This page is a Stub. Please help us expand it! |
Tiers are represented in the Class Tree. It can be displayed in-game by pressing the T key or any key depending on what key bind you've set it to.
There is a recurring pattern of colors in the upgrade selection menu and the Class Tree. The first tank will always have a teal background. The second option will be light 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. The last three colors are currently only used by these tanks in order; Trapper, Smasher, and Single. The Musket, when upgrading from the Twin also uses the color gray. 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 just different shades of them, however. Regardless of speculation, these colors do not seem to represent anything other than a simple order pattern to more easily distinguish tanks apart when quickly selecting an upgrade for now.
Tier 1: Level 1
Basic The tank that the player starts with in 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
Upon reaching Level 10, the player may choose to upgrade to one of these Tier 2 specializations or ignore them to get to the Smasher or Single.
Basic Upgrades
Twin Choosing the Twin class grants an extra frontal Cannon while Damage and Penetration are slightly reduced. | |
Sniper 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. | |
Machine Gun 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’s less accurate but it covers a wider area. | |
Flank Guard 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. | |
Director 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. | |
Pounder 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. | |
Trapper 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:
Twin Upgrades
Double Twin 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. | |
Triple Shot 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. | |
Gunner 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. | |
Hexa Tank The Hexa Tank removes its two frontal cannons. However, this is not very problematic as it has six cannons equally spaced apart. This turns it into a good farming and multi-killing tool. This could be the Arras counterpart of the Quad Tank. Also upgrades from the Flank Guard. |
Sniper Upgrades
Assassin 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 than the Sniper's. | |
Hunter 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. | |
Minigun The Minigun now converts the Sniper cannon into three Basic cannons. It is good for killing low-level tanks due to it being a preciser 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. | |
Rifle 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 is what makes it like a hybrid between the Sniper and the Machine Gun, but weirdly the Machine Gun doesn't upgrade to this class. Used to have no upgrades until an update that added Musket as the Rifle's only upgrade. |
Machine Gun Upgrades
Artillery 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. | |
Minigun The Minigun now converts the Machine Gun 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. The Field of View (FoV) is increased to the same as the Sniper. Also upgrades from the Sniper. | |
Gunner 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 Twin. |
Flank Guard Upgrades
Hexa Tank The Hexa Tank gives three more cannons, totaling six cannons that are equally spaced apart. This turns it into a good farming and multi-killing tool. This could be the Arras counterpart of the Quad Tank. Also upgrades from the Twin. | |
Tri-Angle 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 currently two distinct Tri-Angle builds: The ramming one, and the bullet one. | |
Auto-3 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. | |
Trap Guard 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. | |
Tri-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. |
Director Upgrades
Overseer 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. | |
Cruiser 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. | |
Underseer 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. | |
Spawner 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. |
Pounder Upgrades
Destroyer 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. | |
Builder | |
Artillery |
Trapper Upgrades
Builder | |
Tri-Trapper | |
Trap Guard |
Basic Upgrades
Note: This requires players to stay as a Basic Tank until at least Level 25.
Smasher 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
Triple Twin 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. | |
Hewn Double 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. | |
Auto-Double 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. | |
Bent Double 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
Penta Shot 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. | |
Spreadshot 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. | |
Bent Hybrid 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. | |
Bent Double 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. | |
Triplet 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. |
Gunner Upgrades
Auto-Gunner The Auto-Gunner gains an Auto Turret. No statistics are changed when upgrading from the Gunner, but its Auto Turret can help players using it detect enemies. | |
Nailgun 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. | |
Auto-4 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. | |
Machine Gunner 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 at a fast fire rate, but now the firing is spread out to cover a wider area. | |
Gunner Trapper 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. | |
Cyclone The Cyclone rearranges its Gunner Cannons, along with 8 cannons it gained, into a dodecagonal formation. Recoil is disabled, similarly to the most of the Flank Guard branch. The amount of bullets fired can quickly overwhelm enemies. Also upgrades from the Hexa Tank. | |
Overgunner 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
Octo Tank 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 enemies don't come near of it. | |
Cyclone 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. Also upgrades from the Gunner. | |
Hexa-Trapper 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. |
Twin Upgrades
Note: This requires players to stay as a Twin until at least Level 45.
Dual 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. | |
Bulwark 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. | |
Musket The Musket converts both of its Cannons into Rifle Cannons that shoot similarly to a Rifle. Field of View (FoV) is increased into a Sniper's, while bullet damage and health is decreased. Also upgrades from the Rifle. |
Assassin Upgrades
Ranger The Ranger makes Assassin Cannon more longer. It gains more Field of View (FoV), but Movement Speed and Acceleration is decreased. Any Bullet stats aren't changed. | |
Falcon The Falcon gains 3 thruster Cannons at the back, placed like the Triple Shot. The thruster Cannons' Bullets has low damage, while the front Assassin Cannon has normal Bullet Damage and fired by clicking right mouse button. Also upgrades from the Tri-Angle. | |
Stalker The Stalker changes front Cannon to long trapezoidal one, which has the same length as the Assassin. It gains "stalking" ability, stay still for 2 seconds to turn invisible. When it's invisible, if it moves or receives damage, it will be no longer invisible. | |
Auto-Assassin The Auto-Assassin gains an Auto Turret, mounted at the center. The Auto Turret aims and shoots the nearest Polygons or Tanks. There is no stat changes. |
Hunter Upgrades
Predator | |
Poacher | |
Sidewinder | |
Dual |
Minigun Upgrades
Streamliner | |
Nailgun | |
Crop Duster | |
Barricade |
Rifle Upgrades
Musket |
Sniper Upgrades
Note: This requires players to stay as a Sniper until at least Level 45.
Bushwhacker |
Artillery Upgrades
Mortar | |
Spreadshot | |
Skimmer | |
Twister |
Machine Gun Upgrades
Note: This requires players to stay as a Machine Gun until at least Level 45.
Sprayer |
Tri-Angle Upgrades
Fighter | |
Booster | |
Falcon | |
Bomber | |
Auto-Tri-Angle | |
Surfer | |
Eagle |
Auto-3 Upgrades
Auto-5 | |
Mega-3 | |
Banshee | |
Auto-4 |
Trap Guard Upgrades
Bushwhacker | |
Gunner Trapper | |
Bomber | |
Conqueror | |
Bulwark |
Tri-Trapper Upgrades
Fortress | |
Hexa-Trapper | |
Septa-Trapper | |
Architect |
Overseer Upgrades
Overlord | |
Overtrapper | |
Overgunner | |
Banshee | |
Auto-Overseer | |
Overdrive |
Cruiser Upgrades
Carrier 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. | |
Battleship | |
Fortress |
Underseer Upgrades
Necromancer | |
Maleficitor |
Spawner Upgrades
Factory The Factory makes a Spawner at the tip longer. It can now handle 8 minions at once, instead of the Spawner's 6. It has more DPS than the Spawner, so killing enemies is more easier. | |
Auto-Spawner The Auto-Spawner gains an Auto turret and it is placed on the top. It shoots at the nearest Polygons or enemies. |
Director Upgrades
Note: This requires players to stay as a Director until at least Level 45.
Manager |
Destroyer Upgrades
Conqueror | |
Annihilator | |
Hybrid | |
Constructor | |
Swarmer |
Builder Upgrades
Constructor | |
Auto-Builder | |
Engineer | |
Boomer | |
Architect | |
Conqueror |
Pounder Upgrades
Note: This requires players to stay as a Pounder until at least Level 45.
Shotgun | |
Eagle |
Trapper Upgrades
Note: This requires players to stay as a Trapper until at least Level 45.
Barricade |
Smasher Upgrades
Mega Smasher | |
Spike | |
Auto-Smasher | |
Landmine |
Basic Upgrades
Note: This requires players to stay as a Basic Tank until at least Level 45.
Single 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. |