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The Stalker is one of the Tier 4 Tanks in Arras.io that upgrades from the Assassin at Level 45. It can not upgrade any further. Its upgrade key is I.

Design

The Stalker features a circular base with a single long, thin trapezoidal Cannon.

Technical

The Stalker has the ability to become invisible when it is immobile, with a short fade-in and fade-out time of approximately 2 seconds. Its ability is similar to that of the Manager and the Landmine.

The Stalker loses invisibility by moving, firing a Bullet, enabling Auto Fire, or when taking damage. It is important to note that shooting once while invisible will make the tank lose some invisibility, though not all, while enabling Auto Fire will remove invisibility completely. Enemy Bullets making contact with the tank will interact normally and dissipate prematurely. These are the only ways for enemy tanks to know the location of a hidden Stalker without using hacks.

Similar to all other tanks in the Sniper branch, the Stalker has increased Bullet Speed and a greatly widened field of vision, with the trade-off of a fairly slower rate of fire when compared to the Basic. Its field of vision remains the same size after it is upgraded from the Assassin. The Stalker’s Bullet Damage seems to be less than that of an average Tier 4 Sniper-class tank.

Strategy

  • Strong Against: Unsuspecting tanks, slow tanks, low DPS tanks, weak tanks, tanks with a small FOV
  • Weak Against: Prepared tanks, high area denial tanks, fast tanks, high DPS, melee classes, Drone classes, tanks with high FOV

As the Stalker

  • The player can maintain their invisibility by moving slowly, but not too fast. When moving slowly, the Stalker will only slightly uncloak, which makes it hard for all but eagle-eyed players to notice. This strategy is unreliable however, since the player will never know if the player has good eyesight and responds quickly.
  • A Stalker with maxed out Bullet Speed/Penetration/Damage can normally take out a tank in three hits or less, making it a good tank to cause sudden deaths.
  • Players won’t notice Stalkers when they are invisible. As such, some builds use full Body Damage and Max Health Stats, awaiting unsuspecting players to run into them and die. The Landmine has better stats for this strategy, but it does have a longer fade-out time.
  • Hiding in areas with very low concentrations of Polygons are the safest areas to camp in. Farmers won’t stray near since there aren’t any Polygons nearby to kill. This also means, however, that there’s a lower chance of opponents drawing near.
  • Hiding near large concentrations of Polygons is another option. It increases the chance of unsuspecting farmers appearing, giving the player more kill opportunities. The risk of doing this is that Necromancers could come near to farm the squares for themselves, and Necromancers are bulk counters to Stalkers due to the sheer amount of Drones they can carry.

Against the Stalker

  • Like when dealing with the Landmine, tanks should always be firing in the direction they’re moving (or clustering their drones in front of them), which will force the Stalker to either reveal itself or run if one’s path is crossed.
  • Boosters with Body Damage builds can easily reveal Stalkers by spraying bullets everywhere. Damaging or touching a Stalker will reveal them slightly, giving the player a chance to chase them.

Trivia

  • This is one of the tanks that retain their original appearance and mechanics from Diep.io.

Gallery

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