Tiers are represented in the Class Tree. They can be displayed in-game by pressing the T key or any key depending on what key bind you've set it to. For more information about key binds, go to Arras: Changelog. This page summarizes the different classes in Arras.io, organized based on the tiers and upgrade branches.
Tier 1: Level 1
The tank that the player starts within Arras.io. The player has one Cannon that can destroy Squares in 5 hits, Triangles in 19, and Pentagons in 48 with no additional Stats. The health, Bullet, and movement statistics are average and can be upgraded as they gain more points upon destroying Polygons and killing other players.
Tier 2: Level 10
Choosing the Twin class grants an extra frontal Cannon while Damage and Penetration are slightly reduced.
Choosing the Sniper Class lengthens the Cannon a bit, and grants a broader field of view allowing the player to shoot at an advanced distance. Bullet Speed is also increased. However, Reload speed decreases significantly. Damage is not increased.
Choosing the Machine Gun class turns the Cannon into a trapezoid and allows the player to spray Bullets in a frontal cone. It fires double the rate compared to the Basic—the same rate of the Twin tank. It is less accurate but covers a wider area.
Choosing the Flank Guard class adds two Cannons on the rear. This allows the player to shoot in three directions to defend themselves. Since all Cannons have identical Recoil, the Recoil effect is nullified, since the two cannons shooting each other in different directions, causing it to shoot right into the area where the tank already was.
Choosing the Director loses the Cannon, but grants the ability to control a maximum of five drones. It is essentially a downgraded Manager without the power to turn invisible. Bullet Speed, Damage, and Movement Speed are lowered, while Reload is harshly reduced. Although, penetration is increased.
Choosing the Pounder increases the size of the Cannon, and amplifies its power. Being a somewhat predecessor to the Destroyer, it boasts high damage and penetration but at the cost of losing bullet speed, and having more recoil and reload time.
Choosing the Trapper replaces the Cannon with a Launcher, which discharges stationary 'bullets' called Traps. As this ammunition is shot, it will suddenly decrease in speed and stop, acting like a, hence its name—trap. It is a downgraded version of Diep.io's Trapper.
Tier 3: Level 25
Upon reaching Level 25, the player may choose to upgrade to one of these Tier 3 specializations:
The Double Twin mirrors the Twin’s guns to the rear, adding an extra defense to the back. It boasts increased penetration, but damage is decreased and its Recoil is technically disabled.
Selecting the Triple Shot class adds another Cannon and spreads the guns across the front. Triple Shot has increased penetration and damage and can cover a wide area with Bullets, but direct firepower is significantly less than before. Recoil can propel the player backward. Compared to the tank's Diep.io counterpart, it has more focused area control.
The Gunner rapidly fires small Bullets in a straight path from four frontal miniguns. Reload speed doubles again at the cost of decreased Penetration and damage per shot. Recoil is reduced significantly. Also upgrades from the Machine Gun.
The Hexa Tank removes its two frontal cannons in place of six cannons equally spaced apart. This turns it into a good farming and multi-killing tool. This tank is the Arras counterpart of the Quad Tank. Also upgrades from the Flank Guard.
The Assassin's cannon is now put behind a trapezoidal base. This is to distinguish the differences between an Assassin and a Sniper. Its Field of View (FoV) and bullet speed is also increased compared to that of a Sniper's, but its reload speed is decreased even more.
The Hunter gives a smaller cannon, stacked behind its now-widened Sniper cannon. This allows it to fire two bullets at a time, with one of them being smaller than the others. Field of View (FoV) is slightly increased compared to the Sniper, but it also has a slower reload speed.
The Minigun now converts the Sniper cannon into three Basic cannons. It is good for killing low-level tanks due to it being a more precise version of the Machine Gun and the lesser version of the Streamliner. It is essentially a Streamliner but with lesser amounts of cannons. Also upgrades from the Machine Gun.
The Rifle narrows its Sniper cannon, which now shoots smaller-than-normal bullets at a faster pace than the Sniper's but also dealing lower damage. Good for beginners as it shoots at a decently fast rate. This makes it like a hybrid between the Sniper and the Machine Gun, though the Machine Gun doesn't upgrade to this class.
Machine Gun Upgrades
The Artillery replaces its trapezoidal cannon with a Pounder cannon, plus two small side cannons near its main cannon. The side cannons shoot at about two times the fire rate of the main cannon. The main cannon still shoots somewhat large bullets slowly but packs a punch. Also upgrades from the Pounder.
The Minigun converts the Machine Gun cannon into three Basic cannons. It is good for killing low-level tanks due to being a more precise version of the Machine Gun and the lesser version of the Streamliner. It is essentially a Streamliner but with fewer cannons. The Field of View (FoV) is increased to the same as the Sniper. Also upgrades from the Sniper.
The Gunner rapidly fires small Bullets in a straight path from four frontal miniguns. These bullets can be harder for enemies to hit and squeeze through traps. Reload speed doubles again at the cost of decreased Penetration and damage per shot. Recoil is reduced significantly. Also upgrades from the Twin.
Flank Guard Upgrades
The Hexa Tank gains three more cannons, totaling six cannons that are equally spaced apart. This turns it into a good farming and multi-killing tool. This tank is the Arras counterpart of the Quad Tank. Also upgrades from the Twin.
The Tri-Angle removes the two back cannons and replaces them with two smaller back cannons that are closer to each other and are meant for propelling. There are two main types of Tri-Angle builds: one for ramming, and the other for bullet damage.
The Auto-3 converts its three Basic cannons into three Auto Turrets that fire at any hostile entities with decreased damage and increased reload and bullet speed. The Auto-3 also automatically spins, but slower than when Auto Spin is activated.
The Trap Guard eliminates its two back cannons and replaces them with a Launcher that behaves normally. Both the Basic cannon and the launcher have the same statistics. Also upgrades from the Trapper.
The Tri-Trapper converts its three Basic cannons into three Launchers that shoots traps. Recoil still doesn't have any effect when using this tank. Its number of launchers allow for quickly setting up a wall of traps. It could be the Arras counterpart of the Tri-Trapper. Also upgrades from the Trapper.
The Overseer gives one more Spawner, allowing for increased Drone spawning rate. It can also spawn four more Drones, for a total of nine. Therefore it is easier to overwhelm an unprepared enemy with its Drones.
The Cruiser replaces its Drone Spawner with two inverted Spawners that produces Swarm Drones, small drones with limited lifespan at a fast production rate. The Swarm Drones have drastically increased movement speed but decreased damage and penetration. The Cruiser can technically produce unlimited amounts of Swarm Drones, however as said before the Swarm Drones have limited lifespan.
The Underseer gives one more Spawner similarly to the Overseer, but does not work the same way. The Spawners produce two Square Drones that can convert Squares into more Square Drones, potentially allowing for a Drone swarm even greater than an Overseer can do.
The Spawner replaces its Drone Spawner with a Minion Spawner that can produce up to four Minions, small Basic-like tanks that encircle targets that they shoot. The combined firepower of all Minions it spawns can turn the Spawner into a tank with good DPS.
The Destroyer widens its predecessor's barrel, allowing it to fire a larger and even more powerful Bullet that produces even more recoil than before, allowing for ramming builds to be an option on top of bullet builds.
The Builder converts its Pounder Cannon into a specialized launcher that shoots out concave octagonal traps called Blocks. Also upgrades from the Trapper.
The Artillery gains 2 side cannons that shoot small bullets, with one of them being put on the left side of the main cannon and the another being on the right side of the main cannon. They fire about two times as fast as the main cannon. Also upgrades from the Machine Gun.
The Builder widens its launcher and modifies it to shoot out concave octagonal traps called Blocks. The blocks are generally more powerful compared to traps in terms of contact damage, travel speed, health, penetration and size but are shot slower. Also upgrades from the Pounder.
The Tri-Trapper gains 2 more launchers that also shoot out traps, placed similarly to a Flank Guard. Activating Auto Spin and Auto Fire causes it to be able to set up a wall of traps quickly. Also upgrades from the Flank Guard.
The Trap Guard moves its launcher into its back, and also gains a Basic cannon on its front. It is generally seen as a mix of the Basic and the Trapper. Also upgrades from the Flank Guard.
Note: This requires players to stay as a Basic Tank until at least Level 25.
The Smasher loses a Cannon upon upgrading and gains high Body Damage and a spinning black hexagonal shell, which is only cosmetic. It's no longer able to upgrade Bullet stats as it doesn't use Bullets but can upgrade other stats 12 times. Also, the Reload stat is replaced by Engine Acceleration.
Tier 4: Level 45
Upon reaching Level 45, the player may choose to upgrade to one of these Tier 4 specializations.
Double Twin Upgrades
The Triple Twin gains 2 more Cannons, positioned at 120 degrees from the front as well as the pre-existing two at the back. It still doesn't have recoil. It can be used like the Octo Tank to create a bullet storm.
The Hewn Double also gains 2 more Cannons, positioned at 25 and -25 degrees from the front, respectively. It has some recoil now, so it can be used as a rammer too.
The Auto-Double gains an Auto Turret placed on the center. It's a strong tank because it's able to target 2 enemies using the Auto Turret and Cannons, and also able to spam Bullets when the enemy is near.
The Bent Double gains 2 more Cannons, positioned at the front and back, and the pre-existing Cannons move to 25 and -25 degrees from the front and back. It doesn't have recoil. Also upgrades from the Triple Shot.
Triple Shot Upgrades
The Penta Shot gains 2 more Cannons, positioned even further than the main cannon, at about 50 and -50 degrees away from the main cannon, respectively. Its great amounts of bullets can be used to overwhelm an unaware enemy easily.
The Spreadshot replaces its side cannons with 10 cannons that get progressively smaller the further they are from the main one, with 5 on the left side of the main cannon and 5 others on the right side of the main cannon. They shoot small bullets that cover a wide area. Also upgrades from the Artillery.
The Bent Hybrid gains a Spawner on its back that produces uncontrollable drones similarly to the Hybrid. No statistics are changed, but its drone spawner can be a useful asset when trying to kill enemies.
The Bent Double gains another set of 3 cannons positioned similarly to a Triple Shot, this time being put on the back. Recoil is disabled since all of its cannons fire at the same time. Also upgrades from the Double Twin.
The Triplet's side cannons are now positioned similarly to a Twin, but with one extra cannon. This allows for more focused firing, resulting in a more concentrated DPS.
The Auto-Gunner gains an Auto Turret. No statistics are changed when upgrading from the Gunner, but its Auto Turret can help players detect enemies and polygons.
The Nailgun loses a cannon and positions its cannons into a Triplet-style set of cannons, mounted on a trapezoidal base. Reload is noticeably increased, while bullet damage, health, and penetration are decreased. Also upgrades from the Minigun.
The Auto-4 sacrifices all of its cannons for 4 Twin-barreled Auto Turrets spaced equidistantly. It also has Auto Spin automatically activated. Also upgrades from the Auto-3.
The Machine Gunner turns all of its cannons into Machine Gun cannons, and gains a Machine Gun cannon as well. However it still fires small-sized bullets like a Gunner. Due to the cannons being like the Machine Gun's, this tank has increased spread.
The Gunner Trapper loses its two cannons and mounts the remaining cannons into a rectangular base. It also gains a Launcher on its back. Its combination of defense and offense can be deadly if used properly. Also upgrades from the Trap Guard.
The Cyclone rearranges its Gunner Cannons, along with 8 cannons it gained, into a dodecagonal formation. Recoil is disabled, similar to most of the Flank Guard branch. The number of bullets fired can quickly overwhelm enemies. Also upgrades from the Hexa Tank.
The Overgunner loses its two Cannons and mounts the remaining Cannons into a rectangular base. It also gains two Spawners on its back that produces controllable Drones. Any bullet based upgrades will be renamed into "Weapon" plus the statistic upgrade name. (Damage, Speed, Health, Penetration, etc.) Also upgrades from the Overseer.
Hexa Tank Upgrades
The Octo Tank gains 2 Cannons, and rearranges its Cannons to an octagonal formation. It has no recoil like the predecessor, Hexa Tank. Using Auto Spin and Auto Fire, it can make a barrage of Bullets to make sure enemies don't come near it.
The Cyclone gains 6 Cannons, and turns all of its Cannons, including its newly gained ones, into small Cannons in a dodecagonal formation. It doesn't have recoil similar to its predecessor, the Hexa Tank. The Cannons all fire small bullets, that when both Auto Spin and Auto Fire are activated can devastate any enemies that dare touch it. Compared to the Octo Tank, it has weaker but more dense and harder to hit bullets. Also upgrades from the Gunner.
The Hexa-Trapper turns its Cannons into Launchers that shoot normal traps, but also gains an Auto Turret on its top. Activating Auto Spin and Auto Fire causes it to create a dense wall of traps, with its Auto Turret shooting at enemies. Also upgrades from the Tri-Trapper.
Note: This requires players to stay as a Twin until at least Level 45.
The Dual now turns both of its Cannons into Hunter-styled Cannons. It still fires normal-sized bullets, with the smaller Cannons fire smaller-than-normal sized bullets. Field of View (FoV) is increased into a Hunter's, while reload is decreased. Also upgrades from the Hunter.
The Bulwark gains two Launchers on its back, slightly spaced apart from each other. The Launchers' recoil are not as strong as its Cannons' recoil however. It can be played similarly to a Gunner Trapper. Also upgrades from the Trap Guard.
The Musket converts both of its Cannons into Rifle Cannons that shoot similarly to a Rifle. Field of View (FoV) is increased to that of a Sniper's, while bullet damage and health is decreased. Also upgrades from the Rifle.
The Ranger lengthens the Assassin Cannon further. It gains more Field of View (FoV), at the cost of Movement Speed and Acceleration. No Bullet stats are changed.
The Falcon gains 3 Thruster Cannons at the back, placed like the Triple Shot. The Thruster Cannons' Bullets have low damage, while the front Assassin Cannon has normal Bullet Damage and is fired by clicking the right mouse button. Also upgrades from the Tri-Angle.
The Stalker changes the front Cannon to a long trapezoidal one with the same length. It gains a "stalking" ability — the play can stay still for 2 seconds to turn invisible. When it's invisible, if it moves or receives damage, it will be no longer invisible.
The Auto-Assassin gains an Auto Turret, mounted at the center. The Auto Turret aims and shoots the nearest Polygons or Tanks. There are no stat changes.
The Predator widens both of its Cannons to give space for its extra Cannon which is mounted on the smaller Cannon. It also gains a zooming ability. It once doesn't have a zoom ability until an update.
The Poacher gains a Spawner on its back that produces uncontrollable Drones similarly to the Hybrid. No statistics are improved/worsened.
The Sidewinder sacrifices its dual bullet-firing style for a Deployer that fires Missiles that resemble small Artilleries. The Missiles fired however sprays bullets similarly to a Machine Gun. This tank is the Diep.io equivalent of the Rocketeer.
The Dual gains another Hunter cannon and now positions both of its cannons similarly to a Twin. It also fires similarly to a Twin, in that it fires in an alternating way. Also upgrades from the Twin at level 45.
The Streamliner gains two more cannons that are still positioned similarly to a Minigun. Due to its amount of cannons, its fire rate is increased.
The Nailgun converts its Basic cannons into three Gunner cannons mounted on a trapezoidal base small enough to fit all the three cannons. Fire rate and bullet speed is also increased, however bullet damage, health and penetration is decreased. Also upgrades from the Gunner.
The Crop Duster gains a Spawner on its rear that produces uncontrollable Drones similarly to the Hybrid. No statistics are improved or worsened.
The Barricade converts all of its Basic cannons into launchers that shoot out traps at a fast rate, but with lower contact damage. Also upgrades from the Trapper at level 45.
The Musket gains another Rifle cannon, and also positions its now two cannons similarly to a Twin. The cannon mounted beneath its firing cannons is also larger, but still only serve for aesthetic purposes. Also upgrades from the Twin at level 45.
Note: This requires players to stay as a Sniper until at least Level 45.
The Bushwhacker combines the preexisting Sniper cannon at the front with a Launcher at the back, allowing one to simultaneously deploy defensive Traps and fire Bullets at enemies. Also upgrades from the Trap Guard.
The Mortar gains two more cannons once again, placed even further from the main cannon. One of them is placed on the left side, while the other on the right side. It is essentially the Artillery upgraded with even more bullets.
The Spreadshot converts its side cannons into ten smaller cannons, with five of them being on the left side of the main cannon, and the five others being on the right side. The side cannons no longer fire as fast as they used to be, but they cover a wider area. Also upgrades from the Triple Shot.
The Skimmer loses its Pounder cannon and side cannons altogether, but gains a Deployer that fires Missiles similarly to its Diep.io counterpart (the original one, not the new one), with two cannons positioned on their backs similar to a Tri-Angle minus the front cannons.
The Twister also loses its Artillery cannon configuration and gains a Deployer similarly to the Skimmer, but it fires Missiles similarly to the newer version of its Diep.io counterpart, with two cannons positioned similarly to a Diep.io's Flank Guard and rotates clockwise or counterclockwise, depending on what mouse buttons are pressed.
Machine Gun Upgrades
Note: This requires players to stay as a Machine Gun until at least Level 45.
The Sprayer adds a second cannon under the Machine Gun's cannon, which has smaller but more focused bullets. At max reload this tank is one of the fastest-firing non-Gunner-branch tanks.
The Fighter adds two cannons on its sides, enabling it to use bullet builds more easily and use "circling" tactics to damage enemies.
The Booster doubles its flank cannons, increasing the tank's recoil benefit. With maxed out Reload and Movement Speed, this tank is the fastest in the game, making it useful with ramming builds.
The Falcon adds a third cannon to the back of the tank, and replaces its front cannon with that of the Assassin's. Both the front and back cannons produce more recoil, with its front cannon also having increased Field of Vision and Bullet Speed but decreased Reload compared to the Tri-Angle's. Also upgrades from the Assassin.
The Bomber adds a Launcher to its back. This tank can use its traps for more effective getaways from tanks, or can be treated like a faster Trapper. Also upgrades from the Trap Guard.
The Auto-Tri-Angle adds an Auto Turret on top of the tank, allowing it to more easily farm shapes as well as put pressure on weak and slow tanks by chipping their health with its Turret.
The Surfer adds two Swarm Spawners on its sides that spawn numerous uncontrollable Swarm Drones. This tank can be used in substitute of the Fighter for bullet builds and "circling" tactics.
The Eagle adds a third cannon to the back of the tank and replaces its front cannon with that of the Pounder's. Both the front and back cannons produce more recoil, with its front cannon also having increased Bullet Size, Penetration, and Damage but decreased Reload compared to the Tri-Angle's. Also upgrades from the Pounder at level 45.
The Auto-5 adds two more Auto-Turrets to the existing three, enabling it to manually fire with 2-3 turrets.
The Mega-3 increases the size of the cannons closer to the Basic's cannon. It has increased Bullet Size and Penetration, but decreased Reload.
The Banshee adds a Spawner between each Auto Turret, giving a second option for controlling attacks. Also upgrades from the Overseer.
The Auto-4 adds a second cannon to each Auto-Turret, resulting in double-barreled turrets similar to the Twin or Gunner, along with a fourth Auto-Turret. Also upgrades from the Gunner.
Trap Guard Upgrades
The Bushwhacker lengthens its Basic cannon and increases its bullet speed and Field of View. This allow it to play offensively by picking off enemy tanks with its Sniper cannon or play defensively by laying traps to protect teammates. Also upgrades from the Sniper at level 45.
The Gunner Trapper converts its Basic cannon into two smaller Gunner cannons mounted on a rectangular base, and widens its launcher slightly. Its Gunner cannons have faster reload speed, but lower health, damage and penetration. Also upgrades from the Gunner.
The Bomber gains two back cannons that are meant for propelling. They are placed so that they don't overlap with its launcher. It can be used offensively and defensively quite well. Also upgrades from the Tri-Angle.
The Conqueror turns its Basic cannon into a Destroyer one, and its trap launcher into a Builder one. Therefore it can be seen as a mix between a Destroyer and a Builder. Also upgrades from the Builder and the Destroyer.
The Bulwark doubles its cannon and launcher. With a total of two cannons on its front, and two launchers on its back, it's good for offensive or defensive purposes. Also upgrades from the Twin at level 45.
The Fortress gains three Spawners that produces Swarm Drones at an impressive rate. The Fortress' weapons are now placed in a hexagonal formation, alternating between trap Launchers and swarm Spawners. Also upgrades from the Cruiser.
The Hexa-Trapper gains three more Launchers that are placed in the empty spaces between the pre-existing Launchers. It also gains an Auto Turret, allowing for slight offensive power. Also upgrades from the Hexa Tank.
The Septa-Trapper gains 4 more Launchers, and the 7 Launchers move into a heptagonal formation.
The Architect converts its trap Launchers into block Launchers mounted on semi-circles, turning them into Auto Turrets that shoot out Blocks similarly to the rest of Builder branch tanks. Auto Spin is active when using this tank whereas Auto Fire is not, so you have to manually aim where the Auto Turrets will shoot Blocks to. Also upgrades from the Builder.
The Overlord gains 2 more Spawners, placed at the front and back, allowing for faster Drone replacement.
The Overtrapper moves both of its Spawners to its back by a bit, and gains a trap Launcher that shoot traps. Contrary to its Diep counterpart, its drones are controllable. Also upgrades from the Trapper at level 45.
The Overgunner moves the 2 Spawners to the back by a bit, and gains 2 narrow Gunner Cannons mounted on a rectangular base. The maximum number of Drones is reduced to 6, and they become fully AI-controlled. Also upgrades from the Gunner.
The Banshee has 6 equidistant weapons that alternate between the Auto Turrets and Spawners, allowing it to swarm an enemy with Drones while its Auto Turrets fire at other enemies. Also upgrades from the Auto-3.
The Auto-Overseer gains an Auto Turret on its top that shoots at enemies. No statistics are improved or worsened.
The Overdrive adds a small Auto Turret to its Drones, allowing them to chip health without ramming straight into enemy tanks for extra damage.
The Carrier gains 1 more Swarm Spawner and it's mounted on the front. Pre-existing Spawners are moved to 45 and -45 degrees from the front, respectively. Its Reload time is increased, and its firing pattern is similar to the Triple Shot's.
The Battleship gains another pair of Swarm Spawners on its opposite side, with the two pairs of Spawners on the tank's sides. Compared to the Carrier, it has a further boosted reload but doesn't have improved Field of Vision.
The Fortress has 6 equidistant weapons that alternate between Launchers and Swarm Spawners. Thus it can swarm enemies with its lots of Swarm Drones while protecting itself and its teammates from damage. Also upgrades from the Tri-Trapper.
The Necromancer gains two more Spawners on its front and back, and has an increased Drone limit.
The Malefictor gains the ability for its Drones to turn invisible, taking three seconds to fully cloak. They decloak when moved or damaged. It also loses one of its Spawners, with the remaining Spawner facing where the tank faces to.
The Factory makes the Spawner at the tip longer. It can now handle 6 minions at once, instead of the Spawner's 4. It has more DPS than the Spawner, so killing enemies is more easier.
The Auto-Spawner gains an Auto turret and it is placed on the top. It shoots at the nearest Polygons or enemies.
Note: This requires players to stay as a Director until at least Level 45.
The Manager doesn't change the design, but gains the ability to become invisible after staying still for a few seconds. As with other tanks that have this ability, it will become visible if it moves or is damaged.
The Conqueror has both a Destroyer's cannon and a Builder's Launcher on opposite sides of the tank. It can use Reverse Tank to choose which weapon to aim with. Both weapons produce an even amount of recoil regardless of each weapon's reload. Also upgrades from the Builder and the Trap Guard.
The Annihilator has increased Bullet Size and Recoil, which can help hitting enemies and increase its mobility.
The Hybrid adds a Spawner to the tank's flank, able to spawn 2 uncontrollable Drones.
The Constructor replaces its Bullets with Blocks, with similar power to the Destroyer. Also upgrades from the Builder.
The Swarmer shoots Hives instead of bullets. Each Hive has five equidistant Spawners that spawn "Hive Drones", squarish drones similar to the Cruiser branch's Swarm Drones. Has decreased Bullet Penetration.
The Constructor largens the existing Block Launcher, allowing it to fire larger Blocks than the Builder. Its Acceleration, Movement Speed and Reload are reduced, but Max Ammunition Speed is increased. Also upgrades from the Destroyer.
The Auto-Builder gains an Auto Turret, placed on the center. There is no stat change from the Builder.
The Engineer modifies its Launcher and bisects the rectangular part of its Launcher. It now shoots Pillboxes, a type of Blocks that have an Auto Turret mounted on their tops. Even when enemies do not directly make contact with its Pillboxes, the Pillboxes can shoot at enemies and slowly kill them.
The Boomer mounts its Launcher into a trapezoidal base, and now shoots pentagonal Blocks called Boomerangs. Boomerangs are unique in that they will travel back to the user after they have ran out of health. This makes the Boomer insufficient for defensive purposes, but have good attacking power. There is an unused variant of this tank called the "Bent Boomer".
The Architect turns its Launcher into an Auto Turret that shoots Blocks, and gains two more Auto Turrets that also shoot Blocks. Auto Spin is active when using this tank whereas Auto Fire is not. Also upgrades from the Tri-Trapper.
The Conqueror moves its Launcher into its back and gains a Destroyer cannon. Reverse Tank (activated by pressing
Note: This requires players to stay as a Pounder until at least Level 45.
The Shotgun fires a concentrated blast of regular-sized and small bullets that spread out as they travel. The blasts allow it to excel at close to mid-range combat.
The Eagle gains three thruster Cannons, placed like the Triple Shot, at the back. The Pounder Cannon can be fired by clicking the right mouse button, but its Bullet is very weak. Also upgrades from the Tri-Angle.
Note: This requires players to stay as a Trapper until at least Level 45.
The Barricade gains 2 more Trap Launchers, aligned in a straight line like the Minigun's Cannons. Also upgrades from the Minigun.
The Overtrapper gains two Spawners positioned on its back that produce controllable Drones (note the difference from its Diep.io counterpart). Also upgrades from the Overseer.
The Mega Smasher has a larger shell than the original Smasher. It has unknown stat buffs, most likely including improved Engine Acceleration and Field of View. It also has improved density, which possibly determines knockback.
The Spike has increased Body Damage to boost its ability to ram weak, slow and unsuspecting tanks. Also, when two Spikes in the same team collide, they bounce at high speed.
The Auto-Smasher has a Twin-like double-barreled Auto-Turret, allowing it to chip an enemy's health from range or farm shapes. In addition, Bullet stats can be upgraded 12 times.
The Landmine gains the ability to turn invisible, taking 10 seconds to fully cloak. Invisibility is removed by taking damage or moving.
Note: This requires players to stay as a Basic Tank until at least Level 45.
The Single gains a short Assassin-like Cannon that works the same as a tank Cannon, but has more powerful bullet stats. As such, it can outmatch Basic in a 1v1.
- There is a recurring pattern of colors in the upgrade selection menu and the Class Tree. The first tank will always have a light blue background. The second option will be green. The third option will be red. The fourth option will be yellow. The fifth option will be purple. The sixth option will be pink. The seventh option will be gray. The eighth option will be dark gray. The ninth option will be white. If there are more than nine, the upgrades that are after the ninth will also be white.
- The last three colors are currently only used by these tanks in order: Trapper, Smasher, and Single.
- Few tanks also use the color gray, namely the Musket (from Twin), Overgunner (from Gunner) and the Eagle (from Tri-Angle).
- The color order can also be found in the tank’s Stat buttons, which are color-reversed compared to the pattern in the class tree. Some colors are different shades of them, however.