My game called "Asteros"
~~Weapons
~Cannons
The Cannons (also called Barrels) are a type of weapon found on many Tanks. They shoot Bullets, which pass through Cannons. When firing, Cannons move back and forth, in a sort of piston motion. To fire, press space, left click, or turn on Auto Fire by pressing E. They can appear in different shapes and sizes and shoot Bullets in a variety of ways.

Types of Cannons:
-NORMAL CANNONS: These are the most common out of all the Cannons. They appear on most tanks. They take on a small, rectangular shape and fire normal-sized Bullets. They are found on, for example, Basic Tanks, Flank Guards, Tri-Angles, and Quad Tanks.
-SNIPER CANNONS: These Cannons are found on Sniper-class tanks. They are very long, rectangular Cannons and look like Normal Cannons, with a decreased Reload and increased Bullet Speed/Bullet Damage stats. The Ranger’s Cannon has a trapezoidal base.
-DESTROYER CANNONS: These Cannons shoot the largest and the slowest bullets in the game. Only the Arena Closer, Annihilator, Destroyer, Destroyer Dominator, and Hybrid have these. They take on a wide, rectangular appearance. The Destroyer Dominator’s Cannon has a trapezoidal base.
-DEPLOYER CANNONS: These Cannons launch Missiles, which are high-damaging projectiles (albeit dealing less damage than a Destroyer Bullet) with Cannons on them which shoot small Bullets to propel the Missile forward or damage other tanks. They are only found on Rocketeers, Skimmers, and Gliders. They have very little recoil compared to Destroyer Cannons. There are three known types of Missiles. The Rocketeer fires Missiles with a small Machine Gun barrel on the back. The Skimmer fires Missiles that spin and have two cannons on either side of the Missile, like a Flank Guard. The Glider fires Missiles with two cannons behind them.
-MACHINE GUN CANNONS: These Cannons are found on the Machine Gun and Sprayer. They rapidly shoot Bullets with a large spread. They take on a wide, trapezoidal shape, very similar to that of a Drone Spawner, but slightly longer. A small Machine Gun Cannon is also found on Missiles fired by Rocketeers.
-GUNNER CANNONS: Gunner Cannons shoot the smallest Bullets. They are found on most Gunner branch-offs, the Gunner Dominator, the Sprayer, the Spread Shot, the Auto Gunner, and Gunner Trapper. They take on a very small, rectangular shape, similar to normal Cannons.
-OVERLAPPING CANNONS: These are multiple Cannons that overlap each other. Only the Predator, Hunter, Sprayer, and Streamliner have these. The Sprayer has a variant which is a Gunner Cannon overlapped by a Machine Gun Cannon.
-STALKER CANNONS: These Cannons are only seen on the Stalker. Apart from their appearance, they work just like regular sniper Cannons. They take on a long, inverted trapezoidal shape and taper on to the tip of the Cannon; much the same design as Battleship Spawners, albeit being much larger. There is no statistical advantage of having a Stalker Cannon.
--Note: Typically trapezoid bases on Cannons indicate increased range/FoV, such as with the Ranger, Predator, or Dominators.

~Deployers
Deployers are a type of weapon that launches Missiles, which are high-damaging projectiles (albeit dealing less damage than a Destroyer bullet) with Cannons on them which shoot small Bullets. They have very little recoil -- about as much as a Launcher. A Deployer has varying designs, the Skimmers looks like a shorter Destroyer Cannon overlapping a shorter Machine Gun Cannon. They look like wider Hunter Cannons since the shorter Machine Gun-like Cannon looks like a Wide Tank Cannon.

~Launchers
Launchers are a unique type of weapon that shoot Traps, which disappear over time and deal great amounts of damage when an enemy touches it. Launchers have reduced recoil compared to cannons. Regardless, all Trap launchers behave the same.

Types of Launchers:
-Normal Launchers: This Launcher features a small rectangular base with an upside-down trapezoid at the end. This Launcher shoots tiny Traps that can be used as a defense and close-range ammunition. The Trapper, Overtrapper, Auto Trapper and Tri-Trapper bear this. The Defender and the Trapper Dominator use this type of Launcher too.
-Mega Launchers: This Launcher lays bigger and more durable Traps, with extra penetration and damage, but with slightly less speed. The upgraded Traps allow stronger defenses and longer-lasting walls. Only Mega Trappers use these launchers. This is the only Launcher that shoots traps that are the same size as the tank's body.
-Medium Launchers: Although these Launchers look the same as Mega Launchers, the Traps they fire are about half as big. Their Traps move slightly slower than normal. This Launcher is only seen on the Gunner Trapper, along with the two upgraded Gunner cannons.

~Spawners
Spawners are a type of weapon that spawn Drones.

Appearance:
Spawners look like gray trapezoids and appear on certain Tanks and Bosses. Some may appear narrower or tapered such as the case for Mothership and Battleship respectively. Spawners can spawn different kinds of drones depending on the Tank (or represent the function of a class like Necromancer which cannot create drones directly).

~Mounted turrets
Mounted Turrets, also known as Auto Turrets or simply as Turrets, are weapons that Defenders, Auto 5s, Auto 3s, Auto Gunners, Auto Smashers and Auto Trappers use. Mounted Turrets are gray circles with Cannons on them, attached to or on top of a tank that fire at nearby targets automatically without needing player input. When attached to the side of a tank (as seen on the Auto 3 and the Auto 5) only half of the circle beneath the Cannon can be seen, because of the tank's body covering some of the turret.

Technical:
ARTIFICIAL INTELLIGENCE
When AI-controlled:
* The Mounted Turrets will attack the closest target and keep attacking it until it dies or goes out of range.
* The Mounted Turrets prioritize Tanks over Polygons.
* The Mounted Turrets don’t attack projectiles.
* The Mounted Turrets seem to prioritize the most aggressive thing near you. Example: You are in the Pentagon Nest, and there is an Alpha Pentagon nearby, with a Crasher coming after you. The Mounted Turret will almost always attack the Crasher.
* In Game Modes with teams, Mounted Turrets will not target players on your team, they will only target players on the enemy teams. Though if a glitch occurs causing the Mounted Turrets to target a player on your team, the bullets will, however, go through the player, as bullets do not hurt players on your team.

When it was possible to take control of them:
* Players could control the Mounted Turrets(s) closest to their mouse (if more than one existed), by left-clicking, pressing space or having Auto Fire turned on (does not apply to tanks which have alternative firepower).
* Right-clicking or pressing Shift would instead fire from the Mounted Turret most far away from the cursor (does not apply to tanks which have an alternative firepower). Also, Mounted Turrets closest to their mouse would fire in the opposite direction, giving a boost.
* Multiple Turrets could be controlled if both were close enough to the mouse (only applied to Auto 3 and Auto 5).
* Mounted Turrets that are located in the middle of a tank (not including the Auto 3 or Auto 5) would slowly revolve around the tank when unable to focus on any entity.

PROPERTIES
* Mounted Turrets fire Bullets which are slightly smaller than that of other tanks.
** They have unnaturally high Bullet Penetration for their size but move slightly slower.
* Mounted Turrets on the Auto Tanks can only turn their cannons a certain total angle.
** This is why you take control of different Turrets as you move your cursor around the tank.
** Should an object leave their angle range, the next turret will take over.
** Exceptions are Auto Gunners and other tanks with uncontrollable Mounted Turrets, as they can fire in any direction.

~~Ammunitions
~Bullets
Bullets are the most common form of ammunition in Asteros. They are fired from Cannons and Auto Turrets.

In Free For All, Survival, Maze, and Sandbox game modes, the player’s Bullets are blue, but enemy Bullets are red. In the Team Deathmatch, Domination and Tag game modes, the color of the player’s Bullets depends on the color of their team. Fallen Boosters fire grey bullets, and Arena Closers, Defenders, and neutral Dominators fire yellow bullets.

The size of a Bullet depends on the level and class of the tank from which it originated, as further elaborated below.

Some classes of tanks use other types of ammunition as well: Drones (summoned by Spawners), Traps (laid by Launchers), and Base Drones (found in bases and summoned by Motherships).

Types of Bullets:
-Normal Bullets: Average-sized Bullets that are fired from most classes of tanks, typically from normal rectangular Cannons, such as that found on the Basic Tank, with no buffs or debuffs. Some Bullets are propelled faster than others, some do more damage than others, and the Sandbox Arena Closer uses a much more powerful version of these.
-Large Bullets: Large Bullets, also called Destroyer Bullets, are used by the Destroyer, Hybrid, Arena Closers and Destroyer Dominators. They deal greater damage and possess greater penetration than the Normal and Small Bullets, though they travel considerably slower. Arena Closer bullets are exempt from the rule and are extremely fast.
-Small Bullets: The Gunner branch, Factory Drones, and Gunner Dominators use these. They have the weakest penetration of all of the types of ammunition, though they travel fast. Their Bullet damage varies from class to class, but they tend to hit hard for their size, especially when their damage stacks with multiple Bullets. They are also called pellets by an achievement.
-Auto Bullets: Bullets fired by Auto Turrets have a slightly higher amount of penetration than normal Bullets, but also a slower speed and smaller size. It is also the second smallest, as shown in the image.
-Multi-Shot: Multiple different-sized Bullets are fired in order. This type of Bullet is generally used by tanks in the Hunter branch, as well as the Sprayer and Spread Shot.
-Huge Bullets: These bullets are only used by the Annihilator. They have the same Penetration and Damage as the Large Bullets, but it’s easier to kill other tanks with them because of their size. They have the highest knockback for a bullet controlled by a player tank.
-Missile Bullets: Those bullets are shot not from individual tanks, but from missiles. They deal 80% of the damage of a single Gunner bullet, and usually only exist to propel the missile forward.

~Missiles
Missiles are high-damage projectiles that are launched out of Deployers. Missiles shoot smaller, Gunner-sized bullets through their blue Cannons. The bullets they fire deal about half of the damage of a normal Destroyer bullet. It looks like a Destroyer Bullet, but with miniature team-color Cannons about the same proportions as that of an Arena Closer cannon but scaled down. In Sandbox mode, a Level 1 Skimmer’s Missile Cannon size is as large as a Level 45 Skimmer’s. Missiles can travel up to four seconds before disappearing, unlike the usual three-second disappearance of normal bullets. An alternative version of the Missile used by the Rocketeer has a single Machine Gun barrel on the Missile’s back.

SKIMMER MISSILES:
The Skimmer's missiles are used exclusively by the Skimmer and features two cannons positioned 180 degrees apart, similar to the positioning Flank Guard's cannons. The missiles spin clockwise, firing small bullets that create a vortex-shaped pattern. If the player holds right-click when firing, the missile will spin counterclockwise. Skimmer Missiles stay alive for approximately five seconds before despawning.

ROCKETEER MISSILES:
The Rocketeer's missiles are used exclusively by the Rocketeer and features a Machine Gun cannon mounted at the back, propelling the missile forwards. Due to this, the Rocketeer's Missiles are very fast. However, as soon as the bullet leaves the barrel, there is a slight delay before the Machine Gun cannon will start firing the mini bullets. Rocketeer Missiles stay alive for approximately four seconds before despawning.

GLIDER MISSILES:
The Glider's missiles are used exclusively by the Glider and features two cannons at mounted at the back of the missile, positioned like the Tri-Angle's back cannons. Those cannons propel the missile forward, as well as slightly damaging nearby enemies that are next to the missile's line of fire. Glider Missiles stay alive for approximately five seconds before despawning.

~Traps
Traps are a type of ammunition, fired from a Launcher. Traps are shaped like concave hexagons or three-pointed stars.

Technical:
* Traps move forward, quickly losing velocity before becoming stationary.
* Traps last for a long time: 24 seconds for traps spawned from the Trapper, Mega Trapper, Overtrapper and Auto Trapper, though only 10 seconds for Tri-Trapper. Trap lifetimes are fixed and are not affected by any Stats.
* Traps can be shot to move them, but only by enemy tanks (and the launcher of the Trap for a limited amount of time).
* If playing on 2 Teams or 4 Teams, traps created by a player cannot hurt members of their team.
* Traps do have health, and if they take enough damage, (i.e. from bullets), they will fade away and disappear.

Types:
-Small Trap: They have the power of exactly two Bullets of the basic Tank. Trapper, Tri-Trapper, Auto Trapper and Overtrapper use these Traps, they have the longest lifespan, except the Tri-Trapper’s Traps which last only slightly longer than the Mega Trapper’s.
-Medium Trap: The Gunner Trapper’s Traps are slightly bigger than the Trapper, Tri-Trapper, and Overtrapper’s Traps, but are smaller than the Mega Trapper’s. However, it does equal damage as a small Trap.
-Mega Trap: The size of the Trap it uses is similar to the size of an Annihilator’s Bullet. They are more than twice as strong as small Traps, and they have a power of more than 5 Bullets of the basic Tank. It is rarely worthwhile to destroy these Traps, as they will often die on their own before you can fully deplete their health. This trap is exclusive to the Mega Trapper.

~Drones
Drones are weapons used by the Overseer branches and the Hybrid. Most drones look like smaller versions of Triangles, with the only exceptions being the Necromancer’s Drones, which are tinted Squares, and the Factory’s, which look like small Arena Closers.

Technical:
BEHAVIOR
All Drones (with the exceptions of Hybrid’s and Overtrapper’s AI-controlled ones and the Factory’s Minions, which exhibit more complex behavior) can be controlled via left-clicking or by pressing E to enable Auto-Fire. This forces them to follow the player’s cursor. Right-clicking or pressing Shift will force drones to move away from it.

If not controlled, all the Drones regardless of their type will automatically seek the nearest enemy in their immediate area. If no target is available, they’ll become "idle" and passively orbit around their tank.

The Mothership and the Battleship present both controllable drones and uncontrollable Drones. (Presumably, due to their exceptionally high Drone Count). The latter, automatically protecting the tanks from enemy users.

Note: When a tank with controllable drones uses Auto Fire and Auto Spin simultaneously, the Drones will orbit the tank uncontrollably unless either auto function is off.

STATS
Drones are affected by these Stats:
* Bullet Penetration increases their Max Health.
* Bullet Damage increases their Body Damage
* Bullet Speed increase their Movement Speed.
* Reload increases their respawn rate (or Drone Limit in the case of Undead Drones)
Note that in Factory’s case the mentioned Stats also modify these Traits:
* Bullet Penetration increases their Bullet Penetration.
* Bullet Damage increases their Bullet Damage.
* Bullet Speed increases their Bullet Speed.
* Reload increases their Bullet Reload.

Drone Users:
Tanks that use controllable Drones are:
* Overseer: up to 8 drones per tank.
* Overlord: up to 8 drones per tank.
* Manager: up to 8 drones per tank.
* Necromancer: up to 22-36 per tank depending on the reload. (Max Drone Count)
* Factory: up to 6 drones per tank.
Tanks that use uncontrollable Drones are:
* Hybrid: up to 2 drones per tank.
* Overtrapper: up to 2 drones per tank.
Tanks that use both controllable and uncontrollable drones are:
* Mothership: 16 controllable drones and 16 uncontrollable drones.
* Battleship: Infinite controllable drones and infinite uncontrollable drones; both types disappear 4 seconds after spawning.
Bosses that use Drones are:
* The Guardian: 24 drones (Crashers).
* The Summoner: 28 drones (Squares).
* The Fallen Overlord: 28 drones.

Necromancer Drones:
These drones, also known as undead drones, are only accessible by the Necromancer. They are essentially the same, except:
* They are presented in far greater numbers, but in return, they take full damage instead of only 25% like other drones.
* They have a square shape and somewhat reduced Speed.
* All the tanks that use this type of drone have a Square base.
* The Necromancer must collect its drones by infecting squares since it doesn’t spawn them on its own.
* Unlike other types of drones, you can get points (10 EXP) by destroying a Necromancer Drone. If the Drone is converted from a Green Square however, you will get 1000 EXP.
* They are considered Shapes (or more specifically, Squares) by the game.
* Note: The Summoner's drones are almost identical to the Necromancer's drones, except for the fact that the Summoner's drones are generated via four spawners, as well as do not give any EXP upon destroying. They are also considered Drones rather than Shapes like regular Necromancer's Drones.

Factory Drones:
These Drones are exclusive to the Factory. They are also known as Minions. They present some singular characteristics in the sense that:
*:They move at roughly half the speed of normal Triangle Drones.
* They are twice as strong as normal Triangle Drones.
* They are the only type of drones in which their body isn’t their main offensive weapon.
* They are smaller than Level 1 Tanks and have a similar appearance to the Arena Closer.
* They do not chiefly use melee attacks — they keep their distance and shoot, like miniature tanks.
TECHNICAL
* Both the Factory’s projectile types are affected by the same stats. (e.g. Bullet Damage increases both the Minion’s Body Damage and their Bullet Damage)
* When idle, the Minions will orbit the player, similar to other Drones but further away from the player’s body.
* When using Left-Click the minions will go, and fire, in the cursor’s direction. Given a certain distance, the drones will start orbiting around the pointer while shooting at it.
* When using Right-Click, and depending on their position with the cursor, the minions will either orbit the cursor while shooting outwards, clump together in a star formation, or go away from it like normal repelled drones.

~~Features
~Map
The Map, also called the Minimap, appears in the lower right corner of the screen and displays an overview of the layout of the player’s current Game Mode, along with their location & direction facing (indicated with a black triangular pointer). All Game Modes have a map that shows the outline of the area, the Team Bases, Dominators (only in Domination) and your tank’s location. It does not show any other Players or Bosses though.

Game Modes:
All of the Game Modes have different map layouts. FFA, Tag & Sandbox have a very similar map but don’t have any Team Bases as there is no need for Teams.
-2 TEAMS / 4 TEAMS: 4 Teams has four Teams consisting of blue, purple, green and red, and 2 Teams Game Mode consists of two Teams, one red (right) and the other blue (left), which are placed at opposite sides of the map spreading from the top to the bottom.
-DOMINATION: Domination consists of two Team Bases that can be randomly placed in any of the four corners of the map, though the Blue Base will always be on the left-hand side and vice versa for the Red Base. Each Base is the size of the 4 Teams Game Mode Bases (and also contain Base Drones), but also add four much smaller Bases in the middle which are used by the Dominators which the player can defeat and then press H on their keyboard to control. The game objective and win condition are for the player’s team to defeat all four Dominators and take over all four Bases.
-MAZE: Maze consists of a randomly generated map terrain of walls that no tank body or bullet can enter, although Barrels and other Weapons can enter Maze Walls.
-TAG: Tag mode used to have a Dominator that was in the middle of the Map, where the Pentagon Nest is. Now Tag has a map that is similar to FFA, but the map shrinks over time. This was probably to make catching tanks easier if only one tank is still rebelling the winning Team.

~Base
The Bases, or Spawns, are the safe zones in Team Deathmatch (now 2 Teams and 4 Teams respectively) and Domination which are the places where the player spawns into the game. These zones are indicated by a translucent tint in the color of the player’s team.

The Bases are protected by Base Drones, fast little triangles (with 2,000 health points) that do a small amount of damage at a very fast rate.

Technical:
In all modes where Bases are present, the Zones are fatal to any enemy tanks and their bullets. All but the toughest of sniper Bullets will quickly fade into nothing at the edge of the shaded area. All enemy Drones will quickly be destroyed at the edge of the shaded area as well, although highly upgraded Traps will shimmer in the Base for a second or two before disappearing. The Base Drones do not target Arena Closers, Crashers, or Polygon Bosses. The Base itself has no effect on the aforementioned entities, but the can deal damage on Fallen Bosses, and the Base’s Drones will also target Fallen Bosses for any reason. They will only attack Polygon Bosses if provoked.

2 TEAMS
In 2 Teams, there are two Bases for the blue and red team. The red and blue Bases are large Bases spanning the sides from the top to the bottom. The blue base is always on the left and red on the right.

4 TEAMS
In 4 Teams, there are four Bases. All four Bases will be on a corner. The blue team’s base is on the top left, the green team’s on the bottom left, the purple team’s on the top right and red team’s on the bottom right; as seen on the picture on the right.

DOMINATION
In Domination, the Bases randomly enclose two corners. The Bases in Domination see little action, as the Dominators are the most important factor in the game mode. The Bases are identical to a 4 Teams game with only the red and blue teams. They still function just like in Team Deathmatch, however, only you would not be able to shoot from one side to the other with a Booster, as you would die or be stopped and expelled before reaching the center.

The area immediately surrounding the Dominators are colored like the Bases of the team that controls them but is not fatal to enemy tanks and projectiles like the actual Bases are.

Strategies:
DEFENSE
When on the losing team, you should not leave the Base at all when there is heavy fire coming to the edge of the Base itself. Instead, you should travel down the base until you find a quiet area to level up.

When low on health, it is best to retreat to a friendly Base. This is so players will never have a chance to instantly defeat you. Stay in the Base, because high FoV classes or fast classes may outwit the Base Drones and attack you.

Go out of your Base to farm because few Polygons spawn in Bases, but stay near it in case of enemy intruders invade. If there are many Polygons in the Base, stay there and farm. But be careful, teammates may steal them while the player is unable to stop them.

OFFENSE
At higher levels, it is an effective strategy to use your Base to not only protect your flank but as a means of retreat. Patrolling the area a short way away from the Base will allow you to attack careless enemies and retreat should you be overwhelmed. Flanking enemies and forcing them towards your Base is also an incredibly effective strategy, as they will be trapped between you and the Base. Be careful though, because if the Base Drones kills the enemy before you do, you will not receive any points.

Necromancers and, to a lesser degree, other tanks of the Overseer class, can influence the field without ever leaving the Base. By sending your Drones into the Base using the Right-Click or Shift key, you can harvest Polygons from the safety of your Base. Necromancers are especially effective at this because their Drones will replenish their number as they collide with Squares. With a high Drone Count, you can send your Drones out along the entire base and reap a sizable harvest from complete safety, only ending when you recall your Drones or when they die against the enemy Base. Indeed, you will be surprised at how many enemies you kill without even seeing them, as with so many Drones it is quite easy to accidentally kill weaker, damaged, or low health enemies. Overlords are also effective at utilizing this strategy due to their fast reload time.

Predators can utilize the Base to retaliate against enemies attempting to create spawn traps. Because of the Predator’s incredible range and changing Point of View, you can remain safely in the Base while you snipe any enemies foolish enough to try to block up your Base. Others of the Sniper class can utilize this strategy, but due to shorter ranges, they are less effective. Stalkers, however, can move to the edge of the area and become invisible, allowing you to get closer while remaining relatively safe since you can easily retreat.

~Scoreboard
The Scoreboard, also called the Leaderboard, is a miscellaneous feature in Asteros. It is located at the top right corner of the screen during the gameplay, the scoreboard does not display on the title screen. The scoreboard displays the top 10 players of Survival, Free For All, 2 Teams, and 4 Teams, the number of players on each team in Tag and the Health of the two Motherships of the now-defunct Mothership Game Mode. There is no leaderboard in Domination.

The Score:
The score determines your position on the scoreboard and the Level of your tank. Your score and level are always indicated below in the center of your screen during the gameplay in the score bar, which also displays a bar (color depends on the team—default green) which shows your score compared to the top player. In Free For All, 2 Teams, and 4 Teams, your score will be indicated on the scoreboard if it’s high enough. When there are lower then 10 players in the server, like in Sandbox or Survival, the number of bars will be that number of players, say if there are 7 players alive in a Survival server, it will show the 7 players' score compared to the number one player.

To increase your score you have to destroy Polygons, other players or Bosses.

Scoreboards by Game Mode:
FREE FOR ALL, SURVIVAL, MAZE, AND SANDBOX
In Free For All, Survival, Maze, and Sandbox, the top 10 players are arranged from highest to lowest score. In VERY old versions of Diep.io it was arranged by the number of kills, then it was changed to highest to lowest score (no bars), then the comparison to the first bar was added, and then at the right of the comparison bar, the class of that player was added.

2 TEAMS AND 4 TEAMS
In the 2 and 4 Teams modes, the top 10 players are arranged from highest to lowest score, no matter what team they are on. The scoring system is the same as Free For All. However, instead of the bar being green, it will be blue and red for 2 teams, and blue, green, red, and purple for 4 teams, depending on what team the player is on.

DOMINATION
Domination is the only game mode without a scoreboard.

MOTHERSHIP
In Mothership, the health of both Motherships is displayed and arranged from highest to lowest HP. When both Motherships die, blue would always be shown first, due to it being team 1 in the code.

TAG
In Tag, the amount of players the four teams have are displayed and arranged from highest to lowest number. If the four teams have the same score, the order will be Blue>Red>Purple>Green, according to the order of the teams in the code.

Leader:
The leader is number one on the scoreboard. An arrow will show where the leader is, but if the leader is close, the arrow will disappear. The leader also cannot see the arrow. Most leaders are very skilled and often focus more on Tanks instead of Polygons.

~~Tanks
~Basic tank
Tier: 1
Upgrade to:
-Level 15: Twin, sniper, machine gun, flank guard
-Level 30: Smasher
Weapon(s): Cannons (1)

The Tank, usually called the Basic Tank or simply Basic, is the tank the player spawns as. It is equipped with one Cannon which shoots one Bullet at a time in a straight path, with slight recoil. At Level 1, with no upgrades, it has 50 HP.
At Level 15, four upgrade choices will be given to the player: Twin (adding an extra cannon next to the existent cannon, both larger than the starter Tank's) Sniper (turning the normal cannon into a sniper cannon), Machine Gun (turning the normal cannon into a machine gun cannon) and Flank Guard (Like the Twin, but instead adding a shorter cannon to the back of the tank). At Level 30, the choice for the Smasher upgrade will be available. Level 30 and 45 will once again prompt the player with options of other “sub-categories” of tanks. For information on these other tanks, go to the Tiers page.

Design:
The Tank features a basic circular body with one light gray Cannon placed in the front of the tank. The body can be either blue or red (In 4 Teams and Tag, it can also be green or purple), depending on the tank’s team (In FFA and Maze, each player's tank is blue and all other (hostile) tanks are red.)

Strategy:
* Strong Against: Low upgraded tanks (as the tank levels up, the list grows exponentially due to the high bullet stats), bullet-shooting tanks with lower frontal DPS if the player is maxed out in bullet power and Reload.
* Weak Against: Bullet Spammers, Overlords, highly upgraded tanks, high-level tanks, Bosses, Sniper tanks if caught off guard, Crashers (swarming).
-AS THE TANK
* Upon starting the game, it is advised for players to attempt to find and kill any Pentagons near their spawn point because Pentagons are most effective and critical for leveling up. If there are none close by, it is best to destroy any nearby Squares or Triangles instead.
* Though strategies differ between players, it is often advisable for novices to upgrade Max Health and Health Regeneration once or twice.
* While playing 2 Teams or 4 Teams, players should stay close to the Base and take out Polygons nearby when they are at a lower level. If the enemy team’s players are taking up most of the Leaderboard and/or are spawn-camping the player’s team, consider going to a different area of the spawn camp. Again, players should upgrade Max Health or Movement Speed.
* As a low-level tank with maxed out Max Health and Body Damage, players can surprise Bullet build players by making themselves seem harmless. This is a good way to quickly reach Smasher or Booster.
* Players should stay away from others as much as possible in non-team game modes. Try to refrain from fighting others.
* Using the tank's small recoil will help you run away from enemies faster.
* As the player reaches higher levels (Level 30 - 45) this tank becomes quite powerful, with its Bullet Damage and Penetration becoming very effective against most tanks. High bullet stats have enabled many players to reach high scores despite never upgrading.
-AGAINST THE TANK
* Do not underestimate the Tank. Although it's a Tier 1 tank, it does not mean it can't kill you.
* Bullet spammers can easily overwhelm the tank if they have enough Bullet Penetration because the Tank has only one cannon. If a player’s strategy is to wander around getting points mainly by killing all the Tanks they see, becoming a Triplet or a Sprayer could help them.
* Due to how the tank has only one cannon, it is also possible to flank it.
* A common strategy is spawn-camping. This is when players will aim to find and kill tanks that have just spawned. This strategy works very well with Sniper-class tanks due to their high FOV. If the player chooses to use this strategy in 2 Teams or 4 Teams, they should upgrade Movement Speed and be ready to run away from Protectors at a moment's notice. However, not much experience is gained from this, generally, and targeting low-level basic tanks can be seen as bullying. Spawn-camping is generally frowned upon due to its practically guaranteed effectiveness should the attacker be cautious for potential ramming attempts from the Basic.
* An Overlord could flank a basic tank; however, it is still appropriate to attack it from the front since the Tank doesn't have enough reload to destroy them all. But be careful, because a Tank with almost and/or fully maxed out Movement Speed may easily run away from them.
* Beware of surprise rammers; players occasionally level up but choose to stay as a tank and can quickly upgrade and surprise their opponent. The player may be able to spot one if the enemy Tank is trying to get too close to them. When this happens, the player must kill them as quickly as possible.
* The bullets of a basic are, to say the least, basic. Dodging their bullets all depends on the bullet’s speed and the basic’s Movement. Estimating the trajectory of the tanks Bullets to the cannon direction is the main way to dodge their bullets, or just plain dodging is another way.