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List of Passive Abilities (TI)

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

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    Go to List of Ability Comparisons

    Go to List of Passive Abilities | T1 | T2 | T3 | ST

    Currently, there are 318 Passive Abilities.

    The order of any of these lists for Passive Abilities 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.

    Passive Abilities List:
    1. (Passive) Ability overload: After the tank's health is reduced to 300,000 HP, it won't be able to use the snap ability anymore due to limitations on its body. | Ultimate Summer Tank
    2. (Passive) Absorption: The tank absorbs common infected to heal by 500 HP per common infected. (Range: 250) | Bloody Tank
    3. (Passive) Absorption: The tank absorbs common infected to heal by 0.3% of its missing health. (Range: 250). | Supreme Bloody Tank
    4. (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. | Imprisoner Tank
    5. (Passive) Acid bleedout: The tank drops acid for each 1% HP it loses. | Corrosive Tank
    6. (Passive) Acid Claws: Tank punches will deal small damage over time afterwards. | Acid Tank
    7. (Passive) Acid claws: After a hit with its claws, the tank will soak survivor with acid and will periodically expose them for 6 seconds. | Corrosive Tank
    8. (Passive) Acid rock: The rock can explode and will leave a trace of acid. | Corrosive Tank
    9. (Passive) Acid Spill: Every 3% health lost causes the tank to drop acid. | Ironclad Tank
    10. (Passive) Adherent Hit: Randomly, a tank's hit on an incapacitated survivor will shortly bind him to the floor, causing the Earthquake passive to not affect the victim. | Fighter Tank
    11. (Passive) Affection: The tank's punch are its way to say I love you. Survivors in love with the tank will receive x5 damage. | Cupid Tank
    12. (Passive) Aftershocks: Should a survivor survive an Earthquake, they will begin to emit earthquakes from themselves, launching themselves and other nearby survivors. The aftershocks decrease in power after each one. | Supreme Knight Tank
    13. (Passive) Aggro Attraction: The tank's punch will randomly bile the target. | Paranoia Tank
    14. (Passive) And stay dead: Dying via Execution destroys the victim's body. | Supreme Executioner Tank
    15. (Passive) Anti-Avenger: While alive, the Avenger buff is disabled. | Vengeance Tank
    16. (Passive) Anti-Moustachio: Moustachio bless does not work while the tank is near (Range: 500) | Executioner Tank
    17. (Passive) Aquatic Frenzy: If underwater or in a pool of water, the tank increases its move speed and greatly reduces its ability cooldowns. | Shark Tank
    18. (Passive) Assassination: The tank instantly kills lonely survivors. | Hunter Tank
    19. (Passive) Axe Chop: The tank attacks with an axe, dealing an additional 1% of the victim's current health as bonus damage and slowing for 3%. | Cleaver Tank
    20. (Passive) Backstab: Tank deals double damage from behind. | Ghost Tank
    21. (Passive) Bare Flesh: The tank has no defense. | Obliterator Tank
    22. (Passive) Berserk: After 10 minutes or if the tank enters desperation mode, it will gain major attack and movement speed. The tank also doubles death sentence mark gains. In this state however, the tank loses it's base defense. | Supreme Executioner Tank
    23. (Passive) Bleed: Increases bleedout rate of survivors nearby by 300%. | Bloody Tank, Supreme Bloody Tank
    24. (Passive) Bleed Vulnerability: Increases damage taken by incapped survivors by 300%. | Bloody Tank
    25. (Passive) Bleed Vulnerability: Increases damage taken by incapped survivors by 100%. | Supreme Bloody Tank
    26. (Passive) Blind Fury: The tank has a chance to blind on each punch. The chance is higher the higher the tank's fury. | Shadow Tank
    27. (Passive) Bloodstained: Upon punching a survivor, the Tank will be coated in the victims blood, making it visible for 1.5 seconds. | Cloaked Assassin Tank
    28. (Passive) Blood absorption: Survivors that take damage from Special Infected or Witch claws will release blood, causing them to take 2x damage if the tank is near. Additionally, the tank will absorb this blood and heal for 2x the damage dealt. | Supreme Bloody Tank
    29. (Passive) Bludgeon: The tank's rock deals severe damage, explodes and throws the victim away. | Hybrid Tank
    30. (Passive) Boiling Blood: The tank causes the blood of nearby victims to quickly increase its temperature, dealing 3% of the victim's maximum health. | Dormant Boiling Tank
    31. (Passive) Boiling Fury: The tank deals 0.2% of a target's max health as bonus damage per fury per stack and gains 1% damage reduction multiplied by the amount of fury stacks. | Heartbroken Tank
    32. (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
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    1. (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
    2. (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
    3. (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
    4. (Passive) Breaking Point: When the tank is below 30% HP, resuscitate block time is increased, the tank gains 30% cooldown speed and Endure the Pain claw damage is active all the time. | Vengeance Tank
    5. (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
    6. (Passive) Brutal Death: When the tank kills a survivor, it will brutally damage the survivor's corpse lowering their maximum health by 30% for the round. Should the survivor be hosting a parasite, all nearby survivors will also be feared. | Awakened Brutal Tank
    7. (Passive) Bulk in Numbers: If any Splitter form is within 300 units of another it gains 15% more defense (doesn't stack). | Splitter Tank
    8. (Passive) Burial: Survivors who die to the tank will be buried after 1 second. Bodies that are buried cannot be moved or revived by any means until the rock burying them is destroyed. The rock can be destroyed by being shot or hit with melee weapons. | Craggy Tank
    9. (Passive) Burning Hatred: If ignited, the Tank gains a small bonus to it's move speed. | Ice Tank
    10. (Passive) Burning Rage: Setting the tank alight will infuriate it, causing it to move faster and drain 50% stronger. | Frozen Drainer Tank
    11. (Passive) Butcher Tools: The tank carries chainsaws and uses them to attack. | Butcher Tank
    12. (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
    13. (Passive) Camouflage: While a sandstorm is active, the tank is harder to see, gains a 33% chance to ignore damage, and moves 20% faster. | Craggy Tank
    14. (Passive) Certain Death: Lethal damage from the tank bypass death save effects. | Executioner Tank, Heartbroken Tank, Supreme Executioner Tank
    15. (Passive) Chainsaw Cut: When a survivor is hit by a chainsaw they are damaged for an additional 5% of their maximum health and are slowed by 8%. Each subsequent hit on the same target deals 1% more damage. | Butcher Tank
    16. (Passive) Charged Hyper Punch: Every 3 punches are strengthened with the rebar on its claws, causing 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
    17. (Passive) Claustrophobic: The tank gains bonus move speed, attack speed and earthquake strength the longer it is indoors. This effect is disabled while Sandstorm is active and resets when outdoors or after a teleport. | Craggy Tank
    18. (Passive) Cleave: Tank punches deal damage in an area around. | Cherry Tank
    19. (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. | Soldier Tank
    20. (Passive) Cold Blow: The tank's punches deal x2 damage to survivors who have 0% slow. | Freezing Tank
    21. (Passive) Collateral Execution: When a survivor is executed, nearby survivors gain a death sentence mark and will be feared for 5 seconds. | Supreme Executioner Tank
    22. (Passive) Combustion: Taking damage from the tank occasionally generates fire. | Ember Tank, Infernal Tank
    23. (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
    24. (Passive) Complete destruction: If the tank manages to hit a survivor who is completely alone, it will trigger a powerful neurotransmitter that will inflict complete terror on the victim and will cause him to explode after 6 seconds. This ability is un-avoidable. | Reaper Tank
    25. (Passive) Confusion: The tank's punch will leave survivors confused and unable to see their teammates. | Executioner Tank
    26. (Passive) Confusion: The tank's punch will leave survivors confused and unable to see their teammates for 10 seconds. | Supreme Executioner Tank
    27. (Passive) Contamination: All survivors take 1 HP damage every half second for each minute that passes. Each Contamination gives the tank 1% damage reduction, max 10%. | Sickening Tank
    28. (Passive) Contraption: The tank periodically drops a fake item. If picked up, the item blows up and leaves behind fire. | Ironclad Tank
    29. (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
    30. (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
    31. (Passive) Cost of Love: If a survivor is in love, they will not be able to earn any bounty, and items from the bounty menu will cost double. | Cupid Tank
    1. (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
    2. (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
    3. (Passive) Crippling Fear: If the tank punches a feared target, they will not be knocked away. | Awakened Brutal Tank
    4. (Passive) Crippling Pain: All tank damage cripples, severely slowing for a short period of time. | Ironclad Tank
    5. (Passive) Critical: Infected bred by the tank have a 5% chance of dealing a critical strike that deals x5 damage and stuns the survivor for 2 seconds. | Breeder Tank
    6. (Passive) Crowd Hatred: For every survivor above 3 nearby, the tank gains 10% damage resistance. | Heartbroken Tank
    7. (Passive) Crowd resistance: Each survivor in 500 units reduces the damage the tank takes by 5. | Reaper Tank
    8. (Passive) Curse Call: When the Tank uses Curse, a Witch may randomly spawn nearby. | Supreme Bloody Tank
    9. (Passive) Damage Return: The tank is able to return 15% of damage taken with a chance of 1%, multiplied by the total PROCESSED survivors. | Glutton Tank, Supreme Glutton Tank
    10. (Passive) Dampen: Tank damage on a target lowers base damage to the tank by 1, including true damage. Resets on death. While alive, effects that block slows, staggers, punches or flings fail, slow duration doubled. | Ironclad Tank
    11. (Passive) Dark Abyss: Looking at the Tank will slowly darken the survivor's vision. If their vision becomes fully darkened, they will be blinded for 5 seconds. | Void Tank
    12. (Passive) Death above you: Incapacitated survivors within 400 units from the tank will get the Fear status and be unable to attack until it leaves the area. Additionally, survivors won't be able to crawl. | Reaper Tank
    13. (Passive) Death Bomb: On death, the Tank explodes killing anyone nearby, bypassing Moustachio Bless. The radius reduces the later Split state the tank is. | Supreme Splitter Tank
    14. (Passive) Death Pact: If the real Mirage Tank dies, its fellow fake tanks die with it. | Mirage Tank
    15. (Passive) Death Party: The tank deals 100 additional damage for each survivor dead. | Reaper Tank
    16. (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
    17. (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 3 marks per hit. | Supreme Executioner Tank
    18. (Passive) Death Split: Upon death, it splits into two other Splitter Tanks. The two split tanks have half as much health as the previous form, but deal 150 HP more claw damage, gains 0.2 speed, and loses 0.25s in hit interval. The Splitter Tank can split up to two times from its original form. | Splitter Tank
    19. (Passive) Death Split: On death, it splits into two other Splitter Tanks. The split tanks have half as much health as the previous form, but deals 100 HP more claw damage, gains 0.2 speed, and loses 0.25s in hit interval. The Splitter Tank can split up to two times from its original form. | Supreme Splitter Tank
    20. (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
    21. (Passive) Death's Bounty: Upon killing a survivor, all ability times are reduced by 2.5 seconds. | Shaman Tank
    22. (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
    23. (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
    24. (Passive) Decay: The tank has an immense amount of health, but most of it will decay overtime. While decaying, the tank deals 1,160 HP/s damage in an area around it, but this damage is split between each survivor in range (550 units). | Decaying Tank
    25. (Passive) Defense Corrosion: Each tank hit reduces the defenses of the survivors by 5%. | Heartbroken Tank
    26. (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
    27. (Passive) Desperation: The tank will start focusing incapacitated survivors if it has less than 20% of its maximum health. | Infernal Tank
    28. (Passive) Desperation: When the tank reaches 5,000 HP, it increases its normal damage to 300 HP, hit interval to 0.1 and speed to 2.5. Additionally, the tank becomes immortal for 55 seconds. Once that time passes, the tank will explode (similar to bomb tank) and die. The tank loses all other abilities in this state, except the 'Death Sentence' and 'Execution' abilities. | Executioner Tank
    29. (Passive) Desperation: When the tank receives lethal damage it will become desperated and gain additional movement speed and insane damage. It will also generate fury twice as fast and only make damage lethal abilities. | Heartbroken Tank
    30. (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. | Imprisoner Tank
    31. (Passive) Desperation: When the tank reaches 5,000 HP, it will become immune to damage and will activate the Berserk passive. The tank will then die after some time. | Supreme Executioner Tank
    32. (Passive) Detoxicated: When the tank's health falls to 5% it's decay ends, gaining move speed and lowering its hit interval to 1s. | Decaying Tank
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    1. (Passive) Dire Momentum: The tank gains move and attack speed the lower it's health. | Juggernaut Tank
    2. (Passive) Dismember: When a survivor dies by a chainsaw, the tank will dismember the body, making it impossible to revive. | Butcher Tank
    3. (Passive) Drain: The tank drains between 1 HP to 60 HP (depending on distance) of nearby survivors despite of any walls or obstacles. The tank heals each time it absorbs health by 1000% of the amount absorbed. | Drainer Tank
    4. (Passive) Drain: The tank drains between 1 HP to 90 HP (depending on distance) of nearby survivors despite of any walls or obstacles. The tank heals each time it absorbs health by 1000% of the amount absorbed. | Frozen Drainer Tank
    5. (Passive) Dripping: The tank generates pools of water that give it bonuses. The pools contain mutated material that slows and damage survivors by 30 HP/s. These pools do not provide survivor effects that trigger in water. | Shark Tank
    6. (Passive) Drunken Stumble: The tank will randomly stumble about the place. While stumbling the tank has a 66% chance to evade damage and survivors nearby will also begin to stumble. | Drunkard Tank
    7. (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
    8. (Passive) Effervescence: The acid deals 1% of the survivor's current health as bonus damage. | Corrosive Tank
    9. (Passive) Electrocute: Targets stunned in water will also be electrocuted, causing them to randomly suffer small stuns afterwards. | Electric Tank, Thunder Tank
    10. (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
    11. (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
    12. (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).
    13. (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
    14. (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
    15. (Passive) Execution Mine: The tank periodically leaves explosive mines on the floor that detonate when survivors step on them. Mines deal 400 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. | Soldier Tank
    16. (Passive) Explosive Earthquake: When the tank hits an incapacitated survivor, other survivors will be launched far away. | Fighter Tank
    17. (Passive) Explosive Punch: The tank's punch will cause an explosion that will damage nearby survivors. | Paranoia Tank
    18. (Passive) Explosive rock: The tank's rock explodes and deals damage in an area. | Bomb Tank
    19. (Passive) Fair duel: If there are more than 2 opponents nearby, the tank gains 5% defense multiplied by the amount of additional opponents around. A survivor is considered an opponent if they are within 150 units of the tank. | Duelist Tank
    20. (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
    21. (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. | Supreme Executioner Tank
    22. (Passive) Fear of death: Survivors punched by tank will be affected with fear for 0 to 12 seconds depending on their missing health. | Reaper Tank
    23. (Passive) Fear of death: The tank punches cause fear status for 10 seconds. | Dormant Brutal Tank
    24. (Passive) Fear of death: The tank punches cause fear status for 3 seconds. | Awakened Brutal Tank
    25. (Passive) Festival Vibe: Survivors receive passive damage when they are not moving or moving too slow. The longer this happens, the more damage they get. | Festival Tank
    26. (Passive) Fireworks: The tank plants fireworks on survivors, special infected and tanks that detonate when they die, dealing 10% current health to nearby survivors, and slowing them by 20%. The radius of the damage depends on the target's health. | Festival Tank
    27. (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
    28. (Passive) Fire Trails: The tank leaves slightly weaker fire behind when moving. | Ember Tank, Infernal Tank, Supreme Infernal Tank
    29. (Passive) Fired up: Shield cooldown is reduced for each use. | Healer Tank
    30. (Passive) Firm Ground: This Tank is immune to stagger effects. | Splitter Tank, Supreme Splitter Tank, Shadow Tank
    31. (Passive) Flawed Design: Fake Tanks occasionally fail to stun their punch victim. | Mirage Tank
    1. (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
    2. (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
    3. (Passive) Floor Hatred: The tank deals 50% more claw damage to incapacitated survivors. | Flinger Tank
    4. (Passive) Focused Hunt: During Death Mark, the tank will teleport to marked if stuck or blocked. | Vengeance Tank
    5. (Passive) Fragmentation: Tank rocks thrown on contact will split up into several smaller rocks. Each rock flies off in a different direction. | Craggy Tank
    6. (Passive) Friendly Fire: The tank's toxicity is so high, it deals 300 HP damage per second to nearby SI and CI. | Decaying Tank
    7. (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
    8. (Passive) Frozen Sentence: The tank will focus frozen survivors. | Freezing Tank
    9. (Passive) Full: The tank's move/attack speed is reduced by 10% for each survivor inside. | Glutton Tank, Supreme Glutton Tank
    10. (Passive) Fury: The tank gains 4 stacks of fury each 2 seconds and each time it hits a survivor. It gains more fury the more survivors are near. At 100 stacks the tank makes a lethal ability. | Heartbroken Tank
    11. (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. | Soldier Tank
    12. (Passive) Fury: The tank accumulates 1 stack of fury each 2 seconds. At 100 stacks the tank does the only lethal ability it knows yet. | Dormant Anguished Tank
    13. (Passive) Fury Guard: The tank gains % damage resist equal to its fury level. While performing a Lethal Ability, the tank gains 99% damage resist. | Shadow Tank
    14. (Passive) Gel spillage: Every 10% of health the Tank has lost will generate a gel puddle. | Jelly Tank
    15. (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
    16. (Passive) Gifts: The tank places gifts on the floor that it can pick up again after some time. The gifts may contain random assets that will allow the Tank to do an ability, depending on what it picks up. The tank can only pick up a gift that matches its current psychological state (AFFECTION or REVENGE). | Santa Tank
    17. (Passive) Great Meal: Killing a survivor will restore the tank's health by 55 HP multiplied by the victim's level. | Hunter Tank
    18. (Passive) Haemorrhage: A hemorrhaged survivor can't regen, loses major health if they move and has all incapacitation health/defense upgrades, skills and buffs disabled. They also cannot resist staggers from Shark Bite. | Shark Tank
    19. (Passive) Happy World: While in combat, the tank will cause survivors to be very euphoric and happy, making them unable to detect their own or their ally's health. Survivors will also experience hallucinations and damage to the tank has a chance to be ignored. | Cherry Tank
    20. (Passive) Hard bass: The tank periodically sends waves into the ground that causes corpses to randomly move interrupting any defibrillator actions and dealing 350 HP damage to incapacitated survivors. | Festival Tank
    21. (Passive) Hard concussion: Cars thrown by the tank will instantly kill survivors. | Heartbroken Tank
    22. (Passive) Hard Skin: Shoving the tank will cause 10 HP damage to the attacker. | Glutton Tank
    23. (Passive) Hard Skin: Shoving the tank will cause 40 HP damage to the attacker. | Supreme Glutton Tank
    24. (Passive) Hard skin: Bullets that reach the tank will be reflected to random directions after damaging it. Bullets that reach survivors will do 1% (Min: 5 HP) max health as damage. | Heartbroken Tank
    25. (Passive) Hardened Steel: All damage dealt to the tank, including true damage is reduced by 25%. | Ironclad Tank
    26. (Passive) Harsh Conditions: Status effects applied by the tank cannot be blocked, shortened, or removed before expiring. | Manipulator Tank
    27. (Passive) Heal: The tank heals for 1,000 HP each 10 seconds. | Shaman Tank, Supreme Shaman Tank
    28. (Passive) Heal Aura: Heals nearby Specials/Tanks. Heals more on higher difficulties. | Healer Tank
    29. (Passive) Heart Split: Every 12 punches, the Tank slams its victim and allies nearby with Heart Splitter, which halves the victim's health for some time. The combo count is shared between all instances of the Splitter Tank. The duration of Heart Splitter depends on the Split state of the attacker. | Supreme Splitter Tank
    30. (Passive) Heart Splitter: Every 15 punches, the Tank slams its victim with Heart Splitter, which halves the victims health for some time. The combo count is shared between all instances of the Splitter Tank. The duration of Heart Splitter depends on the Splitter state of the attacker. | Splitter Tank
    31. (Passive) High Heat: Being near the tank if not in water deals moderate damage. | Ember Tank
    32. (Passive) Honored Combat: Both the tank and the survivors have all attack or defense modifiers nullified. | Supreme Duelist Tank
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    1. (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
    2. (Passive) Hunker Down: if the Tank's health falls below half, it enters a hunkered state. In this state it crouches, loses 20% move speed but increases the chance, accuracy and damage of reflected shots. | Reflective Tank
    3. (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
    4. (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
    5. (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
    6. (Passive) Hydrophobic: The tank moves and attacks slightly faster when in water. | Ember Tank
    7. (Passive) Hydrophobic: The tank moves much faster when in water. | Infernal Tank, Supreme Infernal Tank
    8. (Passive) Ice Emanation: Reduces the speed of nearby survivors by 5% each 0.5 seconds. Effect slowly vanishes after going away from the tank. | Ice Tank, Frozen Drainer Tank
    9. (Passive) Ice Rock: The rock can explode and the debris will slow down survivors by 35%. | Ice Tank, Frozen Drainer Tank
    10. (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
    11. (Passive) Increased Range: The tank attacks have increased range. | Fighter Tank, Executioner Tank
    12. (Passive) Incremental Power: The tank gains 200 claw damage every 60 seconds that passes. | Awakened Brutal Tank
    13. (Passive) Infernal fire: Fire deals 25 HP + 0.5% of the target's current health per tick. | Infernal Tank
    14. (Passive) Infest: The tank's punches will add an infest stack on a survivor, causing them to take 1% max health damage per stack per second. Running around will remove the stacks. | Breeder Tank
    15. (Passive) Inhale: The tank passively breathes in, causing nearby survivors to slowly move towards the tank against their will, as well as preventing them from jumping. | Tempest Tank
    16. (Passive) Intense Heat: With the Fire Shield active, the tank deals heavy damage to survivors nearby. | Infernal Tank, Supreme Infernal Tank
    17. (Passive) Internal Bomb: The tank explodes after a set amount of time dealing immense amount of damage to survivors and completely destroying their corpses, making them unable to be resurrected. | Bomb Tank
    18. (Passive) Intimidate: Every punch has a low chance of inflicting Fear which increases as the tank's health lowers. If the tank punches a feared survivor they will enter the panicked state. | Manipulator Tank
    19. (Passive) Invisible: Tank has 95% reduced visibility. | Ghost Tank, Cloaked Assassin Tank
    20. (Passive) Immense Power Punch: When receiving a punch, the survivor is briefly stunned, feared, crippled and heavily slowed. All survivors in front also receive 75% of the damage and are pushed away. | Decaying Tank
    21. (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
    22. (Passive) Irradiate: The tank deals 1 to 90 HP of damage to nearby survivors based on proximity to the tank. | Shaman Tank
    23. (Passive) Irradiate: The tank deals 1 to 120 HP of damage to nearby survivors based on proximity to the tank. | Supreme Shaman Tank
    24. (Passive) Isolate: Tank punches have a chance to inflict confuse and daze. | Cherry Tank
    25. (Passive) Jolt: Survivors too close to the Tank will periodically get jolted, causing them to be micro-stunned for a short period of time. | Thunder Tank
    26. (Passive) Keeping Friends Close: The tank will randomly teleport up to 3 Special Infected to it's current position, as long as it's not near fire. | Supreme Knight Tank
    27. (Passive) Knockout Punch: The tank will significantly darken the victim's vision if they get punched. If they are already blind, the victim takes double damage and will be stunned for 3 seconds. | Void Tank
    28. (Passive) Last Stand: The first time the tank is about to be killed, it will instead stay on 1 HP and instantly activates Death Mark. If Death Mark penalty triggers, the tank heals to 40,000 HP. | Vengeance Tank
    29. (Passive) Last Surprise: On final split death, the tank summons a Splitter Witch. | Supreme Splitter Tank
    30. (Passive) Lethal disease: If a survivor is affected by a toxic cloud longer than 7 seconds they will be affected by a lethal disease. These survivors will lose 5% of their missing health and prevent health regen. The disease lasts until the tank or the survivor dies. | Sickening Tank
    31. (Passive) Lethal disease: If a survivor is affected by a toxic cloud longer than 8 seconds they will be affected by a lethal disease. These survivors will lose 5% of their missing health and prevent health regen. The disease lasts until the tank or the survivor dies. | Dormant Repugnant Tank
    32. (Passive) Level Headed: The tank cannot be taunted or enraged. | Vengeance Tank
    1. (Passive) Light Fist: The tank's punches won't stun the target, but will throw them around. | Speedy Tank
    2. (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. | Imprisoner Tank
    3. (Passive) Lone Warrior: The tank does not summon any backups. | Obliterator Tank
    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. | Soldier Tank
    5. (Passive) Loot Ignite: The tank destroys all its monetary loot when it dies. Survivors will only get experience as reward. | Thief Tank
    6. (Passive) Love for Pain: If over 3 survivors are nearby, damage dealt has a chance to inflict Love status, which is higher the lower the Tank's fury is. | Heartbroken Tank
    7. (Passive) Made Whole: While unsplit, the tank gains 15% damage reduction, including True damage, punches count 3x to Heart/Soul Split and the tank is immune to statuses, slows or taunts. On the second Split state, the tank gains 10% damage reduction, punches count 2x to Heart/Soul Split and status durations/slows are halved. | Supreme Splitter Tank
    8. (Passive) Meat frenzy: When the tank has a meat shield, its hit interval will decrease to 0.25. | Butcher Tank
    9. (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
    10. (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
    11. (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. | Soldier Tank
    12. (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
    13. (Passive) Metalized Skin: The tank is immune to bullets, melee and blast damage unless it is set on fire, where after a portion of its armored skin melts. This increases it's move and attack speed but also makes it susceptible to damage albeit at a reduced rate depending on the difficulty. | Armored Tank
    14. (Passive) Mighty Strength: The tank's punches deal increased knockback, and the rocks the tank throws fly faster and are explosive. | Supreme Knight Tank
    15. (Passive) Motivator: While alive, CI, SI and Tier 1 Tanks gain 20% claw damage, move/attack speed and health. | Vengeance Tank
    16. (Passive) Moustachio Bypass: If the tank or the victim is inside a prison the tank will ignore Moustachio Bless effects. | Imprisoner Tank
    17. (Passive) Mystery Rock: Tank rocks can take one of several forms, dealing random effects. | Flinger Tank
    18. (Passive) Natural Guard: The tank lacks defense, but instead gains 50% damage resistance. | Craggy Tank
    19. (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. | Hybrid Tank
    20. (Passive) Neurotransmitter: Survivors hit by the tank will be affected by the tank's neurotransmitter abilities. | Reaper Tank
    21. (Passive) Nitrogen Fist: The tank's punches will slow survivors down, making them quicker to be frozen by Nitrogen Cloud. | Freezing Tank
    22. (Passive) Nitrogen Hurl: The tank throws nitrogen canisters instead of rocks which release gas in the same way as Nitrogen Cloud. | Freezing Tank
    23. (Passive) No escape: The tank gains move speed every second it hasn't damaged the survivor. It's move speed resets once it does. | Dormant Solidified Tank, Dormant Brutal Tank, Dormant Pulverizer Tank, Dormant Boiling Tank, Dormant Anguished Tank, Dormant Repugnant Tank, Decaying Tank
    24. (Passive) No Guard: Damage from the tank cannot be blocked by any means. | Supreme Duelist Tank
    25. (Passive) No return: If the tank spots a corpse, it will stay eating it for 15 seconds. After this the corpse is destroyed and the tank recovers 10% of its maximum health. Can be interrupted with stuns or freezing. While consuming, it gains 50% damage resist. | Reaper Tank
    26. (Passive) No survival: The tank gains move speed every second it hasn't killed a survivor. It's move speed resets once it does. | Hybrid Tank, Awakened Brutal Tank
    27. (Passive) Nothing for you: If the fake tanks die, survivors get nothing for it. | Mirage Tank
    28. (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
    29. (Passive) Null Aura: Survivors close to the Tank fall victim to a condition similar to Mutation, disabling all upgrades, buffs and skills. Moving away from the Tank removes the effect. | Nullifier Tank
    30. (Passive) Null Instability: The Tank gains move speed until someone falls victim to Null Aura. The Tank's move speed and Null Aura radius lowers while someone is falling victim to Null Aura. | Nullifier Tank
    31. (Passive) Overexertion: Each Super Hug performed lowers the amount the Tank passively heals by 50, down to 50% minimum. | Cupid Tank
    32. (Passive) Overwhelming Pain: If damage from the tank would incapacitate, the overflow damage will be taken away from the survivor's incap health. | Heartbroken Tank
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    1. (Passive) Pain Split: While alive, on survivor down/death, 50%/100% of their level is dealt to all survivors as damage, increasing further based on their infected kill count. Damage halved if away from survivor or other Tier 2+ Tank is alive. | Vengeance Tank
    2. (Passive) Paranoia: The tank is able to pass a strong disease that causes severe paranoia on survivors. The disease takes days to show up and is really easy to cure, but other survivors may not have noticed and will come to attack the group. | Sickening Tank
    3. (Passive) Paranoid Prowess: Each hostile survivor gives the tank 15% damage reduction and 10% cooldown reduction. | Sickening Tank
    4. (Passive) Penetrable Stomach: Shots dealt to the tank's stomach may injure survivors inside the belly, causing them to decay faster. | Glutton Tank, Supreme Glutton Tank
    5. (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
    6. (Passive) Phantom Split: Whenever Pulverizing Punch activates, the tank will create an illusion of itself to distract survivors. After some time the illusion explodes. | Supreme Splitter Tank
    7. (Passive) Pickpocketing: The tank steals 2 bounty and $2 on each hit. | Thief Tank
    8. (Passive) Poisonous Claws: Instantly poisons survivors upon a claw hit for 3 seconds. | Poison Tank
    9. (Passive) Poisonous Spores: Deals damage to nearby survivors. The more damage survivors receive, the higher the chance to get poisoned for 6 seconds. | Poison Tank
    10. (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
    11. (Passive) Processing: The tank gains 50 HP a second and 20% damage reduction for each survivor processing inside the tank's belly. | Glutton Tank, Supreme Glutton Tank
    12. (Passive) Projectile Blowback: Projectiles thrown near the tank will be bounced back towards the survivor who threw them. | Tempest Tank
    13. (Passive) Projectile Incinerator: Incinerates any heavy projectiles (grenades, molotovs, bottles) that go near the tank. It can also incinerate throwable traps. | Executioner Tank
    14. (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
    15. (Passive) Puddle absortion: After destroying a puddle, it will remain in place for 5 seconds. If the tank passes through the puddle, it will regain 5% of its missing health by absorbing the puddle. | Jelly Tank
    16. (Passive) Pulverize: Every 5th punch on a target deals double damage, stuns and dazes them. | Hybrid Tank
    17. (Passive) Pulverized: Each 10th hit deals additional damage equal to 10 times the level of the victim. | Dormant Pulverizer Tank
    18. (Passive) Pulverizing Punch: The tank's punch may occasionally pulverize its victim, flinging them in the air and dealing massive head trauma, rendering them unable to see enemy Special Infected or allied survivors for 7 seconds. | Splitter Tank, Supreme Splitter Tank
    19. (Passive) Pursuit: The tank deals 200 bonus claw damage to the survivor with the highest health and gains 20% speed if they are aggroed. | Imprisoner Tank
    20. (Passive) Quake Fists: Tank punches will cause an earthquake throwing away nearby survivors. | Craggy Tank
    21. (Passive) Quick Dash: The tank will randomly drop machetes to the floor. If a survivor steps near one, it will explode, dealing 300 HP damage and flinging nearby survivors away. The tank then leaves a decoy made of pure skin and teleports to the survivor, focusing them for 6 seconds. The machetes can be shot to be destroyed. | Supreme Duelist Tank
    22. (Passive) Rage: The tank's speed and hit delay are enhanced based on its missing HP. | Executioner Tank
    23. (Passive) Ravenous Hunger: If the tank has no one inside it, it gains bonus move and attack speed. This ignores PROCESSED survivors. | Glutton Tank, Supreme Glutton Tank
    24. (Passive) Reflective Shards: Shots towards the Tank have a chance to be reflected back. The reflected shot doesn't hurt the Tank but isn't completely accurate. If it hits a survivor, it deals 4% of the damage the Tank would have taken. | Reflective Tank
    25. (Passive) Regen: The tank heals by 100 HP/s for each PROCESSED survivor. | Glutton Tank
    26. (Passive) Regeneration: The tank heals for 1% of its total health every 4 seconds. | Cupid Tank
    27. (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
    28. (Passive) Repulsion Punch: Tank punches have a small chance to inflict a Repulsion Gland on the victim. The gland decays after a few seconds. | Vacuum Tank
    29. (Passive) Revenge and affection: The tank is in a constant state of confusion and will swap between the REVENGE and AFFECTION modes. | Santa Tank
    30. (Passive) Riot Shields: Shooting the tank's arms does no damage. | Imprisoner Tank
    31. (Passive) Rockfall: Tank rocks will periodically fall from the sky, also affected by the Mystery Rock ability. | Flinger Tank
    32. (Passive) Rotten: The tank's flesh is rotten and is unable to use its arms to attack. | Pestilent Tank
    1. (Passive) Rupture: Claw hits inflicts a rupture, causing high damage over time. The rupture damage can be reduced by standing still and crouching. | Cloaked Assassin Tank
    2. (Passive) Sadist: Upon killing a survivor, the tank gains 60% damage resistance and 30% True damage reduction which decays over 10 seconds. | Awakened Brutal Tank
    3. (Passive) Scaling Damage: The tank deals 50 HP punch damage per PROCESSED survivor. | Glutton Tank
    4. (Passive) Scaling Damage: The tank deals 100 HP punch damage per PROCESSED survivor. | Supreme Glutton Tank
    5. (Passive) Scaling Health: The tank's maximum health increases by 25,000 HP for each PROCESSED survivor. | Glutton Tank
    6. (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. | Supreme Infernal Tank
    7. (Passive) Screw Rocks: The tank can't throw rocks. | Bloody Tank
    8. (Passive) Searing Fire: Fire deals 10 HP damage per tick. | Ember Tank
    9. (Passive) Seeking Rock: Tank rocks will seek towards the nearest survivor. | Craggy Tank
    10. (Passive) Shadow Corrupt: While in the shadows, all survivors above 5% HP take damage each second equal to the tank's missing health percent. | Shadow Tank
    11. (Passive) Shadow End: When the Tank is hidden, if all survivors are dead, in Dying Berserk or Shadow Tainted, all survivors are killed and dead bodies are destroyed. | Shadow Tank
    12. (Passive) Shadow Frustration: Each second the Tank hasn't punched a Shadow Marked survivor, it gains 1% bonus attack damage until it does. | Shadow Tank
    13. (Passive) Shadow Murder: If a Shadow Marked survivor is killed by any means, the tank will return to the shadows. | Shadow Tank
    14. (Passive) Shadow Recuperate: When the tank enters the shadows, it heals for a portion of its Max Health. | Shadow Tank
    15. (Passive) Shadow Resilience: Status effects on the tank only last half as long. | Shadow Tank
    16. (Passive) Shadow Taint: If a Shadow Marked survivor dies, they will have their Upgrade and Skill ranks reduced by 2 until the Tank dies, but cannot be Shadow Marked again. | Shadow Tank
    17. (Passive) Shadow Taunt: If a Shadow Marked survivor hasn't damaged the Tank in 3 seconds, they will begin taking damage until they do. | Shadow Tank
    18. (Passive) Shadow Timeout: If the Tank is hidden for 2 minutes, Shadow End will activate. | Shadow Tank
    19. (Passive) Sharp Edges: Falling onto the tank or onto a piece of rubble will cause the victim to suffer 500 slash damage, and suffer 3 seconds of Broken Leg. | Juggernaut Tank
    20. (Passive) Shocking Source: Damage from the tank will stun the victim for a few seconds. A victim can't be stunned again for 5 seconds. | Electric Tank, Thunder Tank
    21. (Passive) Showoff: If another Tier 2 or higher tank is alive when this Tank kills a survivor, it will taunt, leaving itself vulnerable for a few seconds. | Cloaked Assassin Tank
    22. (Passive) Shy: The tank will never attack or show itself if survivors are too close to each other. Survivors must be in groups of maximum 3 to allow the tank to appear. | Shadow Tank
    23. (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. | Imprisoner Tank
    24. (Passive) Silent Hunt: On Death Mark, survivors cannot activate direct abilities for 15 seconds. | Vengeance Tank
    25. (Passive) Slayer: The tank uses melee weapons to attack dealing 10% of the survivor's current health as additional damage. | Supreme Duelist Tank
    26. (Passive) Slow bleeding: When taking bullet damage, 75% of the damage will be delayed. The delayed damage is dealt over 3 seconds at a rate of 25% delayed damage per second. | Supreme Bloody Tank
    27. (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. | Soldier Tank
    28. (Passive) Soul Split: Every 24 punches, the Tank inflicts Soul Split on its victim and allies nearby, halving their level for some time. The combo count is shared between all instances of the Splitter Tank. The duration of Soul Split depends on the Split state of the attacker. Soul Split is not removed on death. | Supreme Splitter Tank
    29. (Passive) Stalwart: The tank takes 66% less damage during Death Mark. The tank cannot be killed during Death Mark or Endure the Pain. | Vengeance Tank
    30. (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
    31. (Passive) Stay Close: The tank's punches will not knock the victim away. | Nullifier Tank
    32. (Passive) Stay down: Increased the time to revive nearby incapacitated survivors by 2 seconds. | Duelist Tank
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    1. (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
    2. (Passive) Stationary Acceleration: If still, the tank's ability cooldown timers are twice as fast. Doesn't apply if stunned, frozen, etc. | Decaying Tank
    3. (Passive) Sticky Hold: Tank punches won't knock the victim away. | Sickening Tank
    4. (Passive) Stomach growth: The tank will grow a new stomach each 2 minutes that will give him a new slot for humans. The recently growth stomach resets devour cooldown and gives the tank the ability to instantly devour survivors. | Supreme Glutton Tank
    5. (Passive) Strength in Numbers: If any Splitter form is within 300 units of another it gains 15% more attack and defense (doesn't stack). | Supreme Splitter Tank
    6. (Passive) Sturdy: The tank gains 50% damage reduction if stationary. This cannot be mitigated. | Flinger Tank, Hybrid Tank
    7. (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
    8. (Passive) Supreme Death's Bounty: For each kill the tank gets, it's ability cooldowns are permanently reduced by 0.5 seconds, and it instantly reduces current ability times by 4 seconds. Permanent reduction caps to 75% base cooldown time. | Supreme Shaman Tank
    9. (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
    10. (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. | Supreme Infernal Tank
    11. (Passive) Supreme Fire Shield: With the Fire Shield active, the tank gains 99% damage reduction and 15% True damage reduction. The shield disappears if the tank submerges in water, but returns after some time. | Supreme Infernal Tank
    12. (Passive) Taunt Resist: The tank ignores any aggro overriding effects. | Awakened Brutal Tank, Santa Tank
    13. (Passive) This is not a game: If the tank is taking less than 100 HP damage per second it will heal by 1% of its maximum health until the damage per second raises again. | Reaper Tank
    14. (Passive) Toughened Skin: The tank has 30% damage reduction including True Damage. | Manipulator Tank
    15. (Passive) Toxic desperation: When the tank is about to die, it gets desperate. The tank does not take damage while desperate and its abilities deal triple damage. The tank itself attacks and moves at double speed. After 45 seconds, the tank will explode by the instability of its inner gases. | Sickening Tank
    16. (Passive) Toxic Material: The tank periodically drops toxic material that deals 1% current health as damage per second. This material also nullifies upgrades, skills and buffs of survivors near. | Decaying Tank
    17. (Passive) Toxicity: Adds 1 Toxicity stack on punch. First stack deals 2 HP damage every 0.5s. Each new stack doubles damage (Max: 128). Stacks decay every 8s. -5% damage to Tank per stack, max -25%. Survivors with 0 stacks gain 2, 2nd stack decays faster if Toxicity isn't re-applied. Stacks preserved through death. With 3+ stacks, Dispenser heals accelerate stack decay. | Sickening Tank
    18. (Passive) Toxicity: Adds one 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
    19. (Passive) Trapped Sentence: The tank will focus survivors trapped on bear traps. | Hunter Tank
    20. (Passive) Trickster: The tank summons two fake tanks along side itself on spawn. The fake tanks deal half as much damage as the Mirage Tank and takes three times as much. | Mirage Tank
    21. (Passive) Tri-Rock: Whenever the Tank generates a rock, it will generate two more along side it, each also affected by the Mystery Rock ability. | Flinger Tank
    22. (Passive) True Guard: True Damage dealt to the tank is halved. | Supreme Duelist Tank
    23. (Passive) Unstoppable: The tank is immune to slows, stuns, staggers, freezing and taunts. | Juggernaut Tank
    24. (Passive) Vacuum Rock: Upon tank rock detonation, a vacuum will pull nearby survivors towards it. | Vacuum Tank
    25. (Passive) Vengeance: Claw damage increases based on the target's infected kill count. The tank also gains move, attack and cooldown speed based on the cumulative total of all tank tiers that fell before it, up to 20%, but only if no other Tier 2+ Tank is alive. | Vengeance Tank
    26. (Passive) Vented Release: Every 10% HP the tank loses, it gains 1 Contamination and all survivors are affected by Toxicity. | Sickening Tank
    27. (Passive) Volatile Prison: If a prison despawns or is replaced, all survivors take damage equal to 10 times the prison health. | Imprisoner Tank
    28. (Passive) Vulnerability: If a victim is hit 5 times in a row, they'll suffer a vulnerability that makes any tank punch against them cause an earthquake. | Fighter Tank
    29. (Passive) Vulnerable Stomach: Survivors can shove the tank to force it to vomit a survivor inside and prevent their death (4% chance per shove). | Glutton Tank, Supreme Glutton Tank
    30. (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. | Soldier Tank
    31. (Passive) Warp Recovery: After the tank teleports, it cannot attack for 3 seconds. | Obliterator Tank
    32. (Passive) Whiplash: Tank punches instantly kill and ragdoll the target hit by flinging the body at breakneck speeds. Tank punches also bypass any effect to block damage. | Obliterator Tank