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List of Active Abilities (TI)

Oct 20, 2022
List of Active Abilities (TI)
  • List of Active Abilities (TI V2.17)

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    Currently, there are 106 Active Abilities

    The order of this list is as follows:
    • In alphabetical order from A to Z.
    • For any abilities with the same name and similar effect across 2 tanks or more, it is in the list of tanks.

    List of Active Abilities: 106
    1. (Active) Acid Hell: Acid will appear under up to 5 survivor's feet regardless of how far they are from the tank. | Corrosive Tank
    2. (Active) Acid Leak: The tank periodically drops acid at it's feet. | Acid Tank
    3. (Active) Acid Spit: The tank will spit acid at the nearest survivor. | Acid Tank
    4. (Active) Acid Spit: Spits acid towards a survivor's location. | Corrosive Tank
    5. (Active) Ankle Biter Jockeys: The tank breeds 5 small jockeys that have 20,000 HP, are permanently slowed by 50% and cannot leap. Each one deals 1% of the target's current health as damage and slow them by 5% per hit. The jockeys are also immune to burn damage. | Breeder Tank
    6. (Active) Axe'd: The tank switches to an axe that will cause 95% of the target's current health damage to its next victim and slow them by 75%. The tank will also heal equal to the victim's maximum health. If it doesn't attack in 10 seconds the axe is put away. | Supreme Duelist Tank
    7. (Active) Barf: The tank will throw up, dealing acidic damage and inflicting faitgue and dizziness. The damage is increased if the survivor does not have Goggles or Cheap Goggles equipped. | Drunkard Tank
    8. (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
    9. (Active) Bear Trap: Drops a bear trap in the ground that is triggered if a survivor passes by. Once triggered, the survivor cannot move and instantly loses 25% of their maximum health and then receive 10 HP/s damage. To be released, teammates must stand near the trap for 2 seconds or shove twice. The tank will apply 'Deadly Slash' effect on all hits towards trapped survivors completely ignoring the cooldown. | Hunter Tank
    10. (Active) Biological explosion: All common infected bred by the tank become immune to damage for 10 seconds and then explode dealing 200 HP to survivors nearby. A single survivor can be affected by more than one explosion at the same time. | Breeder Tank
    11. (Active) Brutal Leap: The tank jumps into the air and returns to the ground after a small delay, causing an explosion that deals up to 50% claw damage to nearby survivors depending on distance. | Awakened Brutal Tank
    12. (Active) Brutal Parasite: The tank attaches a parasite onto a survivor, increasingly damaging the host, crippling movement and healing the tank slightly. The host also cannot crawl, be revived or gain Moustachio Bless. Allies must attack the parasite to kill it. If the host dies they cannot be resuscitated for some time, the parasite splits to two nearby allies with less health and the tank heals based on it's missing health (less if recently healed). | Awakened Brutal Tank
    13. (Active) Burrow: The tank burrows underground, staggering anyone near it. The tank will then aggro the furthest survivor. Upon reaching them, or after 10 seconds, the tank will burst out of the ground, stunning and throwing away the target and anyone nearby. | Craggy Tank
    14. (Active) Charge: The tank charges violently into nearby survivors, flinging them away. The victims will take 200 damage upon impact and may suffer from fall damage. | Knight Tank, Supreme Knight Tank, Hybrid Tank
    15. (Active) Chug In!: The tank spews onto a survivor, forcing them to drink a regurgitated beverage, dealing 500 HP damage. Additional effects are given depending on the type of beverage. A survivor already affected cannot suffer another effect until it expires. | Cherry Tank
    16. (Active) Claw Mutation: The tank will mutate its claws, such that the next 4 punches on unique targets will inflict a dangerous effect. If a claw mutation is currently active, Intimidate will not activate. | Manipulator Tank
    17. (Active) Crowd Surf: The tank jumps into the air and then launches itself towards a random survivor that is permanently killed if reached. Survivors around are launched into the air. | Festival Tank
    18. (Active) Crow Attack: Sends crows flying into the air that will attack the survivors, aiming specially to their eyes. Damage: 60 HP on cast, followed by 35 HP/s during 5 seconds. | Executioner Tank
    19. (Active) Curse: On cast, 4 witches will start cursing the nearby area slowing down survivors by 50% and randomly cursing them. Once the curse ends, any survivors inside the area will receive 1/4 Max HP as damage (Doubled if cursed). Cursed survivors will receive 1000% additional damage from all other sources. | Bloody Tank, Supreme Bloody Tank
    20. (Active) Dance of a thousand chainsaws: The tank throws chainsaws in the air that fall to the ground. Survivors hit by a chainsaw will have them stuck in their bodies for 4 seconds, receiving 2.5% of their maximum health as damage per second. The tank can't use this ability in closed areas. | Butcher Tank
    21. (Active) Dance of a thousand katanas: The tank throws katanas at multiple directions, dealing 1,000 HP damage, and inflicting a random bleed status effect. The katanas can pierce through survivors and may damage them multiple times. Each katana that hits a survivor lowers the cooldown for the ability by 2.5 seconds. | Supreme Duelist Tank
    22. (Active) Deadly Cage: The tank deploys a square cage that surrounds an area for 25 seconds. If a survivor enters the cage, they must stay inside for 10 seconds. Leaving before it expires deals 1000 damage and gives 3 death sentence marks to the leaver and 500 damage and 1 death sentence mark to anyone else near. Each survivor entering resets the expire time. | Supreme Executioner Tank
    23. (Active) Deadly Slash: The tank's next attack will be boosted and deal additional 300 HP damage to the next victim it hits, causing them Intense Bleeding (Bad status) for 10 seconds. Survivors with intense bleeding won't be able to be healed and won't be able to get up. (Cooldown: 50 seconds). | Hunter Tank
    24. (Active) Death Mark: The tank marks a standing high level player, focusing them for 15 seconds. Tank ignores marked defense/damage block. If marked dies, becomes an invalid target or activates a lethal block effect, their level is lowered by 20 until the tank dies and cannot be resuscitated for some time, longer based on their infected kill count. | Vengeance Tank
    25. (Active) Devour: The tank eats and stores a nearby survivor inside its belly. While inside, the survivor can't attack or do anything else until released or until death after 2 minutes. The tank can have up to 4 survivors inside at the same time. | Glutton Tank
    26. (Active) Directed Detonator: The tank will slam the ground, spawning a projectile to chase the further survivor in its current line of sight. The projectile will stagger and deal 10% claw damage to survivors nearby while travelling. After 15 seconds or if the projectile reaches it's target, it will explode, dealing up to 50% claw damage to nearby survivors depending on the distance from the explosion. | Awakened Brutal Tank
    27. (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. | Flinger Tank, Fighter Tank, Hybrid Tank
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    1. (Active) Dopamine saturation: The tank triggers a powerful neurotransmitter that initially will behave as dopamine and heal survivors by 250 HP. After some delay it will instantly deal 40% of the survivors current health. | Reaper Tank
    2. (Active) Drop Acid: Leaves a pool of acid that will gradually slow survivors down for up to 25% of their regular speed. | Shaman Tank, Supreme Shaman Tank
    3. (Active) Drowning: The tank grabs a survivor and starts drowning them. The survivor takes 2% max health non-lethal damage per second until the tank's arm is shot enough. While grabbed, all effects that block or negate damage fail. | Shark Tank
    4. (Active) Dubious Trap: The tank will drop a random other trap against survivors:
      - Trick Trap: Deals 200 damage, biles and inflicts a random status effect.
      - Stun Trap: Deals 400 damage and stuns for 3 seconds.
      - Acid Trap: Deals 300 damage and drops an acid pool.
      - Slow Trap: Deals 200 damage and slows by 50%. | Hunter Tank
    5. (Active) Earth Smash: The tank jumps high in the sky and then launches with all its force into the ground causing a earthquake. Survivors standing too close to the tank will receive 0 - 600 HP damage, will become stunned for 0 - 5 seconds and get confused for 0 - 10 seconds. | FIghter Tank
    6. (Active) Earth Split: The tank will slam the ground, causing rubble to form infront of it. Survivors hit by the rubble will be flung, take up to 150 HP damage and be stunned for 3 seconds. Rubble from Rubble Rain or Earth Split remains on the ground for 20 seconds. | Juggernaut Tank
    7. (Active) Electric Shock: The tank will release a jolt of electricity, stunning nearby survivors, bypassing Shocking Source immunity. If bypassed, stun time is shorter. | Electric Tank, Thunder Tank
    8. (Active) Empowering Yell: The tank lets out an invigorating roar, transforming a random Special Infected on the map into Uber Infected. | Supreme Knight Tank
    9. (Active) Endure the Pain: The tank hunkers for 10 seconds, where it won't move or attack but is status immune. After, the tank gains status/slow/stagger immunity and bonus move speed and damage for 20 seconds, based on the damage it took while enduring, and heals 75% of this damage. Survivors take 5% of this damage. Max 20K damage during hunker. When the tank punches a survivor in this state, all survivors take 10% damage. | Vengeance Tank
    10. (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. | Infernal Tank, Supreme Infernal Tank
    11. (Active) Exhale: After some time, the tank lets out a heavy breath, causing nearby survivors to stagger before being thrown away. | Tempest Tank
    12. (Active) Fist Pumped: The tank charges a strong punch for 5 seconds, and then deals 900 HP (+2,000 HP per additional tank) to the next survivor hit, dealing the same damage to everything in a cone. | Festival Tank
    13. (Active) Flamethrower: The tank breathes fire, heavily damaging those nearby, slowing and inflicting burning. | Ironclad Tank
    14. (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. | Imprisoner Tank
    15. (Active) Flesh Shield: Uses death tank bodies to block damage for 10 seconds. | Shaman Tank, Supreme Shaman Tank
    16. (Active) Gale Force: The tank becomes as fast as wind, doubling its move and attack speed, as well as giving it a 25% chance to evade damage. This effect lasts 20 seconds. | Tempest Tank
    17. (Active) Gel puddle: Some of the tank's gel will fall to the floor creating a puddle. Survivors that pass through the gel will be rooted in place and will receive 3% of their maximum health as damage per second. They can only be released by destroying (shooting) the puddle. The gel heals for the damage taken. Survivors in the gel also have their defenses reduced to 0. | Jelly Tank
    18. (Active) Grenade: Throws a grenade that deals maximum 60 HP damage. | Grenadier Tank
    19. (Active) Global Manipulation: The tank will manipulate the entire area with a random effect. | Manipulator Tank
    20. (Active) Grand Theft: On use, all survivors inside 500 range of the Tank lose 5 bounty and cash equal to their current level. | Thief Tank
    21. (Active) Human Devour: The tank eats and stores a nearby survivor inside its belly. While inside, the survivor can't attack or do anything else until released or until death after 2 minutes. The tank can have up to 4 survivors inside at the same time with no initial cooldown. A cooldown is applied when a survivor is vomited. | Supreme Glutton Tank
    22. (Active) Infected Devour: The tank eats a special infected that is immediately processed healing the tank by 0.5% to 1.5% of its missing health depending on the size of the infected. Uber Infected eaten will increase heal amount by 1%. | Supreme Glutton Tank
    23. (Active) Inferno: Leaves a trace of fire that deals 150 HP damage per tick. | Shaman Tank
    24. (Active) Inferno: Leaves a trace of fire that deals 250 HP damage per tick. | Supreme Shaman Tank
    25. (Active) Knife: The tank throws a knife in front that deals 250 HP damage if it hits a survivor. The knife has a 5% chance of hitting the survivor's spine which will deal 1,500 HP damage instead. | Supreme Duelist Tank
    26. (Active) Laser: The tank shoots off a laser, dealing damage and staggering all targets in a line. The laser pierces survivors but not walls. | Ironclad Tank
    27. (Active) Laser Disc: The tank releases a circular laser disc around itself at ground level, damaging, burning, crippling and staggering any survivors hit. The laser disc can pierce through walls. The Pocket Turret will also release laser discs when it has lost 50% of its health or is destroyed. | Ironclad Tank
    1. (Active) Lethal Ability: When the tank performs a shadow attack, it will start gaining frustration stacks. Upon 100 stacks, the tank performs a lethal ability. | Shadow Tank
    2. (Active) Lightning Strike: The tank will summon a bolt of lightning from the sky, randomly striking a survivor in line of sight. The survivor hit will be stunned and electrocuted, with other survivors near them also being stunned. | Thunder Tank
    3. (Active) Little Jokers: Spawns a 'Joker Tank' that instantly disappears after 45 seconds. | Executioner Tank
    4. (Active) Little Jokers: Spawns a Supreme Joker that disappears after 2 minutes. | Supreme Joker Tank
    5. (Active) Love Spores: The tank releases special spores that will force nearby survivors to love the tank. Survivors in love with the tank won't be able to deal damage to it. Effect lasts 30 seconds. | Cupid Tank
    6. (Active) Melee Stab: The tank stabs a sharp weapon into a survivor, slowing him down by 75% and causing 2% of the survivor's maximum health as damage per second. The weapon can be removed by shoving the survivor 20 times or by using a medkit. The medkit will only heal for half and will be slow to use. While impaled, effects that block or delay death will not trigger. | Supreme Duelist Tank
    7. (Active) Meteor: The tank periodically summons a meteor that deals 700 HP damage on impact and leaves fire at the floor. Meteors are summoned faster the lower the tank's health is. | Infernal Tank
    8. (Active) Meteor Shower: Summons a rain of meteors that will drop on random locations. The tank must be on an open area for this to work. | Supreme Shaman Tank
    9. (Active) Mind Trick: Scarces the survivors by forcing hallucinations and playing tricks to their minds. | Executioner Tank
    10. (Active) Mosh pit: The tank traps half of the alive survivors on a small arena. Survivors inside take 250 damage per second if not moving and obtain a huge speed boost. The tank will also gain a huge amount of speed and attack speed. | Festival Tank
    11. (Active) Multiple Grenade Shot: Throws 4 rapid grenades at random locations. | Grenadier Tank
    12. (Active) Mutation: Infects nearby survivors with brain bacterias that will force them to temporarily forget how to fight. | Shaman Tank, Supreme Shaman Tank
    13. (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. | Hybrid Tank
    14. (Active) Organic Bomb: Plants candy-shaped bombs that explode if survivors get nearby. Damage: 200 HP. | Executioner Tank
    15. (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. | Supreme Executioner Tank
    16. (Active) Party Crowd!: The tank spawns another tank with 30,000 HP. This tank can be of any regular tier (T0 - T3) and will only grant a small amount of bounty when killed. The tank also has reduced cooldown on its abilities. | Festival Tank
    17. (Active) Pocket Turret: The tank deploys a hostile turret which shoots at the nearest survivor. The turret can be destroyed if it is shot enough. Turret shots may stagger. When destroyed, Dampen stacks on all survivors are halved. | Ironclad Tank
    18. (Active) Poison: Infects nearby survivors with poison that will periodically deal damage to them, weaken healing effects and increase revive time. | Supreme Shaman Tank
    19. (Active) Possess: The tank will possess a nearby survivor making them hostile. Possessed will being shooting at and dealing damage to other survivors. They can also be shot, which will slow them, or they can be shoved every 5 seconds. Possess will not end unless the possessed and the tank are over 600 units away or the possessed died. If they die the tank's cooldowns are lowered by 5 seconds. | Manipulator Tank
    20. (Active) Radiation Exposure: Irradiates nearby survivors, causing any other survivor who gets close to them to take major damage. | Supreme Shaman Tank
    21. (Active) Rally: The tank lets out an intimidating roar, staggering all survivors. Additionally, all common infected will run towards the tank to be absorbed for 15 seconds. | Supreme Bloody Tank
    22. (Active) Rock Shield: The tank pulls up rocks that circle around the Tank. The rocks will block any shots, but can be destroyed with enough shots dealt to them. Each rock also empowers the tank increasing the damage it deals by 12.5%, as well as reducing incoming True Damage by 12.5%. | Craggy Tank
    23. (Active) Rock Slide: The tank shreds the floor, causing several rocks to be flung around it. These rocks deal less damage but survivors can be hit by multiple rocks. The tank performs this effect 3 times. Rocks will also slow anyone hit. | Craggy Tank
    24. (Active) Rubble Rain: Rubble periodically falls from the sky. Upon making impact, survivors nearby will be flung away and take up to 150 HP damage. | Juggernaut Tank
    25. (Active) Salvo: The tank summons a flurry of rockets on all visible targets. Blast will fling survivors. This ability's cooldown increases per rocket fired. | Ironclad Tank
    26. (Active) Sandstorm: The tank whips up a sandstorm, reducing the visibility and audibility of all survivors, as well as dealing small damage over time. Survivors who do not have Goggles or Cheap Goggles equipped have a chance to be blinded by the sandstorm, also taking 5x damage from it. The tank cannot use other abilities while sandstorm is active. | Craggy Tank
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    1. (Active) Scare: The tank scares survivors around making them have the Fear status. Survivors under Fear will not be able to attack and will revive and heal teammates slower. | Ghost Tank
    2. (Active) Shadow Attack: When the tank reveals itself it blinds all survivors looking at it and stops being invisible. Up to 3 survivors will be Shadow Marked, gaining +100% aggro, -50% damage immune time and disabled defenses. Reviving marked survivors yields no bounty. | Shadow Tank
    3. (Active) Shark Bite: The tank extends its jaw and bites the survivor in front, causing 20% current health damage (min: 400 HP), staggering and inflicting a Haemorrhage. If in water, the damage is x3.5. | Shark Tank
    4. (Active) Shield: Gives a shield to nearby Specials and all other Tanks. For specials, shield capacity is 3000 HP and stops igniting/headshot damage. For tanks, shield capacity is 5% Tank's max health, with a minimum value that increases based on current difficulty. Heal Aura doesn't heal shielded targets. | Healer Tank
    5. (Active) Shockwave: The tank slams the ground, throwing every survivor, and then causes constant earthquakes around itself every second for 10 seconds, flinging nearby survivors away. | Supreme Knight Tank
    6. (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. | Imprisoner Tank
    7. (Active) Snap: The tank temporarily snaps and deals x3 damage towards survivors and moves and attacks twice as fast. Survivors will also temporarily experience extreme hallucinations and receive 50 HP damage each 0.5 seconds. Alone survivors randomly get inflicted with Fear. | Cherry Tank
    8. (Active) Soul Link: The tank will tether a survivor. Any damage to the tank has a 20% chance to be split in half to the linked survivor. If the tank gets a status effect, the linked will also be affected. If the linked regains health, it will be split in half, with the other half being multiplied by 10 then healing the tank. Tether lasts 20 seconds but if linked dies before it ends, the tank's cooldowns are lowered by 5 seconds. | Manipulator Tank
    9. (Active) Stand still: The tank deploys a trap that will surround an area for 10 seconds. Upon entering it, the survivor must stay in it or suffer 300 damage and 2 death stacks. | Executioner Tank
    10. (Active) Super Hug: The tank prepares an extreme punch that deals 50% of its current health as damage. Effect takes 3 seconds to prepare and expires after 10 seconds if the tank doesn't punch anyone. The hugged survivor will be stunned for 20 seconds if they survive. | Cupid Tank
    11. (Active) Supreme Curse: On cast, 4 tanks will start cursing the nearby area slowing down survivors by 99% and randomly cursing them. Once the curse ends, any survivors inside the area will receive 50% Max HP as damage (Doubled if cursed). This ability is active every 5th curse. | Supreme Bloody Tank
    12. (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. | Supreme Infernal Tank
    13. (Active) Teleport: The tank teleports to the first survivor or to the nearest survivor on final chapters. | Shaman Tank, Supreme Shaman Tank
    14. (Active) Tentacles: The tank uses tentacles to attack near survivors. These tentacles deal 45 HP damage per hit and can trigger the Earthquake passive. Tentacles stay in the ground for 4 seconds and then explode, dealing damage to near survivors. Each tentacle hit reduces the survivor defenses by 10%. Survivor regains defense by 1% each 3 seconds. | Infernal Tank
    15. (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. | Supreme Infernal Tank
    16. (Active) Terrorizing Yell: The tank releases a powerful yell to all survivors in front of it, throwing them all away. The first 3 survivors hit become panicked with the rest being feared. Panicked survivors will die if enough allies don't gather near in 20 seconds. | Supreme Executioner Tank
    17. (Active) Tidal Wave: The tank extracts all the water currently accumulated on its skin and shoots it in front. Survivors caught in the shot receive 1,350 HP damage, are stunned and flung up. | Shark Tank
    18. (Active) Timed grenades: The tank throws simple grenades that take some time to detonate. The tank will also randomly throw special grenades. | Soldier Tank
    19. (Active) To the other side: A random survivor will be affected with an immense amount of anxiety causing him to commit suicide after 10 seconds. This can be stopped if at least 6 survivors go near the victim. | Reaper Tank
    20. (Active) Tornado: The tank will muster up a tornado using the wind around it. The tornado does not move but slowly sucks nearby survivors similar to the tank's Inhale passive. If a survivor gets too close to the center they will be swept away, spinning in the center of the tornado for 5 seconds, taking 10 damage every 0.1 seconds, before being thrown out. The tornado itself will also prevent bullets from passing through it, and lasts 30 seconds. | Tempest Tank
    21. (Active) Toxic Cloud: The tank drops toxic clouds in an area for 15 seconds and deal 6 HP damage every 0.1 seconds. The clouds grow in size overtime. | Sickening Tank
    22. (Active) Toxic Cloud: The tank releases toxic clouds that stay in an area for 16 seconds and deal 6 HP damage every 0.1 seconds. The cloud grows in size overtime. | Dormant Repugnant Tank
    23. (Active) Toxin Overflow: Decay begins to emit toxic gas for a few seconds, envenoming survivors. | Decaying Tank
    24. (Active) Tremor: After slamming the ground, the tank releases 3 sets of tremors. Survivors close to the origin will be thrown upwards, whereas those further away will get staggered. Each tremor deals more damage and throws further away. Survivors not thrown take less damage, and further less if they are in the air on each tremor. | Craggy Tank
    25. (Active) Vacuum: The tank periodically bellows, sucking in all survivors and projectiles in range towards it. This pull will not stun or debilitate survivors. | Vacuum Tank
    26. (Active) Vomit: The tank biles all survivors nearby. | Shaman Tank, Supreme Shaman Tank