * Bullet Penetration - 5.
 * Bullet Damage - 6.
 * Reload - 7.
 * Movement Speed - 8.

The HUD
Please put any information and strategy on the HUD here.

Projectiles

 * There are three main projectiles in the game, the Bullet, the Drone and the Trap.
 * Each type of projectile has health, but are not displayed.
 * If a projectile collides into another projectile, the projectile with the most health wins, despawning the other projectile.
 * A projectile's health can be increased by putting points into Bullet Penetration.
 * Bullet Damage does not increase this at all, it only increases the base damage done.
 * All projectiles do damage upon touching a polygon, a tank or another projectile.
 * When a projectile does damage, it consumes their health, turning that health into damage.
 * That would mean a projectile can live if it has more health than the target.
 * Projectiles also give knockback when collided into.

Bullet

 * The Bullet is the common projectile fired by many tanks.
 * The Bullet takes the appearance of a smaller circle.
 * The Bullet is not manually controlled and can only be fired in the direction your tank's cannon is facing.
 * Bullets despawn after traveling a certain distance or if they are destroyed by colliding into another entity.
 * However, their distance covered can be increased by putting points into Bullet Speed, increasing the bullet's speed.

Drone

 * The Drone is another projectile, exclusive to the Overseer Branch and the Hybrid.
 * They take the appearance of a triangle, but appear as a square when playing as the Necromancer.
 * Drones have infinite range, meaning that they cannot despawn unlike other projectiles, but can only despawn if destroyed.
 * Technically, they don't have infinite range when used in Manual Mode, where they are only limited to travelling around the players field of vision.
 * Drones have two modes, Automatic and Manual.
 * Automatic is the normal mode of the drones, activated by not holding MOUSE1 or using Auto-Fire.
 * Drones in this mode attack nearby polygons and tanks, but do not attack projectiles.
 * The Hybrid class always has this mode on.
 * Manual is the secondary mode of the Drones, being activated by holding MOUSE1 or using Auto-Fire.
 * Drones can be freely controlled by your mouse in this state, simply point in the direction you want them to go and they'll go to that direction.
 * They can only be moved within your field of vision, but can be moved out by pushing them out of your view by holding MOUSE2, where they will move away from your mouse.
 * Each drone-controlling class has a limit to the amount of drones they can control at a time.
 * When drones are destroyed, they are not destroyed forever. They soon respawn from the summoner's cannon and rejoining the group of drones.
 * Putting points into reload delays the time before new drones are spawned in, but this is unrecommended, as drones don't take that long before respawning.
 * The Necromancer cannot reload drones. Instead, it creates drones by touching squares, corrupting them to its own side.
 * However, to compensate, the Necromancer instead can control two more drones per point into reload.

Trap

 * The Trap is the last projectile, unique to the Trapper branch.
 * They take the appearance of tetrahedrons with curved sides.
 * Unlike bullets, instead of despawning when they reach their maximum amount of range, they instead lose all of their bullet speed and lay on the floor, lasting for a short while before despawning.
 * They work like bullets, having their health reduced if shot at, reducing their damage done. They also do damage upon touching them.
 * The Bullet Speed for traps are drastically reduced to the point where it requires to be an extreme close-range in order to damage the targets. Bullet Speed still affects their range slightly however.
 * There are two variants of Traps.
 * The first being the regular trap, having a smaller hitbox, lower health and can cover an area easily.
 * This type of trap is exclusive to the Trapper, the Gunner Trapper, the Tri-Trapper and the Overtrapper.
 * The other being the Mega Trap, only exclusive to the Mega Trapper.
 * The mega trap having a larger hitbox, larger health pool, but can only cover a fewer areas.