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List of Ability Comparisons 2 (TI)
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List of Ability Comparisons Page 2 (TI V2.10.2)
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11. Bottled Anger Abilities
- (Passive) Bottled Anger: If the tank hasn't performed a Mega Earthquake in 25 seconds, it's next punch will activate it, regardless if anyone is incapacitated. | Knight Tank
- (Passive) Bottled Anger: If the tank hasn't performed an Earthquake in 20 seconds, it's next punch will activate it, regardless if anyone is incapacitated. | Fighter Tank
- (Passive) Bottled Anger: If the tank hasn't performed a Mega Earthquake in 20 seconds, it's next punch will activate it, regardless if anyone is incapacitated. | Supreme Knight Tank
- (Passive) Bottled Anger: The tank gains more move speed the longer it hasn't performed an Earthquake. It's move speed resets once it does. | Craggy Tank
The Difference?:
Each of these 3 tanks will perform their respective abilities after a certain amount of time has passed if they have not done any punches on incapacitated survivors. The difference here is the ability and the time depending on the tank. As for the Craggy Tank however, this ability works differently to the other tanks.
12. Mutated Common Infected Abilities
- (Passive) Breed: The tank spawns a common infected every 2 seconds. The infected are immune to damage for 6 seconds and have 2000 health. Shooting or meleeing an immune infected will reflect the damage back at you (Max. 80 damage per hit). | Breeder Tank
- (Passive) 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 1500 HP and deal 50% bonus damage, with a 10% chance to inflict burning on hit. | Infernal Tank
- (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. | Supreme Infernal Tank
The Difference?:
With the tanks, the common infected that are spawned/mutated into mutated common infected are different depending on the tank using it on them. When the common infected spawn/mutate, they become damage immune for a short time and pulsate a glow, depending on their type. They also have different properties, with the breeder infected reflecting damage dealt to them back to the survivor while the demon infected can deal bonus damage with a chance to inflict burning on the survivor.
13. Moving faster while ignited Abilities
- (Passive) Burning Rage: Setting the tank alight will infuriate it, causing it to move faster and drain 50% stronger. | Frozen Drainer Tank
- (Passive) Burning Hatred: If ignited, the Tank gains a small bonus to it's move speed. | Ice Tank
The Difference?:
The difference is that the Frozen Drainer Tank will move a lot faster and can also drain more HP. The Ice Tank on the other hand gains a smaller bonus to movement speed.
14. Resistance Abilities <top>
- (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. | Imprisoner Tank
- (Passive) Firm Ground: The Splitter Tank is completely immune to stagger effects. | Splitter Tank, Shadow Tank
- (Passive) Frontal Wall: The tank only receives damage from the back. The fortified skin can still be peeled off with melee weapons. | Dormant Solidified Tank
- (Passive) Human Shield: The tank uses the common infected attached to it to block every 3rd shot. This damage block cannot be bypassed. | Breeder Tank
- (Passive) In the shadows: The tank becomes invisible and takes no damage. Additionally, the tank does not collide with survivors and makes no noise. | Shadow Tank
- (Passive) Meat Shield: Every 15 axe chops on any target will give the tank a small Meat Shield, blocking all damage. It can be removed with melee weapons. Hits are not counted while the Tank has an existing Meat Shield. | Cleaver Tank
- (Passive) Meat shield: Each time a survivor is killed by a chainsaw, the tank gains a shield that blocks all damage. The shield can be removed by attacking the tank with melee weapons. Incapacitating a survivor will also grant a small meat shield, as well as if the tank attacks the same target 5 times subsequently. | Butcher Tank
- (Passive) Taunt Resist: The tank ignores any aggro overriding effects. | Awakened Brutal Tank, Shark Tank
- (Passive) Unstoppable: The tank is immune to slows, stuns, staggers, freezing and taunts. | Juggernaut Tank
- (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. | Hybrid Tank
- (Active) Flesh Shield: Uses death tank bodies to block damage for 10 seconds. | Shaman Tank, Supreme Shaman Tank
- (Active) Snap: The tank temporarily snaps and deals x3 damage towards survivors and moves and attacks twice as fast. Survivors will also temporarily experience loneliness. Alone survivors randomly get inflicted with Fear. | Cherry Tank
- (Active - Fury) Deflection Stance: Damage to the tank will be ignored and reflected to the dealer. Additionally, reflected bullets from Hard Skin passive will be thrown directly to the attackers. | Heartbroken Tank
- (Global Manipulation) Siphon: The tank releases a horrible aura affecting all survivors regardless of distance from the tank. All regeneration effects will be nullified with all other health gain being halved. The tank itself enters a damage immune state, but cannot attack with it's claw. Survivors who get close to the tank will have their health and max health drained, healing the tank in the process. | Manipulator Tank
The Difference?:
All of the tanks mentioned either have some way to completely block damage (without the use of the Desperation/Guarded State) and/or can block some bad statuses/effects from affecting them. Some of these are also active abilities, in which case the effect applies for the specified ability duration.
15. Abilities that inflict stacks
- (Passive) Celebration!: When a survivor is hit by the tank's firework cannon, they will accumulate a flammable substance. After being hit 5 times by a firework, the survivor will become available for a Super Brutal Celebration. | Festival Tank
- (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 50. | Executioner Tank
- (Passive) Death Sentence: Each claw hit to a survivor adds a 'Death Sentence' mark. The most recent mark takes 45 seconds to decay, with ones after decaying in 15 seconds. Each mark reduces defense by 5%, increases claw damage by 100 and gives the tank 2 flat defense. Incapacitated survivors acquire 2 marks per hit. | Supreme Executioner Tank
- (Passive) Gel transfer: The tank punches are too slimmy to deal significant damage but will cover survivors in gel. The gel will deal 0.5% of the survivor's maximum health per second, per stack. Gel stacks can be lost by moving around to get rid of the deadly gel. | Jelly Tank
- (Passive) Infest: The tank's punches will add an infest stack on a survivor, causing them to take 0.5% max health damage per stack per second. Running around will remove the stacks. | Breeder Tank
- (Passive) Toxicity: Adds one stack of Toxicity on each punch. The first stack causes the survivor to receive 1 HP every half second. Each new stack multiplies the damage by 2, (1 -> 2 -> 4 -> 8 -> ...). Survivors lose tenacity by 1 stack each 10 seconds (Max DPS: 128). | Sickening Tank
- (Passive) Toxicity: Adds once stack of Toxicity on each punch. The first stack causes the survivor to receive 1% HP damage per second. Each new stack multiplies the damage by 2 (1% -> 2% -> 4% -> 8% -> ...). Survivors lose 1 stack every 8 seconds. (Max DPS: 128%). | Dormant Repugnant Tank
The Difference?:
These stacks of effects that do bad things to the survivors cannot easily be gotten rid of by buffs that heal bad status effects. Instead you must do what the ability says to do to get rid of them, whether would be avoiding the tank for a certain amount of time or by moving around the area to get rid of a stack.
16. Strengthened Punch Abilities
- (Passive) Cleave: Tank punches deal damage in an area around. | Cherry Tank
- (Passive) Hyper Punch: The tank's punches are strengthened with the rebar on its claws which causes the victim to either be punched further away, or punched high into the air. If the victim is punched further away, they may suffer additional damage if they hit a wall at high speed. If they are punched into the air, they may suffer from fall damage. | Juggernaut Tank
- (Passive) Increased Range: The tank attacks have increased range. | Fighter Tank, Executioner Tank
- (Passive) Immense Power Punch: When receiving a punch, the survivor is briefly stunned, feared, crippled and heavily slowed. All survivors in front also receive 25% damage and are pushed away. | Decaying Tank
- (Passive) Mighty Strength: The tank's punches deal increased knockback, and the rocks the tank throws fly faster and are explosive. | Supreme Knight Tank
- (Passive) Super Punch: Tank punches have increased knockback and deal damage upon hitting a wall at high speeds, with a chance to daze. | Flinger Tank
The Difference?:
Some of the tanks have further reach with their punches. While they all can deal increased knockback to the survivor affected. Some can also make the survivor take damage when hitting a wall at high speeds and/or fly into the air and take fall damage after landing. As for the Decaying Tank however, his punch is meant to affect the survivors a bit further back by pushing them away as a result.
17. Combustion Abilities <top>
- (Passive) Combustion: Taking damage from the tank occasionally generates fire. | Ember Tank, Infernal Tank
- (Passive) Combustion: The tank's blood is highly flammable and will generate fire each time the tank loses 2% of its health. | Supreme Infernal Tank
The Difference?:
The Infernal Tank will sometimes generate fire after punching you. However the Supreme Infernal Tank has a different effect where it'll just drop fire each time the tank loses 2% of its health.
18. Corrosive Abilities
- (Passive) Corrosion: Each time the survivors are exposed to the tank's acid (damaged by it) their body parts will slowly begin to decay. Survivors will suffer a loss on their basic statistics:
- 1 HP of max HP lost for the round (Min HP: 20 HP)
- 4 of max incap HP lost for the round (Min: 100 HP)
- 0.01 speed lost for the round (Min: 0.95)
- 0.03 melee swing speed is lost for the round (Endless) | Corrosive Tank - (Passive) Corrosive Gases: Any damage inflicted from the tank will reduce the victim's maximum HP by 1. Max HP reduction is split between normal and incap HP without Tenacity. | Sickening Tank
- (Passive) Dampen: All tank damage on a target lowers their base damage when attacking the tank by 1, including from true damage. | Ironclad Tank
- (Passive) Defense Corrosion: Each tank hit reduces the defenses of the survivors by 5%. | Heartbroken Tank
- (Passive) Noxious Gas: The tank releases a toxic gas that contains a severe disease. Survivors near the tank will slowly accumulate SICKNESS stacks. For each stack, the survivor will lose health by 0.1% (min. 1 HP) of their max health every 5 seconds. | Pestilent Tank
- (Global Manipulation) Siphon: The tank releases a horrible aura affecting all survivors regardless of distance from the tank. All regeneration effects will be nullified with all other health gain being halved. The tank itself enters a damage immune state, but cannot attack with it's claw. Survivors who get close to the tank will have their health and max health drained, healing the tank in the process. | Manipulator Tank
The Difference?:
These tanks have a way to permanently reduce your stats for the round without allowing you a way to easily get them back. While Corrosion itself has now been considered a temporary reduction of stats since Corrosion Heal clan benefit got introduced, it still counts as a permanent stat loss ability.
19. Aura Abilities
- (Passive) Courage Aura: Increases damage done by other infected by up to 300%. Less effective the further away from the Tank (Radius: 1000). | Warrior Tank
- (Passive) Enhanced Courage Aura: Increases damage done by other nearby infected by 400%. Less effective the further away from the Tank (Radius: 1000). | Supreme Knight Tank
- (Passive) Enhanced Protection: Decreases damage taken by all tanks and special infected nearby by 80%. Does not apply for the tank itself. (Radius: 1000). | Knight Tank, Supreme Knight Tank
- (Passive) Enhancement Aura: Every 2 seconds, nearby Special Infected have a chance to become Uber Infected. The chance decreases the further the SI is away from the Tank (Radius: 1000, 0-15% chance, 3 Uber Max).
- (Passive) Heal Aura: Heals nearby Specials/Tanks. Heals more on higher difficulties. | Healer Tank
- (Passive) Protection Aura: Decreases damage taken by other tanks and special infected nearby by up to 70%. Less effective the further away from the Tank. (Radius: 1000). | Guardian Tank
The Difference?:
The Auras emitted by the tanks that have these abilities can either increase damage, increase defense of the infected or even give the infected a chance to mutate into uber infected. They all have the same range too and have their effects decrease the further the infected are away from the tanks with aura abilities.
20. Debilitating Claw Abilities <top>
- (Passive) Crippling Claw: The tank has a 1/4 chance of inflicting a random status condition on any non-downed survivor it punches. | Shaman Tank
- (Passive) Debilitating Claw: The tank has a 1/2 chance of inflicting a random status condition on any non-downed survivor it punches. | Supreme Shaman Tank
The Difference?:
The Shaman and Supreme Shaman Tanks can inflict a random bad status effect onto any non-incapacitated survivor hit with a chance to do so. The Supreme Shaman Tank has a higher chance to do so however, compared to the Shaman Tank.
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