Special Tier !tankinfo 2 (TI)

Jan 16, 2019
Special Tier !tankinfo 2 (TI)
  • Special Tier !tankinfo Page 2 (TI V1.0.5)

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    8. Dormant Brutal Tank

    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
    Punch Damage: 50%
    Speed: 1.2
    Hit Delay: 6.0
    Blocks: Fire and Melee


    Abilities:
    • (Passive) Fear of death: The tank punches cause fear status for 10 seconds.
    • (Passive) Penetration: The tank ignores defense.
    • (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 4th and last dormant tank out of 6 dormant tanks. It is the last 1 that you needed to kill in the 'Wolf in Sheep's Clothing' Quest from Sara.

    9. 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
    Punch Damage: 7%
    Speed: 1.3
    Hit Delay: 0.5
    Blocks: Fire and Melee


    Abilities:
    • (Passive) Pulverized: Each 10th hit deals additional damage equal to 10 times the level of the victim.
    • (Passive) Penetration: The tank ignores defense.
    • (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 2nd dormant tank out of 6 dormant tanks that you needed to kill in the 'Wolf in Sheep's Clothing' Quest from Sara.

    10. Dormant Boiling Tank <top>

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

    Statistics:
    Health: 80,000
    Punch Damage: 3%
    Speed: 1.25
    Hit Delay: 7.5
    Blocks: Fire and Melee


    Abilities:
    • (Passive) Boiling Blood: The tank causes the blood of nearby victims to quickly increase its temperature, dealing 3% of the victim's maximum health.
    • (Passive) Penetration: The tank ignores defense.
    • (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 3rd dormant tank out of 6 dormant tanks that you needed to kill in the 'Wolf in Sheep's Clothing' Quest from Sara.

    11. 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
    Damage: Weapon dependent
    Speed: 1.0
    Hit Delay: 0.85
    Blocks: Fire and Acid


    Abilities:
    • (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.
    • (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.
    • (Passive) Medium range: The tank uses an M60 to attack dealing 10 HP + 1 HP for each 5% of the tank's missing health each 0.1 seconds to whoever the bullets impact.
    • (Passive) Long range: When survivors are too far, the tank switches to an AWP sniper. The tank then deals 10% of the survivor's maximum health each 4 seconds. With this weapon the tank will randomly hit survivors in the feet paralyzing them for 30 seconds or in the head dealing 30% of the survivor's current health as additional damage.
    • (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 deal critical damage, that will double the original damage. The tank loses fury when its bullets deal damage to survivors.
    • (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.
    • (Active) Timed grenades: The tank throws simple grenades that take some time to detonate. The tank will also randomly throw special grenades.
    • (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.
    • (Grenade) Flashbang: Blinds and deafens survivors caught in the blast radius, also dealing 50 true damage.
    • (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.
    • (Grenade) Poison: Survivors caught in the explosion become poisoned for 18 seconds and receive 50 HP true damage.
    • (Grenade) Nitrogen: Anyone caught in the explosion will be frozen for 4 seconds and receive damage equal to 2% of their maximum health.
    • (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 30 seconds.
    • (Grenade) Pain Stimulator: The grenade releases special spores that stimulate the pain sensors of the brain. Anyone caught in the explosion will breath 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 bleedout starts and defense is lost. Revived survivors recover original health.
    • (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 a tank that appears in the Humanity is not Playing Scenario. Will is the person who becomes this tank as well.

    12. 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
    Punch Damage: 600 HP
    Speed: 2.0
    Hit Delay: 0.5
    Blocks: Fire and Melee


    Abilities:
    • (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 hit with melee weapons will deal 5 HP true damage to the attackers.
    • (Passive) Riot Shields: Shooting the tank's arms does no damage.
    • (Passive) Cage Match: If a prison is active, only those inside the prison can damage the tank.
    • (Passive) Pursuit: The tank deals 200 bonus claw damage to the survivor with the highest health and gains 20% speed if they are aggroed.
    • (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.
    • (Passive) Volatile Prison: If a prison despawns or is replaced, all survivors take damage equal to 10 times the prison health.
    • (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.
    • (Active) Sidekicks: The tank will call a random Tier 1 tank. The sidekick tank will gain 50% attack and have 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.
    • (Passive) Moustachio Bypass: If the tank or the victim is inside a prison the tank will ignore Moustachio Bless effects.
    • (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.
    • (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 anymore sidekicks. Once the sidekicks are defeated, the tank loses all benefits from this state.
    • (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 shortly after.

    Additional Information:
    The Imprisoner Tank is a scenario tank that you fight in the Prison Scenario. This scenario was introduced back in V1.8 back in late March 2018.

    13. Hybrid Tank <top>

    Description:
    An amalgamation of the 4 dormant tanks. Whilst the end result has developed further than when they were in its dormant state, some of its abilities have regressed to an even weaker state than its dormant origin. Regardless, the combination and sheer number of abilities it has should not be taken lightly.

    Statistics:
    Health: 510,000
    Punch Damage: 10%
    Speed: 1.3
    Hit Delay: 2.5
    Blocks: Fire, Melee and Acid


    Abilities:
    • (Passive) Penetration: The tank ignores defense.
    • (Passive) No survival: The tank gains move speed every second it hasn't killed a survivor. It's move speed resets once it does.
    • (Passive) Bludgeon: The tank's rock deals severe damage, explodes and throws the victim away.
    • (Passive) Sturdy: The tank gains 50% damage reduction if stationary. This cannot be mitigated.
    • (Passive) Neurotoxin Emission: The tank lets out a vicious neurotoxin, hurting nearby survivors for 2% of their max health and has a low chance to inflict a random status effect.
    • (Passive) Stay with me: The tank's punches will slow down and not knock the victim away causing them to suffer further exposure to the toxins.
    • (Passive) Pulverize: Every 5th punch on a target deals double damage, stuns and dazes them.
    • (Active) Nerve Gas Cloud: The tank lets out a cloud of nerve gas which lingers for 20 seconds, dealing 10 damage with a high chance to inflict a random status effect.
    • (Active) Charge: The tank charges violently into nearby survivors, flinging them away. The victims take 200 damage upon impact, and may suffer from fall damage.
    • (Active) Barrier: The tank generates a barrier blocking all damage, which cannot be bypassed. The barrier has 2000 health and takes 1 damage for every bullet hit it takes. Upon destruction, survivors nearby will be flashbanged and the tank can be damaged normally, but it regenerates after 90 seconds.
    • (Active) Disposal: The tank can pickup and throw away a nearby survivor. The survivor thrown will suffer major damage if they hit a wall at high speeds.

    Additional Information:
    The Hybrid Tank is a scenario tank that used to be the 2nd last tank in the Spooky Night Scenario back during Halloween 2017. After the Supreme Executioner Tank was deemed too hard to kill however, it then became the main tank that you needed to kill.

    14. Supreme Executioner Tank <top>

    Description:
    This tank is not here to play around and will destroy its victims as soon as it gets a chance.

    Statistics:
    Health: 750,000
    Punch Damage: 100 HP
    Speed: 1.55
    Hit Delay: 1.3
    Blocks: Fire and Melee


    Quick explanation:
    Avoid getting hit by the tank too many times. After some hits, it will execute you and destroy your body on the next hit. Incapacitated survivors require less hits to be executed.

    Abilities:
    • (Passive) Death Sentence: Each time the survivors are hit by the tank, they will accumulate a 'Death Sentence' mark. Survivors lose a mark each 30 seconds. Each mark reduces defense by 5% and increases claw damage by 100. Incapacitated survivors acquire 5 marks per hit.
    • (Passive) Execution: Survivors that are alone or that have 15 death sentence marks will receive 60,000 HP true damage that bypasses moustachio.
    • (Passive) Confusion: The tank's punch will leave survivors confused and unable to see their teammates for 10 seconds.
    • (Passive) Berserk: After 10 minutes or if the tank enters desperation mode, it will experience an increase in attack and movement speed. The tank will also add x3 death sentence marks to its victims per hit.
    • (Passive) Desperation: When the tank reaches 5000 HP, it will become immune to damage and will activate the Berserk passive. The tank will then die after some time.
    • (Passive) Collateral Execution: When a survivor is executed, all nearby survivors gain a death sentence mark and will also be feared for 5 seconds.
    • (Passive) And stay dead: Dying via Execution destroys the victim's body.
    • (Passive) Fear Death: Every tank punch has a chance to inflict fear. The chance is the number of death sentence marks times 2 with the duration equal to the number of death sentence marks.
    • (Active) Organic Bomb: Plants candy-shaped bombs that explode if survivors get nearby, dealing 5% of the survivor's current health and will add 2 stacks of death sentence.
    • (Active) Little Jokers: Spawns a Supreme Joker that disappears after 2 minutes.
    • (Active) Stand still: The tank deploys a square trap that will surround an area for 5 seconds. If a survivor ends up inside the trap and attempts to move away, he will receive 1500 HP damage and get 5 death sentence marks.
    • (Passive) Reinforced skin: The tank reduces incoming damage by 30% and by 3 times the number of alive survivors, down to 5 damage minimum. This damage reduction cannot be bypassed.
    • (Active) Death's Kiss: The tank releases a powerful yell in a cone that will make survivors paranoid. Paranoid survivors will freak out and attempt suicide if there are less than 2 survivors near.
    • (Active) Death's Hug: The tank will mark a random survivor. After 10 seconds, the tank will follow the target until it is dead or after 30 seconds pass. Freezing or stunning the tank will make it reset its aggro.

    Additional Information:
    The Supreme Executioner Tank was originally the last tank you needed to take down in the Spooky Night Halloween Scenario that happened during 2017. However this tank was deemed too hard and thus the Hybrid Tank became the last tank instead. Since recent times however, this tank is no longer considered to be hard to kill at all.