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Special Tier !tankinfo 2 (TI)

Oct 5, 2020
Special Tier !tankinfo 2 (TI)
  • Special Tier !tankinfo Page 2 (TI V2.10.2)

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    8. Supreme Infernal Tank

    Description:
    A stronger version of the infernal tank

    Statistics:
    Health: 900,000 HP
    Punch Damage: 150 HP
    Speed: 1.7
    Hit Interval: 1.1
    Blocks: Fire and Melee


    Abilities:
    1. (Passive) Scorched: The tank deals 50 HP extra damage to survivors affected by fire in the past 10 seconds. Claw hit on scorched survivors creates more fire.
    2. (Passive) Supreme Fire: Fire deals 2% of the targets current health per tick. Additionally, the fire will quickly deteriorate the legs of the survivors slowing them by 1% per tick.
    3. (Passive) Combustion: The tank's blood is highly flammable and will generate fire each time the tank loses 2% of its health.
    4. (Passive) Supreme Demons: If common infected are hit by the tank's fire, they will mutate into demons. Demons are immune to damage for 3 seconds after conversion, have 2500 HP and deal 50% bonus damage, with a 10% chance to inflict burning on hit.
    5. (Active) Supreme Meteor: The tank periodically summons a meteor that deals 1000 HP damage on impact and leaves fire at the floor. Meteors are summoned faster the lower the tank's health is. At 15% health, the meteors will start homing in on targets.
    6. (Passive) Fire Trails: The tank leaves slightly weaker fire behind when moving.
    7. (Active) Tentacles: The tank uses tentacles to attack near survivors. These tentacles deal 90 HP true damage per hit and can trigger the Earthquake passive. Tentacles stay in the ground for 3 seconds and then explode, damaging and stunning ANYTHING too close. Each tentacle hit reduces the survivor defenses by 5%. Survivor regains defense by 1% each 3 seconds.
    8. (Passive) Earthquake: The tank's punch on incapacitated survivors will generate earthquakes that will launch the survivors far away.
    9. (Active) Eruption: The tank slams the ground causing a violent eruption, starting a fire. Any nearby survivors will also suffer a stun for 3 seconds.
    10. (Passive) Supreme Fire Shield: With the Fire Shield active, the tank gains 99% damage reduction. The shield disappears if the tank submerges in water, but returns after 40 seconds.
    11. (Passive) Intense Heat: With the Fire Shield active, the tank deals heavy damage to survivors nearby.
    12. (Passive) Hydrophobic: The tank moves faster when in water.

    Additional Information:
    The Supreme Infernal Tank was first introduced within the Helms Deep Scenario since V1.7 got launched around August 2017. It has always been seen as a hard tank to kill, even despite it having been changed over the years.

    Notes:
    • The tank absorbs and reflects Fire and Shock damage.
    • Supreme Demons are immune to Fire damage.

    9. Dormant Solidified Tank <top>

    Description:
    One of the dormant tanks. This tank is an enhanced version of the armored tank that is still developing its skin. Its back is completely unprotected.

    Statistics:
    Health: 40,000 HP
    True Damage: 10%
    Speed: 1.3
    Hit Interval: 2.0
    Blocks: Fire


    Abilities:
    1. (Passive) Frontal Wall: The tank only receives damage from the back. The fortified skin can still be peeled off with melee weapons.
    2. (Passive) Penetration: The tank ignores defense.
    3. (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does.

    Additional Information:
    The Dormant Solidified Tank is the first dormant tank to exist within mgftw since being released in V1.7.

    10. Dormant Brutal Tank <top>

    Description:
    One of the dormant tanks. This tank deals an insane amount of physical damage to all enemies regardless of their strength. This tank MUST not be allowed to develop any further.

    Statistics:
    Health: 40,000 HP
    True Damage: 50%
    Speed: 1.2
    Hit Interval: 6.0
    Blocks: Fire and Melee


    Abilities:
    1. (Passive) Fear of death: The tank punches cause fear status for 10 seconds.
    2. (Passive) Penetration: The tank ignores defense.
    3. (Passive) No escape: The tank gains move speed every second it hasn't damaged a survivor. It's move speed resets once it does.

    Additional Information:
    The Dormant Brutal Tank is the fourth dormant tank to exist within mgftw since being released in V1.7.

    11. Dormant Pulverizer Tank <top>

    Description:
    One of the dormant tanks. This tank is believed to be a dormant variation of the fighter tank. We do NOT want to know what it can develop into.

    Statistics:
    Health: 40,000 HP
    True Damage: 7%
    Speed: 1.3
    Hit Interval: 0.5
    Blocks: Fire and Melee


    Abilities:
    1. (Passive) Pulverized: Each 10th hit deals additional damage equal to 10 times the level of the victim.
    2. (Passive) Penetration: The tank ignores defense.
    3. (Passive) No escape: The tank gains move speed every second it hasn't damaged a survivor. It's move speed resets once it does.

    Additional Information:
    The Dormant Pulverizer Tank is the second dormant tank to exist within mgftw since being released in V1.7.

    12. Dormant Boiling Tank <top>

    Description:
    One of the dormant tank. This tank seems to quickly increase the internal temperature of living humans and animals by using airborne mutated bacteria.

    Statistics:
    Health: 80,000 HP
    True Damage: 3%
    Speed: 1.25
    Hit Interval: 7.5
    Blocks: Fire and Melee


    Abilities:
    1. (Passive) Boiling Blood: The tank causes the blood of nearby victims to quickly increase its temperature, dealing 3% of the victim's maximum health.
    2. (Passive) Penetration: The tank ignores defense.
    3. (Passive) No escape: The tank gains move speed every second it hasn't damaged a survivor. It's move speed resets once it does.

    Additional Information:
    The Dormant Boiling Tank is the third dormant tank to exist within mgftw since being released in V1.7.

    13. Soldier Tank <top>

    Description:
    Will converted into a Tank. He will use weapons and grenades to attack but don't be fooled. The humanity left in him is gone. That, if he had any before.

    Statistics:
    Health: 1,500,000 HP
    Punch Damage: Weapon dependent
    Speed: 1.0
    Hit Interval: 0.85
    Blocks: Fire and Acid


    Abilities:
    1. (Passive) Soldier backgrounds: The tank still remembers how to use guns and will use them to attack the survivors. It will change weapons depending on the situation.
    2. (Passive) Close range: When a survivor is too close, the tank uses its claws covered in poisoned knives to attack dealing damage equal to x1.5 of the target level. Survivors hit are also poisoned for 10 seconds, and suffer a random bleed effect for 20 seconds.
    3. (Passive) Medium range: The tank uses an M60 to attack dealing 10 HP + 1 for each 5% of the tank's missing health each 0.1 seconds to whoever the bullets impact.
    4. (Passive) Long range: When survivors are too far, the tank switches to an AWP sniper. The tank then deals 12.5% of the survivor's maximum health each 4 seconds. The tank will also randomly hit targets in the feet paralyzing them or in the head dealing 30% of the survivor's current health as bonus damage, as well as confusing and dazing them.
    5. (Passive) Fury: When the tank does not hit anyone with it's weapons it will gain fury. Guns have a probability equal to fury to do critical damage, that will double the original damage. The tank loses fury when its bullets deal damage to survivors.
    6. (Passive) Execution Mine: The tank periodically leaves explosive mines on the floor that detonate when survivors step on them. Mines deal 150 HP damage and stun for 3 seconds. If the survivor has less than 10% of their maximum health (20% if incapacitated), the mine will detonate way more violently and will make the body of the victim explode.
    7. (Active) Timed grenades: The tank throws simple grenades that take some time to detonate. The tank will also randomly throw special grenades.
    8. (Grenade) Blast: The most simple grenade that the tank will throw most of the time. The grenade deals up to 75 damage to survivors caught in the explosion.
    9. (Grenade) Flashbang: Blinds and deafens survivors caught in the blast radius, also dealing 50 true damage.
    10. (Grenade) Napalm: Creates a fire and anyone caught in the explosion will receive 1% of their current health as true damage for 5 seconds. The fire deals 20 HP damage per tick.
    11. (Grenade) Poison: Survivors caught in the explosion become poisoned for 18 seconds and receive 50 HP true damage.
    12. (Grenade) Nitrogen: Anyone caught in the explosion will be frozen for 4 seconds and receive damage equal to 2% of their maximum health.
    13. (Grenade) Compressed Air: Anyone caught in the explosion will be violently launched to random directions and receive 100 HP damage. Survivors have a random chance of landing in a bad angle that will paralyze them for 20 seconds.
    14. (Grenade) Pain Stimulator: The grenade releases special spores that stimulate the pain sensors of the brain. Anyone caught in the explosion will breathe the spores and after 5 seconds will become incapacitated without bleeding out and gain 90% defense towards all sources. If no one else is standing bleed out starts and defense is lost. Revived survivors recover original health.
    15. (Passive) War Veteran: Will has a history dealing with stress in the trenches. The tank gains massive health regen and increased grenade throwing rate in closed areas.

    Additional Information:
    The Soldier Tank is the only 2nd tank within the history of mgftw to have come from a quest giver/survivor who turned into a tank. It first existed as a scenario tank when V1.7 was released.

    14. Imprisoner Tank <top>

    Description:
    The tank will attempt to isolate and massacre survivors. It is believed that the tank was a member of a law enforcement institution and that it kept some sense of twisted thirst for justice.

    Statistics:
    Health: 480,000 HP
    Punch Damage: 450 HP
    Speed: 2.0
    Hit Interval: 0.55
    Blocks: Fire and Melee


    Abilities:
    1. (Active) Flesh Prison: The tank raises a prison made of flesh. Survivors inside the prison take 3% of their maximum health every second as true damage and receive 300 HP additional damage from tanks. If a survivor is alone in the cage they will take 6% and 600 HP respectively. The flesh prison can be destroyed by damaging it with melee weapons from the inside and outside. Each melee hit will deal 5 HP true damage to the attackers.
    2. (Passive) Riot Shields: Shooting the tank's arms does no damage.
    3. (Passive) Cage Match: If a prison is active, only those inside the prison can damage the tank. Tank punches to those inside will not stun them.
    4. (Passive) Pursuit: The tank deals 200 bonus claw damage to the survivor with the highest health and gains 20% speed if they are aggroed.
    5. (Passive) Prison Lust: If the tank cannot raise a flesh prison it gains 100 claw damage, 10% damage resistance per half second and ignores defense until it can.
    6. (Passive) Volatile Prison: If a prison despawns or is replaced, all survivors take damage equal to 10 times the prison health.
    7. (Passive) Accelerated decomposition: The body of survivors that die inside cages will deal up to 25 HP true damage each half second to other survivors around. If a body is defibbed, the effect expires but the person who used the defibrillator will receive 300 HP + 3 HP times their level as damage.
    8. (Active) Sidekicks: The tank will call a random Tier 1 tank. The sidekick tank gains 50% attack and has 60% defense. Each sidekick alive gives the Imprisoner Tank 30% damage reduction. Sidekicks give no rewards on death but only 2 sidekicks can be alive at once. The tank cannot summon sidekicks if below 20,000 HP.
    9. (Passive) Moustachio Bypass: If the tank or the victim is inside a prison the tank will ignore Moustachio Bless effects.
    10. (Passive) Lockdown: Dead bodies inside a prison cannot be resurrected until the prison they are in is destroyed. Those alive inside a prison cannot use defibs and cannot be revived by anyone outside a prison.
    11. (Passive) Sidekick Guard: If the tank is about to take lethal damage with at least 1 sidekick alive, the tank becomes damage immune, moving and attacking 50% faster, as well as dealing double damage. During this state, the tank cannot summon any more sidekicks. Once the sidekicks are defeated, the tank loses all benefits from this state.
    12. (Passive) Desperation: If the tank is about to take lethal damage, it will enter a desperation state, moving and attacking twice as fast, as well as dealing triple damage while being damage immune. The tank will die some time after, but only if all active Flesh Prisons have been destroyed.

    Additional Information:
    The Imprisoner Tank was a scenario tank introduced within the Prison Scenario back when V1.8 got released. It used to be able to heal itself when survivors or the tank were inside prison cells and through punches. There also wasn't a penalty for not taking down prison cages fast enough. Since a later V1.8 changelog in 2018, part of the tank got reworked however, making it not an easy opponent to deal with alongside its sidekick tanks.