List of Ability Comparisons 3 (TI)
List of Ability Comparisons Page 3 (TI V2.10.2)
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21. Non-Knockback Abilities
- (Passive) Crippling Fear: If the tank punches a feared target, they will not be knocked away. | Awakened Brutal Tank
- (Passive) Stay Close: The tank's punches will not knock the victim away causing them to suffer further exposure from the drain. | Drainer Tank, Frozen Drainer Tank
- (Passive) Stay Close: The tank's punches will not knock the victim away. | Nullifier Tank
- (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. | Hybrid Tank
- (Passive) Sticky Hold: Tank punches won't knock the victim away. | Sickening Tank
The tanks have all 1 thing in common with these abilities. With the exception of Awakened Brutal Tank, their punches can't knock away the victim. Awakened Brutal Tank on the other hand requires his victim to be feared first. Hybrid Tank also slows down his victim with his ability.
22. Damage Reduction Abilities that are always active
- (Passive) Crowd resistance: Each survivor in 500 units reduces the damage the tank takes by 5. | Reaper Tank
- (Passive) Hardened Steel: All damage dealt to the tank, including from true damage is reduced by 25% after calculations. This effect cannot be mitigated. | Ironclad Tank
- (Passive) Hunting Duty: The tank reduces incoming damage by 2 times the number of alive survivors, down to 5 damage minimum. This damage reduction cannot be bypassed. | Hunter Tank
- (Passive) Humid: The tank has specialized cells that extract water from the air forming a dense layer around it, reducing incoming damage by 10%, including True damage. Each survivor nearby gives an additional 5% resistance. | Shark Tank
- (Passive) Natural Guard: The tank lacks defense, but instead reduces incoming base damage and damage bonuses by 50%. | Craggy Tank
- (Passive) Paranoid Prowess: Each hostile survivor gives the tank 30% damage resistance and 10% cooldown reduction. | Sickening Tank
- (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. | Executioner Tank, Supreme Executioner Tank
- (Passive) Sturdy: The tank gains 50% damage reduction if stationary. This cannot be mitigated. | Flinger Tank, Hybrid Tank
- (Passive) Toughened Skin: The tank has 30% damage reduction including True Damage. | Manipulator Tank
Most tanks that have damage reduction always have it while active. They may also reduce damage further by the number of alive survivors or survivors who are within range of the tank.
23. Death Sentence 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 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
The Death Sentence abilities from the Executioner and Supreme Executioner Tanks both give 1 stack each on each hit and with the survivors losing a mark every 30 seconds with both versions. The difference is that Supreme Executioner Tank deals more claw damage and gives any incapacitated survivors 5 marks per hit.
24. Damage increases overtime Abilities <top>
- (Passive) Death Warrant: Each time the tank punches a survivor, it's next punch will deal an additional 50 damage. The tank's punch damage will continue to rise until a survivor is killed. | Reaper Tank
- (Passive) Hunger: The tank gets more hungry and hungry overtime. Increases damage done to survivors by 2 HP each second that passes. This is reset if the tank kills a survivor. | Hunter Tank
- (Passive) Incremental Power: The tank gains 200 claw damage every 60 seconds that passes. | Awakened Brutal Tank
The tanks with abilities that increase punch damage overtime will do so after a variable amount of time depending on the ability. There are also tanks who increase their punch damage dealt by punching survivors, which also counts as increasing it overtime. Hunter Tank gains a small damage increase constantly until he kills a survivor while the Awakened Brutal Tank gains a large damage increase over a long period of time.
25. Decay Abilities
- (Passive) Decay: While inside a belly, survivors lose 1% health, healing the tank by the same amount. If a survivor reaches 25% processing, they will begin to lose 1% Max Health as well, up to 60% lost. If the survivor escapes from the belly, they will regain 1% Max Health every 10 seconds. | Glutton Tank, Supreme Glutton Tank
- (Passive) Decay: The tank has an immense amount of health, but most of it will decay overtime. While decaying, the tank deals major damage in an area around it, but this damage is split between each survivor in range. | Decaying Tank
For the survivors, they'll start decaying while being devoured by the Glutton/Supreme Glutton Tank inside it's stomach. This decay makes them lose HP, healing the tank for the same amount. They'll also eventually begin to lose max HP as well if enough decay stacks are reached. For the Decaying Tank however, it means that the tank is losing HP but is also dealing out a powerful AOE attack at the same time towards nearby survivors in range.
26. Earthquake Abilities
- (Passive) Earthquake: The tank's punch on incapacitated survivors will generate earthquakes that will launch survivors far away. | Paranoia Tank, Infernal Tank, Supreme Infernal Tank
- (Passive) Explosive Earthquake: When the tank hits an incapacitated survivor, other survivors will be launched far away. | Fighter Tank
- (Passive) Mega Earthquake: Creates a powerful earthquake that will throw survivors a high distance in the air when the tank punches an incapacitated survivor. | Knight Tank, Supreme Knight Tank
- (Passive) Quake Fists: Tank punches will cause an earthquake throwing away nearby survivors. | Craggy Tank
One way or another, these tanks and their punches will be able to create earthquakes to launch survivors into the air. Having many survivors close together will multiply the amount of force given to each nearby survivor as well.
27. Execution Abilities <top>
- (Passive) Execution: Survivors with 15 death marks or are incapacitated will be executed by the tank's claws, receiving 10,000 true damage. | Executioner Tank
- (Passive) Execution: Survivors alone or that have 15 death sentence marks are instantly killed on the tank's next punch, destroying their body. | Supreme Executioner Tank
Both the Executioner and Supreme Executioner Tanks require a survivor with 15 death sentence marks before being able to execute them. The Executioner Tank can also punch an incapacitated survivor to execute them while the Supreme Executioner Tank can punch a lonely survivor to execute them.
28. Defense Ignoring Abilities
- (Passive) Fatal Claw: The tank's claw ignores defense and incapacitation, causing death if the victim's health reaches 0. | Assassin Tank, Cloaked Assassin Tank
- (Passive) Honored Combat: Both the tank and the survivors have all attack or defense modifiers nullified. | Supreme Duelist Tank
- (Passive) Penetration: The tank ignores defense. | Dormant Solidified Tank, Dormant Brutal Tank, Dormant Pulverizer Tank, Dormant Boiling Tank, Hybrid Tank, Awakened Brutal Tank, Dormant Anguished Tank, Dormant Repugnant Tank
- (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. | Imprisoner Tank
There are different conditions for ignoring defense, with the fatal claw, honored combat and penetration abilities all ignoring defense by default. The Prison Lust ability has a requirement to the other abilities however. Honored Combat also goes a step further to ignore all defense modifiers.
29. Fire Shield Abilities
- (Passive) Fire Shield: With the Fire Shield active, the tank gains 50% damage reduction. The shield disappears if the tank submerges in water. | Infernal Tank
- (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. | Supreme Infernal Tank
With the Supreme Infernal Tank, his fire shield gives him more damage reduction and can even regenerate after 40 seconds if the Supreme Infernal Tank loses it in the water, compared to the Infernal Tank.
30. Flesh armor Abilities <top>
- (Passive) Flesh armor: The tank uses a flesh armor to reduce damage taken. At first, the tank shields 100% damage taken. On each hit, the tank loses 1% damage reduction and regenerates 2% per second. | Knight Tank
- (Passive) Flesh armor: The tank uses flesh armor to reduce damage taken. At first, the tank shields 100% damage taken. On each hit, the tank loses 1% damage reduction and regenerates 4% per second. | Supreme Knight Tank
- (Passive) Improved Flesh armor: The tank uses a flesh armor to reduce damage taken. At first, the tank shields 100% damage taken. On each hit, the tank loses 1% damage reduction and regenerates 4% per second. | Fighter Tank
All these tanks that have the flesh armor ability can use flesh armors and gain damage reduction equal to the percentage of tank armor that they have. The difference is the rate at which the tank armor regenerates, which is higher for tier 3 tanks.