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.

~~Mechanics
~Auto Fire
It can be used by any tank. The feature is activated by pressing E on the keyboard and is deactivated the same way.

Function:
Auto Fire allows the player to continuously fire bullets without the need to click their mouse or press space. There is a notification near the top of the screen that notifies the player that Auto Fire has been turned on/off when the E key is pressed.

Classes that use Drones, such as the Overseer, Overlord, Manager or Necromancer will have Auto Fire cause their drones to continually follow the mouse pointer. Shift (or right-click) will still make them fly away from the cursor, even with Auto-Fire on. This does not happen with the Battleship, however, as firing is required to summon Drones.

Note that although there will always be a message when enabling Auto Fire, there will not always be an effect. For example, the Smasher branch, which does not fire Bullets (except for the Auto-Smasher), is not affected by Auto Fire. Auto Turrets, which always fire automatically, are also not affected.

~Auto Spin
It can be toggled on/off by pressing C.

Function:
Auto Spin allows the player to spin around at a set speed without moving the mouse. It is activated by pressing C. When activated, a Notification appears at the top of the screen, much like when Auto Fire is turned on. When Auto Spin is on, the tank will begin spinning clockwise automatically, making a full revolution in just under 6 seconds. For tanks that have controllable Drones (Overseer, Overlord, Necromancer, Manager, Battleship), they too will spin clockwise.

~Invisibility
Invisibility is an ability exclusive to the Manager, Stalker, and Landmine, and is used for defense, evasion, or deception. It is activated only when a player is not moving or firing.

Technical:
Invisibility march 15th 2024
Moving the cursor over your own tank makes it visible to yourself!

Invisibility engages when the player is stationary and not firing, but disengages slightly when the player moves or shoots. Once engaged, the tank will become transparent (along with the health bar, although the player will be able to see it). Damaging the tank dispels the invisibility a bit. When positioning the cursor close to the tank, the player may see themselves without any other players seeing them.

Crashers will not be able to see invisible tanks and will seek out other targets should it become invisible. However, Crashers can still hit invisible tanks if they are in the way of its target, dissipating the invisibility and alerting other Crashers (and enemy tanks) to the invisible tank’s presence. Since there are often a great many Crashers moving around the Pentagon Nest, this makes it a poor place to hide.

~Tanks
Tanks are entities in Asteros that can shoot free-moving Bullets, Drones, Traps, Missiles, or Minions. They can be controlled either by a player or AI.

Design:
All tanks consist of a body and one or more weapons attached to the tank. The size and placement of the Cannon(s) depends on the level and Class of the tank respectively.

COMPONENTS
Tank Final Screenshot 1
A Tank shooting a Bullet.

Classes are commonly composed out of three, very distinct parts: The tank itself or ‘the body’; its Weapon/s (Cannons, Spawners, Launchers, etc); and the Projectiles or ‘the ammunition’ that is spawned from it.

Body
The body of a tank, it has the same base durability regardless of class or shape. It is only modifiable through the Tank’s Body Damage, Max Health, and Regeneration stats. The only exception to this being the Spike tank, which sports additional base Body Damage. Almost all playable tanks have a circular body. The only exceptions to this being the Necromancer, and the Factory, which are square-shaped. The game revolves around destroying this part of the tank. If it despawns, the tank dies.

Weapon
Weapons appear in different shapes, sizes, and numbers. they are not tangible parts of the tank, and their primary function is to let the player aim and control where its Ammunition spawns. The most common types of weapons are Cannons, followed by Spawners, Launchers, and Deployers. The Ammunition that each of these types spawns being Bullets, Drones, Traps, and Missiles respectively.

Ammunition
Bullets, Drones, Traps and Missiles are tangible entities spawned from the Weapon's location, whose primary job is to destroy the enemy bodies by colliding with them. Depending on the Class and Weapon type, the ammunition may present different traits such as Speed, Durability, Size, and Lifespan. Additionally, special ammunition types such as drones are the only entities whose Trajectory is not fixed, and can thus be updated to make it more difficult to block/dodge.

COLOR
* The color of a tank’s body is based on its team’s color (blue, red, purple or green).
** Your tank is colored blue in FFA and Maze, while everyone else’s is red.
** Neutral tanks, like Arena Closers or unclaimed Dominators are always yellow.
** Some Bosses have special colors, such as pink or yellow.
** Fallen Bosses are light grey.
*" The outlines of tanks and Cannons are slightly darker than the body.
Note: They used to have black outlines until it was changed in the later updates.
* Cannons are always colored dark grey.
* Bullets are usually the same color as the tank who fired them.
** In FFA and Maze, a Necromancer’s Drones are colored peach/orange.

Technical:
MOVEMENT
All controllable tanks can move their bodies with the arrow or WASD keys. They can move their Cannon(s), which always points at the cursor, with the mouse. Pressing C will make the tank spin automatically.

Shooting Traps or Bullets
To shoot ammunition, a player can press SPACE, or left click with their mouse. Pressing E will enable the tank to fire automatically. However, Smasher and its upgrades (except Auto Smasher) cannot shoot Bullets.

Controlling Drones
For any tank that utilizes controllable Drones, left-clicking (or SPACEBAR) will bring the Drones towards the mouse cursor. This is always on if Auto Fire is enabled. Right-clicking (or SHIFT) will repel them away from the cursor. Otherwise, the Drones will return to the tank and orbit it, unless there is a Polygon, a Boss or another enemy tank nearby. In the case of you using Factory, your Minions shoot to your cursor when left-clicking or Auto Fire is on and looks away, or if close, gets dragged (only if the cursor is close to the Minions|Minion) if right-clicking.

Other Controls
Some tanks have additional controls as well. For example, right-clicking while playing as the Predator will extend its focus in the direction of the mouse.

SPAWNING
Spawning is the act of being born into the arena. It is done by pressing enter on the computer version, or by pressing the green arrow button below the player's name, in the mobile version. A player will always spawn as a basic Tank. The player will spawn in their base in 2 Teams, 4 Teams, or Domination. In FFA, Survival, Tag, Maze, or Sandbox, the player will spawn at a random point on the map.

When the player spawns, they rotate for a second. Their body also flashes slightly for approximately 15 seconds. During this time the player cannot be harmed. In this time, if they collide with Crashers, Polygons, Bullets, Tanks, or any other entities, the entity will be destroyed, at no health cost to the player. Undisturbed, this period of invincibility lasts for approx. 15 seconds, however, if the player moves or fires, then the period is stopped. However, a player can select upgrades, or fill in the stat bar during this time. This feature was created to prevent tanks from being spawn killed.

The level a tank spawns at is determined by the level it was killed at previously. If this is the first time the server has been joined, then the tank will spawn at level 1. A level 45 tank will spawn at level 22, with a range of values in between. If a player leaves the site, then returns, they will spawn at level 1. The level a player will spawn at is shown below their name.

~Levels
Levels are a game mechanic in Asteros. Players level up by gaining score, killing other players, destroying Polygons and Crashers, or through passive XP gain (in the case of the game mode, Survival). The player's total score and level are represented by two bars below their name, as shown on the right. The numbers on the top bar represent the player's total score whilst comparing the player's score as a percentage of the score of the Leader (the player at the top of the Scoreboard) - as such, when the player is the leader, this bar is full. Another difference between these two bars is that the score bar can fluctuate up and down, while the level bar can only increase. The bottom bar represents the player's current level and their current progress to the next level; once this bar is full, they gain a level. This system terminates at level 45, as no higher levels can be reached.

Mechanics:
For every level gained, up to Level 28, a skill point is received (after which a skill point is received at Level 30, and then every 3 levels afterward up to level 45). Skill points are used to upgrade the player's Stats. In the skill tree, shown to the right, up to 7 total skill-points may be invested into a stat, with there being eight stats. Four stats can be maxed out (or filled), with another receiving the last five points. An exception to this is the Smasher branch, which can use up to 10 points, but only 4 stats. The Auto Smasher, however, has all 8 stats with a maximum of 10 points. There is a maximum of 33 skill points, so use them wisely, or the player will end up with an ineffective build.

Even two of the same tanks can vary widely based on how its skill points are distributed; these different skill point distributions are known as Builds. They vary between strict melee builds and ranged builds.

For every 15 levels, up to 45, the player may go up to the next Tier, which drastically improves the characteristics of the player's tank and its Barrels, Spawners, Trap layers, or other attributes.

As the player levels up:
* The size of the player's tank and its ammunition size will increase by 1% per level above level 1.
* The tank’s Health will increase by 2 HP per level.[1]
* The Field of View (FoV) will increase.
* The Movement Speed will decrease.

Should the player die, they will respawn at a lower level, which fully depends on their level before they died. It is usually half of the player's level, but below Level 12 they will go down only one level, when they are Level 15 they will get Level 12, and upwards to 30 it depends on score, then level.

Experience Gain:
Different game modes have different Experience modifiers.
* FFA, 2 Teams, 4 Teams, Maze and Sandbox has an experience multiplier of x1.
* Domination has an experience multiplier of x2.
* Survival, Tag and Mothership has/had an experience multiplier of x3.

Level Table:
|Level|Tank size (grid squares)|Points Needed|Points to Next Level|Respawn Level|
|-|-|-|-|-|
|1|2.000|0|4|1|
|2|2.020|4|9|1|
|3|2.040|13|15|2|
|4|2.061|28|22|3|
|5|2.081|50|28|4|
|6|2.102|78|35|5|
|7|2.123|113|44|6|
|8|2.144|157|54|7|
|9|2.166|211|64|8|
|10|2.187|275|75|9|
|11|2.209|350|87|10|
|12|2.231|437|101|11|
|13|2.254|538|113|11|
|14|2.276|655|132|12|
|15|2.299|787|151|12|
|16|2.322|938|171|13|
|17|2.345|1109|192|13|
|18|2.369|1301|215|13|
|19|2.392|1516|241|14|
|20|2.416|1757|269|14|
|21|2.440|2026|299|15|
|22|2.465|2325|333|15|
|23|2.489|2658|368|15|
|24|2.514|3026|407|16|
|25|2.539|3433|450|16|
|26|2.565|3883|496|16|
|27|2.591|4379|546|17|
|28|2.616|4925|600|17|
|29|2.643|5525|659|17|
|30|2.669|6184|723|17|
|31|2.696|6907|791|18|
|32|2.723|7698|839|18|
|33|2.750|8537|889|18|
|34|2.777|9426|942|19|
|35|2.805|10368|999|19|
|36|2.833|11367|1059|19|
|37|2.862|12426|1123|19|
|38|2.890|13549|1190|20|
|39|2.919|14739|1261|20|
|40|2.948|16000|1337|20|
|41|2.978|17337|1417|20|
|42|3.008|18754|1502|21|
|43|3.038|20256|1593|21|
|44|3.068|21849|1687|21|
|45|3.099|23536|--|22|

~Stats
Stats are a core game mechanic in Asteros. Along with customizing the class of a tank, players can also modify their tank’s Stats to master their own play style.

Mechanics:
As the player levels up, they begin to earn Skill Points, which are used to upgrade stats. Skill Points can be spent either through clicking the + button next to a stat bar (shown at right) or by pressing the corresponding number key. Tanks gain 1 Skill Point for every Level until Level 28, after which one Skill Point is obtained at level 30, and then one Skill Point every three Levels until they reach Level 45. The maximum number of skill points is 33, and a stat can be upgraded 7 times before maxing it out fully (with exception to the Smasher branch - the maximum is 10 upgrades for each stat).

Note: Percentages and statistics on this page are merely approximate. These values are not 100% accurate. However, in many of the 8 stats, converting to 4 stat points or 7 stat points from 3 and 6, respectively, gives a higher overall buff in the respective stat.

Stats and their Effects:
HEALTH REGEN
Short for health regeneration. Any tank, who does not receive damage after a certain amount of time, begins to regenerate any lost health. When this stat is upgraded, it will decrease the amount of time needed to fully restore your tank’s health. The more points invested in health regeneration will, the faster that normal health regeneration will heal your tank. The rate of regeneration greatly increases after approximately 30 seconds. Increasing Maximum Health will not slow down the healing rate. Health regeneration does not apply to a tank’s Bullets and Drones.

A study conducted in the Sandbox shows the results of upgrading the Health Regen stats a certain number of times. It is the amount of time taken for a Level 45 Basic Tank to fully restore its health after ramming into a Pentagon, no other stats considered.

Note: this chart only shows the amount of time to full health for a level 1 tank with 0 points into health. Use this chart for a reference to the proportion of change.
|No. of Points|Time to Regen. to Full Health|Average Regen. Rate|
|-|-|-|
|7 points|6.41 seconds|15.60% per second|
|6 points|7.72 seconds|12.95% per second|
|5 points|9.13 seconds|10.95% per second|
|4 points|11.75 seconds|8.51% per second|
|3 points|15.15 seconds|6.60% per second|
|2 points|23.07 seconds|4.33% per second|
|1 point|30.67 seconds|3.26% per second|
|0 points|31.97 seconds|3.12% per second|

This chart shows the relationship between the regeneration points and the corresponding percentage of the restored durability to the total durability of a tank in the 30 seconds before the great increase of regeneration occurs.
|No. of Points|Total Percentage of Durability Regenerated|
|-|-|
|10 points*|123%|
|9 points*|111%|
|8 points*|99%|
|7 points|87%|
|6 points|75%|
|5 points|63%|
|4 points|51%|
|3 points|39%|
|2 points|27%|
|1 point|15%|
|0 points|3%|
*Smasher class types only

Records show that having 9 or more points in regeneration allows regeneration to full health under the 30 seconds timespan, before the great increase in regeneration comes into play. The chart can be translated into this formula:
`Durability Regen Per Second = 1/30 * Durability * (0.03 + 0.12 * Regen Stat)`

Therefore, every point gives approximately +12% faster regeneration.

MAX HEALTH
Max Health determines the maximum health pool of your tank. You also passively gain more health for every level you gain, as ***Base HP = 50 + [2 x (Level - 1)]***. With no health upgrades, A level 1 tank has 50 HP, while a max level tank (level 45) has 138 HP.
|No. of Skill Points|HP Increase|
|-|-|
|10 points*|+200 HP|
|9 points*|+180 HP|
|8 points*|+160 HP|
|7 points|+140 HP|
|6 points|+120 HP|
|5 points|+100 HP|
|4 points|+80 HP|
|3 points|+60 HP|
|2 points|+40 HP|
|1 point|+20 HP|
|0 points|+0 HP|
*Smasher class types only

BODY DAMAGE
This stat determines how much damage a Tank will inflict upon another object on collision. Body Damage will also lessen damage from other objects. This is determined by how much damage it can give to the object, namely ammunitions’ health (penetration), so that it gets destroyed faster before reaching the maximum amount of collisions. Body Damage is increased by 50% when affecting Tanks and decreased by 75% when affecting projectiles (Bullets, Traps, Drones)
|Number of Skill Points|Damage Per Hit (Shape/Tank Collision)|Damage Per Hit (Tank/Tank Collision)|Damage Per Hit (Projectile/Tank Collision)|
|-|-|-|-|
|-3 points (Square, Triangle)|8 HP|-|-|
|-2 points (Pentagon)|12 HP|-|-|
|-1 points|16 HP|-|-|
|0 points (Alpha Pentagon)|20 HP|30 HP|5 HP|
|1 point|24 HP|36 HP|6 HP|
|2 points (0 for Spike)|28 HP|42 HP|7 HP|
|3 points (1 for Spike)|32 HP|48 HP|8 HP|
|4 points (2 for Spike)|36 HP|54 HP|9 HP|
|5 points (3 for Spike)|40 HP|60 HP|10 HP|
|6 points (4 for Spike)|44 HP|66 HP|11 HP|
|7 points (5 for Spike)|48 HP|72 HP|12 HP|
|8 points* (6 for Spike)|52 HP|78 HP|13 HP|
|9 points* (7 for Spike)|56 HP|84 HP|14 HP|
|10 points* (8 for Spike)|60 HP|90 HP|15 HP|
|(9 Points for Spike)|64 HP|96 HP|16 HP|
|(10 Points for Spike)|68 HP|102 HP|17 HP|
*Smasher class types only

At max Body Damage, a tank can kill a Pentagon by tapping it three times. Colliding at full speed will trigger all three impacts in the same instant. The base Body Damage was increased in the September 29th update.

Some tank builds use Body Damage as their primary method of attack. One Destroyer technique involves hurling their body at opponents using the recoil of their massive cannon. Fast-moving Tri-Angles and Boosters also use Body Damage to ram unarmored opponents.

A tank affected by spawn invincibility will deal with body damage as normal to enemies while taking no damage themselves.

The Spike’s base Body Damage +2 higher than other tanks, and thus is +8 higher than the standard 20, or +12 higher than the standard 30 in Tank vs. Tank Situations. Its Body Damage ranges from 28 HP to 68 HP, or from 42 HP to 102 HP when it collides with a tank.

Shapes have negative Body Damage stats to match their respective Body Damage. An Alpha Pentagon deals the same damage as a tank with 0 points.

BULLET SPEED
This stat determines the movement speed of the projectiles shot by tanks, and thus also increases how far they travel during their lifespan... Putting points into this stat increases the potential of surprising an opponent. Not only are they a sudden damage point on enemies, but they also may not even see it coming if maxed out. Increasing Bullet Speed makes bullets harder to dodge as well, and Destroyers with high Bullet Speed become extremely dangerous.

Bullet speed can slightly decrease the overall damage, as when a bullet is too fast it'll pass through a tank without providing all its potential damage. Turns into Drone Speed if you upgrade to an Overseer or any other Drone tank (except for the Factory).

Unavailable to Smashers, Spikes, and Landmines as they lack Bullets.

BULLET PENETRATION
Could be called Bullet Health. Each point put into Bullet Penetration increases its “health,” or how many objects a bullet can pass through before its health reaches 0. This includes Polygons, Tanks and other bullets. If it hits a large tank or shape and it has high penetration, the bullets will bounce off it. If bullets with equal Bullet Penetration and Bullet Damage hit each other, they both get destroyed. If a bullet hits another bullet with lower bullet penetration then the penetrating bullet has its life lowered and therefore it will pass through fewer objects. If a bullet hits a tank with high body damage, the bullet will deal less damage because the tank has lowered the bullet’s health to 0 before it can reach the maximum amount of damage it can receive.

This is a supplement to Bullet Damage, due to the fact the bullet has more health, which allows the bullet to do more damage. Each point in Bullet Penetration increases a bullet's HP value by 75% of its base value. The following chart shows HP value of a basic Tank's bullet.
|Number of Skill Points|Bullet's HP Value|
|-|-|
|0 points|2 HP|
|1 points|3.5 HP|
|2 points|5 HP|
|3 points|6.5 HP|
|4 points|8 HP|
|5 points|9.5 HP|
|6 points|11 HP|
|7 points|12.5 HP|
|8 points*|14 HP|
|9 points*|15.5 HP|
|10 points*|17 HP|
*Auto Smasher only

Collisions with bullets will knock back the object hit and deflect the bullet in the process. If a tank with high health and Body Damage deflects a bullet (by being hit at the side) then the bullet only deals a specific amount of damage controlled by Bullet Damage, while a direct hit allows a bullet to damage the tank numerous times due to its high Bullet Penetration. Turns into Drone Health if the player upgrades to an Overseer or any other Drone tank (except for the Factory).

Unavailable to Smashers, Spikes, and Landmines as they lack Bullets.

BULLET DAMAGE
Bullet Damage determines how much damage a bullet will deal in a single collision. Each point in Bullet Damage increases this amount. If you upgrade your bullet damage with all 7 skill points that they can fit in, it deals four times more damage per hit than a bullet without bullet damage at maximum. When bullets from the same types of tanks (and some others) with equal penetration collide, the bullet with the higher Bullet Damage will destroy the other. Each point in Bullet Damage increases a bullet's damage value by roughly 42.857% of its base value. Bullet Damage is decreased by 75% when affecting Bullets and Traps. When 2 projectiles hit, if at least one of them is a Drone, then they will both deal their full damage (unless if the other one is a Necromancer Drone, in which case the Necro Drone will deal 75% less damage while the other deals its full damage). The following chart shows maximum damage per hit with a basic Tank.
|Number of Skill Points|Maximum Damage Per Hit (on Tanks/Shapes/Drones)|Maximum Damage Per Hit (on Bullets/Traps)|
|-|-|-|
|0 points|7 HP|1.75 HP|
|1 point|10 HP|2.5 HP|
|2 points|13 HP|3.25 HP|
|3 points|16 HP|4 HP|
|4 points|19 HP|4.75 HP|
|5 points|22 HP|5.5 HP|
|6 points|25 HP|6.25 HP|
|7 points|28 HP|7 HP|
|8 points*|31 HP|7.75 HP|
|9 points*|34 HP|8.5 HP|
|10 points*|37 HP|9.25 HP|
*Auto Smasher only, though its bullet is 70% weaker in term of damage per hit comparing to a Basic Tank.

It turns into Drone Damage if you upgrade to an Overseer or any other Drone tank.

Unavailable to Smashers, Spikes, and Landmines as they lack Bullets.

When a bullet has lower health than the target's damage per hit, the bullet's damage per hit is multiplied by the ratio of the bullet's current HP with the target's base damage per hit. When the bullet has higher or equal health comparing to the base damage per hit of the target, the bullet will deal its full damage per hit.

RELOAD
Reload determines how fast a tank will fire bullets. The Basic Tank class has a base firing speed of 100 bullets per minute. Many class upgrades multiply this firing speed, while others reduce it.

The "Reload Speed" upgrade from basic increases firing rate linearly.
|Number of Skill Points|Reload Speed Basic Tank (seconds per bullet)|
|-|-|
|0 points|0.6s|
|1 point|0.56s|
|2 points|0.52s|
|3 points|0.48s|
|4 points|0.44s|
|5 points|0.4s|
|6 points|0.36s|
|7 points|0.32s|
A high firing rate increases a tank’s ability to hit strafing targets and increases its damage per second. Additionally, firing more Bullets increases recoil which can be used to propel certain classes of tanks.

For all Drone-based classes featuring Drone spawners, Reload affects the rate at which new drones are created. The Factory class gains extra utility from this stat, as it affects both Minion spawning rate and Minion firing rate.

For the Necromancer class, the Reload Speed stat changes to Drone Count, increasing the amount of Square Drones the tank can control.

Unavailable to Smashers, Spikes, and Landmines as they lack Bullets.

MOVEMENT SPEED
This stat determines how fast a tank moves, not including recoil. Naturally, the more points put into this stat, the faster a tank will move. Low-level players can upgrade this stat early to get out of dangerous situations or outrun more powerful opponents. Lower-level tanks are significantly smaller, so a level 8 tank with 7 movement speed moves even faster than other fast tanks like Boosters. However, Destroyers, Annihilators, and Hybrids might catch up with low-level tanks with high speed by using recoil.

Movement speed is passively lowered as your tank levels up, i.e. a Level 1 Tank is significantly faster than a Level 45 Tank.

This can increase the power of a Body Damage build covering more distance than the target will equal more collisions under a second which can mean the difference between a 1 hit or a 3 hit kill.

For Smashers, Spikes, Landmines, and Auto Smashers, there are 10 skill points available for Movement Speed.

Hidden Stats and Their Effects:
Hidden stats are stats that can’t be upgraded directly from the bottom-left menu but can also affect a tank’s ability and playstyle. Most of these can only increase/decrease by selecting different classes.

BULLET ACCURACY/BULLET SPREAD
Bullet Accuracy determines how straight a Barrel fires out Bullets, while Bullet Spread refers to the angle that bullets are fired within. A high bullet spread has a high angle and vice versa.

For example, a Streamliner or a Ranger has much more Bullet Accuracy, or much less Bullet Spread, compared to a Sprayer or a Machine Gun.

RECOIL
Recoil is how far a Tank gets pushed backward when firing. While Recoil slows down a tank that is moving forward, towards its Ammunition, it can be used strategically or for a faster retreat. The tank with the highest Recoil per shot is the Annihilator (6.8 background squares per shot). On the other hand, some Snipers, Spread Shot and the Gunner have so little Recoil that it normally cannot be noticed.

All upgrades of the Flank Guard, with the exception of the Tri-Angle and Auto 3/Auto 5 branch, have their Cannons evenly distributed over the whole 360°, making each cannon cancel the Recoil of the other cannons out, and thus making the tank have virtually no Recoil overall.

Examples of Recoil usage are:
* For Destroyers, Hybrids, and Annihilators: providing a large speed advantage to either ram, get in close for a good shot, or allow a quicker retreat.
* For Tri-Angles and its upgrades: as a permanent speed boost, because they have more back cannons than front cannons. Their forward-facing cannon can also shoot bullets for offense and/or defense while the backward-facing cannons do the pushing. Sandbox tests have shown that the Booster has the largest overall Recoil with any given build, just slightly edging out the Annihilator.
* For multi-shot tanks: particularly the Penta Shot, to move in with the enemy faster and deny them precious ground (or otherwise kill stragglers). Though not having the highest amount of Recoil, this type of tank can drastically benefit from it when used safely.

KNOCKBACK RESISTANCE
Knockback resistance is the reduction of how far a Tank gets nudged from a collision, either with a Bullet/Drone/Trap/Base Drone or another tank’s body. This can only slightly increase as the Body Damage (by increasing the damage given to the other object) or Movement Speed (by moving faster) is increased, and otherwise cannot be changed by any type of Upgrade, except by the switching tank cheat (\) in the Sandbox Mode to play Motherships (100%), or by gaining control of a Dominator (which also have 100% resistance). This used to be able to increase by upgrading to the Smasher and then Mega Smasher, but it’s later nerfed, which caused the removal of the Mega Smasher.

DECELERATION
Deceleration is the reduction of velocity of an entity with respect to time. In Diep.io, when a tank stops moving, it will slow down before its movement comes to a halt. Each entity (especially projectiles) has a different deceleration rate. Smaller bullets tend to have a lower deceleration rate while bigger ones (except Arena Closer) decelerate faster. Trapper's traps have a very high deceleration rate.

There's a limit on how slow an entity can be. When that limit is reached, they can't decelerate any further. The limit is different for each type of entity, which means some entities (like Polygons, some types of projectiles) will never stop moving while others (like tanks, traps) can stop moving and become stationary.

FIELD OF VIEW (FOV)
Field of View, or Field of Vision (FoV for short), is how large a player’s camera is. The field of vision will slightly increase as a tank levels up while upgrading to Sniper and/or its upgrades can also increase the FoV by a large margin. As the FoV of a tank increase, more area will be visible from the camera of that tank, which results in everything seemly to have shrunk as the computer screen size is always consistent.

Compared to other tanks, the Sniper branch shows a strength in their wider FoV, allowing them to see further than other tanks can. (Stubs, please expand.)

Motherships of the removed Mothership game mode used to have the highest FoV due to its giant size, making it even larger than the Ranger’s, but is actually the same as most tanks when played in Sandbox, both at Level 45.

A list of classes ranked from largest FoV to smallest is as follows (excluding FOV affected by levels):
1. Ranger (142.8%)
2. Assassin, Stalker (this tier is slightly bigger than the Hunter tank) (125%)
3. Hunter, Streamliner, Predator[1] (117.6%)
4. Tied between different branches: (111.1%)
* Sniper
* Overseer branch (Overseer, Overlord, Necromancer, Manager, Overtrapper, Battleship, and Factory)
* Trapper branch (Trapper, Tri-Trapper, Gunner Trapper, Mega Trapper, Overtrapper, and Auto Trapper)
* Smasher branch (Smasher, Landmine, Auto Smasher, and Spike)
* Skimmer
* Rocketeer
* Glider
5. All other tanks (100%)

~~Polygons
Polygons are naturally-spawning shapes that inhabit the arena. They serve as and are regularly harvested sources of a score. They are an essential feature of the game. Polygons of the same type award a fixed amount of XP which is shared around all modes but Tag, Survival and Domination which have XP multipliers of x3, x3 and x2 respectively. Some Polygons, like Crashers, only spawn in the Pentagon Nest.

~Square
Rarity: Very common
Attacks?: No
HP: 10
XP: 10
Color: Yellow
The Square is the most common Polygon in Asteros. It is also the weakest polygon in the game, having only 10 HP, buttressed with 8 HP in Body Damage. It grants a score of 10 XP to the player who deals the final shot.
It can be easily identified by its bright yellow color and its square shape. A tank with no upgrades can take it out with two shots. If the tank crashes into it, they will both take some damage.

A Necromancer can turn Squares into its Drones by destroying it with body damage or one of its existing drones. The player should not confuse the ones untouched by the Necromancer with the Necromancer’s Minions, which only have a slight tint in FFA and Sandbox.

~Triangle
Rarity: Common
Attacks?: No
HP: 30
XP: 25
Color: Red
The Triangle is the second most common Polygon in Asteros, and the second deadliest. It only has 30 HP, buttressed with 8 HP in Body Damage, thus making it a very weak target. It also grants 25 XP to the player who lands the final shot.

~Pentagon
Rarity: Uncommon; common in the Pentagon Nest
Attacks?: No
HP: 100
XP: 130
Color: Blue
The Pentagon is the fourth strongest Polygon in Asteros (in regard to toughness) with 100 HP, further buttressed with 12 HP in Body Damage. It grants a score of 130 XP to the player that landed the final blow.
It spawns fairly rarely compared to the Square and the Triangle and are scattered throughout the map. It is rare to see more than 4 of them at once, except when the player is within the Pentagon Nest or at an untouched area that has experienced little to no disturbance. It is a stronger Polygon than both the Square and Triangle, but weaker than green Polygons (with the only exception being the Green Square[1]) and its Alpha variant.

~Alpha pentagon
Rarity: Rare in Pentagon Nest; cannot be found outside the Pentagon Nest.
Attacks?: No
HP: 3000
XP: 3000
Color: Same as pentagon
The Alpha Pentagon is a larger version of the Pentagon found only in the Pentagon Nest which is located in the middle of the map in all Game Modes. It is guarded by Crashers and surrounded by many more Pentagons. It is the strongest polygon in the game, with 3,000 health, and 20 Body Damage. Destroying an Alpha Pentagon grants 3,000 XP to the tank who lands the killing shot.

~Crashers
Small crasher
Rarity: Very common (Pentagon Nest)
Attacks?: Yes
HP: 10
XP: 15

Large crasher
Rarity: Common (Pentagon Nest)
Attacks?: Yes
HP: 30
XP: 25

Color: Magenta

Crashers are hostile Polygons that chase the player once they are in their detection range. They spawn close to the Pentagon Nest in the center of the map to protect the area and also are emitted from the Guardian. Crashers spawn in three different varieties of sizes and strengths (Only one size spawns from the Guardian). They behave similarly to the Overseer’s Drones and Base Drones but instead they serve only to guard the Pentagon Nest and the Guardian when it is around. They are there to prevent experience farming from being too easy: if they were not there, farming would be exceptionally easy (especially for leaderboard players).

Variations:
* Small Crasher: Small Crashers have the health of the Square, spawn more frequently than Large Crashers, and grant 15 XP to the player that destroys it. It is slightly faster than the Large Crasher but is about half the size of one.
* Large Crasher: Large Crashers have the health of a Triangle, and can easily push Pentagons around as they come towards the player. A Large Crasher grants 25 XP to the player that destroys it, which is the same as the XP given by a Triangle. It is slightly slower than the Small Crasher but causes more damage, and it is slightly larger than a Drone, save for Battleship’s Drones.

~Green Polygons
Rarity: Extremely rare
Color: Green
HP: `HP * 10`
XP: `HP * 100`
Variants: Square, triangle, pentagon

~Pentagon Nest
The Pentagon Nest is an area with a large number of Pentagons and is the only place where Alpha Pentagons can spawn. It is located at the center of the Map. The area contains Crashers that spawn around it, which guard the nest and aim for players nearby.

The Pentagon Nest is known for containing the two strongest/most EXP-giving Polygons (Excluding Green Variants): the Pentagon and the Alpha Pentagon. It is also known for the notorious Crashers that pursue every player they notice and reset the regeneration timer.

~~Bosses
Bosses are large AI-controlled tanks that target players.

Bosses can be found in any Game Mode except Maze, and some of them can enter Bases without getting harmed in Team Modes. They have 3,000 HP and give 30,000 experience points to the player who destroys them (the one who lands the finishing blow), which is enough to instantly upgrade a player from Level 1 to Level 45. Defeating a Boss for the first time also grants the player an Achievement, while killing a total of 10 Bosses grants the player another achievement.

~Guardian
Weapons: Spawner (1)
Attack Types: Drones (24)
XP: 30000
HP: 3000
Body Damage: 28
The Guardian of the Pentagons, or simply the Guardian, is an AI-controlled Boss—the first to be added to Asteros—based on the Polygon, Crashers. Excluding Maze, it has a 1/5 chance to spawn after every 45 minutes has elapsed since the server's opening if a Boss is not yet present. It creates Drones as its primary form of attack and circles around the Pentagon Nest.

Design:
It features a large body resembling that of a Crasher, with a Spawner on the back-end side.

Technical:
BASE STATS
The Guardian has 3,000 HP, buttressed with 40 HP in Body Damage and standard Health Regen. Its default Movement Speed is sluggish, moving at 2 tiles per second, but can accelerate provided from its spawner's recoil. It has a 58-tile radius FoV—that of a level 45 Ranger. Upon destruction, it and all its drones will vanish and grants a fixed 30,000 XP/Score to the player that landed the finishing blow—more than enough to automatically raise any player's current level to shoot up to Level 45 upon killing it.

SPAWNER
Spawns drones with the Boss' body color at an incredible rate of up to 12 per second and can hold up to 24 drones. Most notable when spawning a number of drones, the high reload generates significant recoil, bumping the Boss' Movement Speed up to 4 tiles per second.

Drones
Drones spawned from the Guardian are 4/5 the size to Small Crashers. These are a form of ammunition unlike the naturally spawned Polygon of which they appear resemblant to, granting no XP/score upon destruction. They have 25 HP and 3.92 HP of Body Damage. Each drone has a 39-tile radius FoV—that of a level 15 Sniper. Their "idle" state has the drone follow to circle around the Guardian. If in range is the presence of a player above level 14, has received damage from a traceable source, or the Guardian itself marks one as a target, the drone will turn aggravated and lock on to chase the target until said target is either no longer present within the Guardian's FoV, or after 30 seconds have elapsed. [1]. In both cases, the drone will return to its idle behavior. The speed at which they travel is relatively fast, going at 16 tiles per second, which is 1.6 times faster than a Small Crasher. Each drone has a 9-second lifespan before vanishing, and will also vanish when the Guardian dies.

Behavior:
PASSIVE
Immediately after spawning, the Guardian will circle around the Pentagon Nest by a predetermined path either clockwise or counterclockwise. It is neutral to all players unless provoked by damage from a player within its FoV, which triggers its aggressive behavior.

AGGRESSIVE
When the Guardian is provoked, the player that damaged it will be marked as a target for just a frame for any of its drones currently alive to chase after if not yet already locked on to one.

~Summoner
Weapons: Spawners (4)
Attack Types: Squares (28)
XP: 30000
HP: 3000
Body Damage: 40
The Summoner is an AI-controlled Boss in Asteros. It shares similarities with the Fallen Overlord, but has a Square body and peach-colored Square Drones as its spawn. Excluding Maze, it has a 1/5 chance to spawn after every 45 minutes has elapsed since the server's opening if a Boss is not yet present. It is similar to the Necromancer by shape only, as it spawns Drones for itself, and neither does the Summoner nor its Drones take a Square as one of its own when bumping into one.

Design:
It features a large yellow Square as its body of which it is based on, its size being slightly smaller than a Dominator. A Spawner is placed on each side, which spawn peach-colored Square Drones. The entity as a whole appears to resemble a cross between Necromancer's body shape and the number of Spawners the Overlord has, but much larger.

Technical:
BASE STATS
The Summoner has 3,000 HP, buttressed with 40 HP in Body Damage and standard Health Regen. It has rather low Movement Speed, moving at 2 tiles per second, but is somewhat susceptible to its own recoil and outside sources, however negligible. It has a FoV 58 tiles in radius—that of a level 45 Ranger. Upon destruction, it grants 30,000 XP/Score to the player that landed the finishing blow—more than enough to automatically raise any player's current level to shoot up to level 45 upon killing it.

SPAWNERS
Each of the Summoner's four Spawners can spawn Squares Drones at a rate of up to 8 per second with a carrying capacity of 7, totaling to a number of 28 Square Drones present at any given time.

Square Drones
Each Square drone has 25 HP, buttressed with 3.92 HP in Drone Damage. Each Square drone individually has a 39-tile radius FoV—that of a level 15 Sniper. In their "idle" state, they follow to circle around the Summoner, and are neutral to players below level 15. If the player is above level 14 or provokes it by damage, the Square drone will chase the target player until they are no longer present within the Summoner's FoV, or after 30 seconds have elapsed since aggravation. In both cases, the Square drone will retarget to the closest source of aggravation or else return back to its idle behavior. The speed at which they travel is relatively fast, going at 16 tiles per second[1]. The Square drones upon destruction grant no XP/Score whatsoever, as they count as a form of ammunition by the game. When the Summoner dies, the Square drones alongside it will vanish.

Behavior:
PASSIVE
On spawn, the Summoner will take the shortest route to the border of the arena, where it will then circle around the arena by a predetermined path either clockwise or counterclockwise. The Boss itself passively spins either clockwise or counterclockwise and completes one full rotation every 24 seconds. The Summoner is neutral to all players unless provoked by damage, in which will set off its Aggressive behavior.

AGGRESSIVE
When the Summoner is provoked, the player that damaged it will be marked as a target by only a frame for any of its Square Drones currently alive to chase after if not yet already locked on to one.

MISCELLANEOUS
The Summoner is not targeted by Base Drones in a team Game Mode unless it provokes them, the Summoner also ignores them entirely even while being attacked. the Base itself does not inflict damage as it passes through.

~Defender
Weapons: Launchers (3); Auto Turrets (3)
Attack Types: Traps; Bullets
XP: 30000
HP: 3000
The Defender is an AI-controlled Boss. The Defender has a chance to spawn 45 minutes after the server starts, and 0-45 minutes after the death of the previous boss. It is one of the three bosses that are not attacked by Base Protectors as soon as they get close.

Design:
The Defender features a large Red Triangle as its body with three evenly-spaced trap Launchers, one on each side. Three Auto Turrets are placed on top of it on each corner.

Technical:
STATS
Like every other boss, the Defender has 3,000 HP, with a slow heal rate. Its launchers have a high reload, and its Auto Turrets have an average fire rate. Its traps are normal-sized with high penetration and damage. Auto Turrets and bullets act identically to the Auto 5 but have a lower speed. The Defender also moves very slowly.

MISCELLANEOUS
* Upon destruction, it awards 30,000 experience, giving it to the player who deals the final shot.
* When the Defender happens to drift near a wall, it will immediately change its path to move parallel to the wall.
* It is not targeted by the Base Protectors unless it provokes them and the Base itself has an effect on it.
* The Defender has auto-spin passively enabled.
* Similarly to Arena Closers, it is not slowed down at all when bumping into Polygons.
* The Defender suffers from its own Auto Turrets’ Recoil.
When idle, the Defender slowly circles the arena until it sees a player.

~Fallen Booster
Weapons: Cannons (5)
Attack Types: Bullets
XP: 30000
HP: 3000
The Fallen Booster is an AI-controlled Boss. It has a chance to spawn 45 minutes after the server has started and 0-45 minutes after the previous boss has been destroyed.

Design:
The Fallen Booster features a light gray circle as its body with five Cannons. One Cannon faces the front (which does low damage) and the other four are paired up on the back (doing even less damage). Summed up, it is just a larger version of the playable Booster with a grey base and AI control. The angles between the Cannons clockwise from the front cannon are 135º, 15º, 60º, 15º, & 135º.

Technical:
BOOSTER PLANS
The angles of the Booster’s back thrusters in comparison to a back thruster in the direct back of the tank.

BEHAVIOR
When it goes on the offensive, it attacks by ramming into its target, much like a player-controlled the Booster that is using a Body Damage focused Build. The Fallen Booster doesn't target players that are under level 15 unless provoked. If the player survives for a couple of minutes, the Fallen Booster may ignore the target and attack another tank nearby instead. When there are no valid players that can be targeted, the Fallen Booster will target the nearest Polygon.

STATS
It has a big health pool of 3,000, which is the same as all of the bosses. It has decent Bullet Speed, high Bullet Penetration, but very low Bullet Damage. Its recoil and Movement Speed is equal to that of a Booster with max Reload but no Movement Speed. Its Field of View is large, likely comparable to the field of view of an Assassin's. Like other bosses, when it hasn’t been attacked in over 30 seconds, it will slowly regenerate all of its health.

MISCELLANEOUS
The Fallen Booster is targeted by Base Drones once it comes close to the base. The tank itself and its bullets are damaged upon making contact with the Base. Upon destruction, it awards 30,000 experiences to the player who kills it.

~Fallen Overlord
Weapons: Spawners (4)
Attack Types: Drones (28)
XP: 30000
HP: 3000
The Fallen Overlord is an AI-controlled Boss. It has a chance to spawn 45 minutes after the server starts, and 0-45 minutes after the previous Boss was destroyed. It behaves similarly to the Guardian and the Summoner.

Design:
The Fallen Overlord looks like a regular Overlord, but much larger and light grey. It has four Spawners that spawn Drones.

The Drones act like Crashers but will return to the Fallen Overlord if the target leaves its range.

Technical:
BEHAVIOR
Its Drones will target the closest tank. It won’t target players under level 15 unless shot at first. If no tanks are nearby, it will target and destroy all Polygons in range, including Pentagons and Crashers. The Drones will stop attacking the target when the target goes out of range.

CRASHERS
The Fallen Overlord spawns 8 gray Crasher-like Drones every second, which is much faster than a normal Overlord’s spawn rate, but its Drones have a rather low damage. It can have a maximum of 28 drones out. Its Drones’ speed is similar to a Battleship’s Drones with max stats. If the Fallen Overlord dies, its Drones will die alongside it similar to every drone user.

STATS
This tank has a great health pool, 3,000 health points, but has a slow healing factor. It reloads considerably faster than an Overlord does with maximum Reload Speed. However, it is moderately slow.

MISCELLANEOUS
Upon destruction, it awards 30,000 experience points to the player who killed it. It is targeted by Base Drones and Crashers. A team spawn area (base) will damage its drones and the tank itself.

~~Tanks
~Tiers
Tiers are separate Tank Classes, organized with the characteristics of their weapon(s).

Tiers are represented in the Class Tree, shown on the picture to the right, as a series of concentric rings containing every tank in the game. It can be displayed in-game by holding the Y key. In the direct center of the Class Tree is the player's tank, which is Tier 1. The first ring contains Tier 2 (Level 15) tanks, the second ring contains Tier 3 (Level 30) tanks, and the outermost ring contains Tier 4 (Level 45) tanks. Areas shaded black on the tree indicate an unavailable Upgrade in that tier; for example, the player must press ignore once after the Basic Tank to get to the Smasher.

~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.)

~Flank guard
Tier: 2
Upgrade from: Basic tank
Upgrade to: Tri-angle, quad tank, twin flank, auto 3
Weapon(s): Cannons (2)

Design:
The Flank Guard features a circular base with a Cannon on the front and an additional shorter Cannon on the back, with no debuffs according to size.

Technical:
It adds a Cannon at the back allowing it to attack enemy tanks while fleeing. The Cannon at the back has the same strength as the front one, with no buffs or debuffs. Additionally, it adds a recoil that is opposite and equal to the front one, resulting in the recoils canceling each other.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Machine gun
Tier: 2
Upgrade from: Basic tank
Upgrade to:
-Level 30: Destroyer, gunner
-Level 45: Sprayer
Weapon(s): Cannons (1)

Design:
The Machine Gun features a circular base with a large trapezoidal Cannon on the front.

Technical:
The Machine Gun approximately doubles the rate of fire, but decreases Bullet Damage by 30%. In addition, the end of the Cannon becomes wider, making its shots less accurate.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: -1
Reload: 1
Movement Speed: 0
Bullet Accuracy: -2

~Sniper
Tier: 2
Upgrade from: Basic tank
Upgrade to: Assassin, overseer, hunter, trapper
Weapon(s): Cannons (1)

Design:
The Sniper features a circular base with a rectangular Cannon on the front. Compared to its predecessor, the Basic Tank, the cannon length is slightly longer.

Technical:
The Sniper has an increased field of vision and Bullet Speed; however, it has a reduced rate of fire.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: 0
Bullet Damage: 0
Reload: -1
Movement Speed: 0
Field of View: 1

~Twin
Tier: 2
Upgrade from: Basic tank
Upgrade to: Triple shot, quad tank, twin flank
Weapon(s): Cannons (2)

Design:
The Twin features a circular body with two grey Cannons mounted on the front that looks like the Cannons on a Basic Tank. The Cannons are slightly larger than the basic tank.

Technical:
Upon upgrading, the Twin gets another cannon but Bullet Damage decreases by 35% and Bullet Penetration decreases by 10%. The Cannons don’t fire simultaneously, doubling its rate of fire. Instead, the Twin has two different firing patterns. If shot normally, it will alternate shooting with its two Cannons. However, if you turn the auto fire on and off enough times, then the Cannons may begin to shoot simultaneously. A Twin's barrel recoil is also decreased by 75% compared to the Basic's.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: -1
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Recoil: -1

~Auto 3
Tier: 3
Upgrade from: Flank guard
Upgrade to: Auto 5, auto gunner
Weapon(s): Auto Turrets (3)

Design:
The Auto 3 features a circular body with three Auto Turrets spaced at 120-degree angles around the tank. These turrets slowly move with the tank whether it’s moving or not, similar to the Auto Smasher, Auto Gunner, Auto Trapper, and Auto 5’s turrets.

Technical:
The Auto 3 has 3 Auto Turrets that are automatic and fire at anything in its view range. The Bullets will prioritize tanks over Polygons or Crashers. They are twice as weak as the Flank Guards'. Turning on Auto Fire will allow you to control the turret closest to your cursor. Each turret has a 120° field of view, meaning only a maximum of 2 turrets can fire at a single enemy, and moving your cursor around the tank with Auto Fire on changes which turret you control. Turrets can also be controlled by clicking and holding. Holding Shift or Right Click will make the 1-2 closest turrets point away from the cursor. The turret’s range is slightly greater than the player’s field of vision. For both this tank and the Auto 5, Auto Spin is automatically on.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: 0
Bullet Damage: -2
Reload: 0
Movement Speed: 0
Bullet Size: -1

~Assassin
Tier: 3
Upgrade from: Sniper
Upgrade to: Ranger, stalker
Weapon(s): Cannon (1)

Design:
The Assassin features a circular base with a long Cannon on the front, considerably longer than the Sniper’s Cannon.

Technical:
Upon upgrading, you receive:
* Increased Field of View (FoV)
* Decreased Reload (Rate of fire)

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: -1
Movement Speed: 0
Field of View: 2

~Destroyer
Tier: 3
Upgrade from: Machine gun
Upgrade to: Hybrid, annihilator, skimmer, rocketeer, glider
Weapon(s): 1 Cannon

Design:
The Destroyer features a circular body, with a large rectangular Cannon which fires a huge and very powerful Bullet.

Technical:
Changes to Base Stats upon upgrading from the Machine Gun:
* Bullet Penetration is multiplied by 2 and Damage is multiplied by 30/7 (around 4.3x)
* Bullet Size is doubled
* Reload is divided by 8
* Bullet Speed is 1.5x slower
* Recoil is multiplied by 15

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -3
Bullet Penetration: 2
Bullet Damage: 3
Reload: -3
Movement Speed: 0
Recoil: 3
Projectile Size: 2

~Gunner
Tier: 3
Upgrade from: Machine gun
Upgrade to: Auto gunner, gunner trapper, streamliner
Weapon(s): Cannons (4)

Design:
The Gunner has a circular body with four small Cannons. The two side cannons are a bit shorter and twice as thin as the main middle Cannons; however, the Cannons only appear to look thin as they are overlapped by the two front Cannons.

Technical:
It has the second smallest Bullets in the game (only about half of the size of the Machine Gun’s Bullets) after the Gunner Trapper. The Gunner’s Bullet Damage and Bullet Penetration are decreased but Bullet Speed increases by a good amount. Base Reload is decreased. Recoil is weak. Strangely, Gunners Barrels have a slight spread.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: 2
Bullet Damage: 2
Reload: -1
Movement Speed: 0
Recoil: -3
Bullet Accuracy: 2
Bullet Size: -2

~Hunter
Tier: 3
Upgrade from: Sniper
Upgrade to: Predator, streamliner
Weapon(s): Cannons (2)

Design:
The Hunter retains its old Sniper Barrel. It also has a wide Tank Barrel overlapping the Sniper Barrel, allowing it to fire two Bullets in quick succession.

Technical:
Using its two Barrels, the Hunter has an increased DPS (Damage Per Second) when compared to its predecessor, the Sniper. One Barrel shoots a small Bullet while the other shoots a normal-sized one, both moving at the same velocity. Both bullets are 0.7 times the size of the Barrels they fire from. Bullet damage is reduced by 25% when compared to the Sniper. The smaller Barrel has a slight spread. The tank’s Bullet speed is slightly decreased. This tank’s Barrels barely have any recoil at all.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 0
Bullet Damage: -1
Reload: -1
Movement Speed: 0
Field of View: 1

~Overseer
Tier: 3
Upgrade from: Sniper
Upgrade to: Overlord, necromancer, manager, overtrapper, battleship, factory
Weapon(s): Spawners (2); Drones (8)

Design:
The Overseer has a circular base with two Spawners on opposite sides of the tank, perpendicular to the cursor’s trajectory.

Technical:
Overseers can control up to 8 Drones to attack and defend themselves from other entities. When not controlled by the player, the Drones will target the nearest polygon or player within a certain distance of the tank.
The Overseer’s Drones are moderately strong and very fast — rivaling the speed of actual bullets, they can outpace the fastest classes in the game depending on how they are being controlled.

Despite this, Overseers have slow drone regeneration, with “reload” about six times slower than that of a Basic Tank.

However, they still pack quite a punch; each Drone is 140% as strong as a Basic Tank projectile of the same build, making for up to ~1.87 Destroyer Class projectiles’ worth in momentum in total.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 1
Bullet Damage: -1
Reload: -2
Movement Speed: 0
Field of View: 0

Controls:
The Overseer’s Spawners will spawn up to 8 Drones in sets of 2 that the player can use to attack enemies within a safe distance of their tank.

ATTRACT
When Auto Fire is on or Left-Click/Space is pressed, Drones will move towards the player’s cursor.

REPEL
When Right-Click or Shift is pressed, the Drones' controls will be overridden, causing the drones to move away from the cursor’s position. (If whilst pressing Left-Click they moved north, when holding Right-Click they will move south.)

AI
Auto Fire overrides the AI. If Auto Fire is OFF and Left-Click or Right-Click is not pressed, any Drones within a certain distance of the tank will target the closest enemy, such as polygons or other players. Despite seeming like a bad idea for the AI to control your drones, it gives you virtually free skill points and you can use it on your drones or on yourself.

It should be noted that the drones don’t target enemy drones nor other projectile types. If no target is found, the Drones will slowly circle the player until they command them to move or one of the entities in before paragraph comes within range of the Overseer. If Auto Spin and Auto Fire are on, the drones will orbit the front of the tank.

~Quad tank
Tier: 3
Upgrade from: Flank guard, twin
Upgrade to: Octo tank, auto 5
Weapon(s): Cannons (4)

Design:
The Quad Tank has a circular base surrounded by four Cannons in a plus shape, designed such that recoil is canceled out because of the position of its weapons, like the Flank Guard, the Twin Flank, and the Triple Twin.

Technical:
Individual Bullets fired from this tank are only 75% as durable as the ones spawned by Basic Tank, the Quad Tank however, shoots in four directions.

Base Stats (compared with Flank Guard):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Recoil: 0

Base Stats (compared with Twin):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 1
Bullet Damage: 1
Reload: 0
Movement Speed: 0
Recoil: -3

~Smasher
Tier: 3
Upgrade from: Basic tank
Upgrade to: Landmine, auto smasher, spike
Weapon(s): None

Design:
The Smasher features a circular body placed on a black hexagon, like a Dominator except with no Barrels or Launchers, and much smaller. Unlike the majority of classes, the Smasher has no Barrels or weapons of any kind, instead, it uses itself as its weapon. The black hexagon automatically spins.

Technical:
Without a Barrel, the Smasher has no ranged capabilities; therefore, its only means of damage is to melee or smash into other tanks, hence its name, Smasher. Since the tank can only fight by ramming, any upgrades which directly affect Bullets will be removed as they have no effect on the current tank, and any upgrade points spent on those upgrades will be returned to the player once the tank has become a Smasher, which by then the only upgrades available are Health Regeneration, Max Health, Body Damage, and Movement Speed, each which can be applied a maximum of 10 upgrade points. To improve its melee capabilities, the Smasher has a faster Movement Speed (maximum 10 points comparing to normal 7), as well as a greater field of vision than the Tank. At Level 45, it can upgrade into the Landmine that can turn invisible, the Auto Smasher, which gains an uncontrollable Auto Turret, or the Spike, which has greater base Body Damage. As the smasher, Spike and/or Landmine maxing out health, body damage and speed is highly suited as health regeneration is not as necessary/vital to harnessing the full advantage of melee capabilities.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: -
Bullet Speed: -
Bullet Penetration: -
Bullet Damage: -
Reload: 0
Movement Speed: 0
Field of View: 1

~Trapper
Tier: 3
Upgrade from: Sniper
Upgrade to: Tri-trapper, mega trapper, gunner trapper, overtrapper, auto trapper
Weapon(s): Launcher (1)

Design:
The Trapper features a circular base like almost every other tank. But instead of having normal Barrels, it has a Launcher that launches Traps.

Technical:
Upon upgrading:
* It replaces the Bullets with Traps.
* The projectile's Penetration is doubled.
* Projectile Deceleration is drastically increased causing range to be drastically decreased.
* Projectile's minimum speed can now reach 0.
* Projectile's lifespan is drastically increased.
TRAPS
The Traps it uses initially move at a fast speed from the Launcher and travel a very short distance. Then they quickly decelerate to a stop and will remain where they are, dealing damage to any enemy tanks and Polygons who touch them. Traps can be destroyed with enemy Bullets or enemy Body Damage, though touching them is not recommended due to their high damage. The Traps’ health is dependent on how high the player’s Bullet Penetration is. It’s important to note that the Traps can be pushed around by enemy Bullets. The traps are extremely strong.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 1
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Bullet Deceleration: 3

~Tri-angle
Tier: 3
Upgrade from: Flank guard
Upgrade to: Fighter, booster
Weapon(s): Cannons (3)

Design:
The Tri-Angle features a circle body with a Basic Tank's cannon mounted at the front, and two propulsion barrels on its rear.

Technical:
The Tri-Angle has three Barrels. One faces the front and deals considerable damage. The other two are much weaker and are mostly only used for propulsion. When moving in the same direction it shoots, the recoil from the rear-barrels will propel the tank forwards, potentially doubling its speed (depending on the amount of Reload it has) in the process. All 3 Cannons have the same reload as a Tank of the same build. However, while projectiles fired from the main cannon are just as durable, Bullets fired by the barrels at the back are just 20% as strong. They despawn in about half the time (1.5 Seconds).

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Rear Bullet Damage: -3
Recoil (front cannon): -2
Recoil (rear cannon): 2

~Triple shot
Tier: 3
Upgrade from: Twin
Upgrade to: Triplet, penta shot, spread shot
Weapon(s): Cannons (3)

Design:
The Triple Shot features a circular base with three rectangular Barrels roughly 45 degrees off-center from the middle and one rectangular Barrel in front.

Technical:
Compared to the Twin, the Triple shot has three Barrels instead of two, but the downside is that the Barrels are not set in a straight line anymore. This causes the Triple Shot to be seen as a downgrade when compared to the Twin because there is only one Barrel facing straight, the rest unable to hit the target. Because of this, it’s usually considered the worst tank on its tier, which is rather true since it often loses fights with lower tier tanks, because of this, many players tend to remain as Twin until Level 45 where they upgrade to their desired Tier 4 Class. However, the Triple Shot gets a slight buff in Bullet Damage (~7.69%) and Penetration (~11.11%) compared to its predecessor.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 1
Bullet Damage: 1
Reload: 0
Movement Speed: 0
Recoil: 1

~Twin flank
Tier: 3
Upgrade from: Flank guard, twin
Upgrade to: Triple twin, battleship
Weapon(s): Cannons (4)

Design:
The Twin Flank features a circular base with two sets of two rectangular cannons mounted on opposing sides of the tank.

Technical:
Upon upgrading from the Twin, it adds two cannons at the opposite side of the two other cannons and Bullet Penetration is increased. However, it decreases the Bullet Damage further. It has no recoil since the recoil from each of the cannons cancels each other out.

Base Stats (compared with Twin):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 1
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Recoil: -3

Base Stats (compared with Flank Guard):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: -1
Reload: 3
Movement Speed: 0
Recoil: 0

~Annihilator
Tier: 4
Upgrade from: Destroyer
Weapon(s): Cannon (1)

Design:
The Annihilator features a circular base with a barrel wider than that of the Destroyer, as it’s actually as large as the tank itself. It fires Bullets that are almost as big as the body itself (Approximately 3 grids in diameter[1]).

Technical:
The Annihilator has low Bullet Speed and Reload, but has Bullet Damage and Penetration equivalent to the Destroyer. The Annihilator suffers from extreme recoil that knocks it back (6.8 background squares) when firing. In general, it serves as a harder-to-avoid version of the Destroyer, since, upon Upgrading, Bullet size is increased. Compared to the Hybrid and Destroyer, its reload is the same, and has a higher recoil and moves back faster overall. The Annihilator has also been noted to be more powerful than the Destroyer because the larger Bullets are more difficult to avoid, making it easier to kill opponents.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Recoil: 1
Bullet Size: 1

[1] The actual size of Annihilator's bullet is identical to it's barrel, which is 96.6% (42 times 2.3 percent) of the tank's body. Since a Level 1 tank has a diameter of 100 units, and since a tank's size increases by 1% every level, Annihilator's true bullet size would be about 150 units (42 times 2.3 times (1.01 to the power of 44) approx. equals 149.664), or a 3 by 3 grid space, since grid squares are 50 by 50 units.

~Auto 5
Tier: 4
Upgrade from: Auto 3, quad tank
Weapon(s): Auto Turrets (5)

Design:
The Auto 5 has a design similar to the Auto 3, except for the fact that it has two additional Auto Turrets for a total of 5 Auto Turrets, hence its name. Its Auto Turrets are evenly placed around its body at 72-degree intervals.

Technical:
* The Auto 5 gains two more Auto Turrets (from the Auto 3) that aim at anything in sight. Like a Dominator, it has a locking mechanism. Once a target is spotted, even if something gets closer, the turret will continue to focus down the original target. However, if something more aggressive comes near, the cannons will prioritize that object; other players can use this to their advantage by not firing at the Auto 5 until they are very close.
* Players can aim the Auto Turret(s) closest to their cursor by left-clicking, or by having Auto Fire turned on.
* It can have a total of 3 turrets aimed at a single enemy (each turret has about 170° range).
* The player can also aim away from their cursor by right-clicking (or pressing shift).
* No Stats are changed when upgrading from the Auto 3, although some are changed when upgrading from the Quad Tank.

Base Stats (compared with Quad Tank):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Bullet Size: 1

Base Stats (compared with Auto 3):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Auto gunner
Tier: 4
Upgrade from: Gunner, auto 3
Weapon(s): Cannons (4); Auto Turrets (1)

Design:
The Auto Gunner features a circular base with four small Barrels in the front; the outermost two are significantly shorter, and they are placed slightly under the main ones, which makes them look twice as thin as the middle Barrels. It also has an Auto Turret that automatically fires Bullets at anything that comes into its Field of View.

Technical:
Upon upgrading:
* The Auto Gunner gains an additional Auto Turret.
* The Auto Turret has lower damage but higher penetration compared to the regular Gunner bullets but has slightly weaker damage and penetration compared with the Auto 3's auto-turrets.

Base Stats (compared with Gunner’s Bullets):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

Base Stats (compared with Auto 3’s Auto Turret):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0

~Auto smasher
Tier: 4
Upgrade from: Smasher
Weapon(s): Auto Turret (1)

Design:
The Auto Smasher features a circular body placed in a black hexagon with a single Auto Turret mounted on the top of the tank's body. It is a Smasher with an Auto Turret mounted on the top.

Technical:
Upon upgrading:
* The Smasher gains an Auto Turret.
** Like the Auto Trapper and the Auto Gunner, this Auto Turret cannot be controlled with the mouse.
** The Auto Turret has extremely light recoil.
** When not shooting, the Auto Turret will slowly rotate.
* Bullet Stats return to the upgrade menu.
** All stats retain the special maximum level of 10, including Bullet Stats.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: -2
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Auto Trapper
Tier: 4
Upgrade from: Trapper
Weapon(s): Launcher (1); Auto Turrets (1)

Design:
The Auto Trapper features a circular base with a small trapezoid Launcher connected to it via a small rectangle. It also features an Auto Turret, which cannot be controlled.

Technical:
* It fires Traps similar to its predecessor, the Trapper.
* It has an Auto Turret on top of it, which fires Bullets.
** The Auto Turret is AI-controlled, like all other Auto Turrets.
** The bullet has weaker penetration and damage comparing to the trap. It also has lower base speed than the trap, but its deceleration rate is greatly decreased. No Stats are changed.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Turret Bullet Speed: -1
Turret Bullet Penetration: -1
Turret Bullet Damage: -2
Turret Bullet Deceleration: -3

~Battleship
Tier: 4
Upgrade from: Overseer, twin flank
Weapon(s): Spawners (4)

Design:
The Battleship features a blue circular base, while essentially looking like the Twin Flank, but using Spawners instead of barrels.

Technical:
Upon upgrading to the Battleship, Overseer Drones will disappear. The Drone Count capacity is removed, as the Battleship fires endlessly due to the Drones' limited lifespan.
* The Drones will have a very short lifespan — only about 4 seconds.
* Drone Speed will increase.
* Drone Penetration (health) and Damage will drastically decrease.
* Reload increases.
* It will gain four Mini Spawners.
* Two Spawners will spawn controllable Drones; two spawn uncontrollable Drones.

Base Stats (compared with Overseer):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: -1
Bullet Damage: -2
Reload: 2
Movement Speed: 0
Drone Size: -2

Base Stats (compared with Twin Flank):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: 0
Bullet Damage: -3
Reload: 2
Movement Speed: 0
Ammo Size: -2

~Booster
Tier: 4
Upgrade from: Tri-angle
Weapon(s): Cannons (5)

Design:
It has a total of five Barrels. Four of them are at the back with two pairs close together made for the accelerators which shoot weak Bullets and one Barrel in front of the tank which does moderate damage. The angles between Booster Barrels clockwise from the front cannon are: 135º, 15º, 60º, 15º, & 135º.

The only visible feature that differs from the Tri-Angle is that it has two more Barrels on the back, and is, therefore, faster, because of recoil.

Technical:
Upon upgrading, this tank adds two barrels at the back, further increasing its recoil and by extension, while shooting, Movement Speed. The Barrels at the back shoot weaker and faster Bullets that last only for 1.5 seconds instead of 3 seconds. This tank has recoil that speeds the tank up while going forward when shooting but has a horrendous backward Movement Speed while firing because the Booster’s back barrels work against the tank’s reverse thrust.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Recoil: 2


~Factory
Tier: 4
Upgrade from: Overseer
Weapon(s): Factory Drone Spawners (1); Controllable Factory Drones (6); Factory Drone Barrels (6)

Design:
The Factory features a square body with a Spawner mounted at the front. Moreover, all the spawned Drones present Barrels of their own. It is the second playable tank to have such a shape, the first being the Necromancer.

Technical:
The Factory can control up to six Factory Drones, also called Minions. When not controlled by the player, the Drones will go after nearby entities, which includes enemy players and Polygons, continually shooting very small Bullets (similar to those of the Gunner) at them.[1]

DRONES AND BULLETS
The Factory’s Drones present Barrels of their own from which they can shoot Bullets. Individual Drone Bullets do not deal much damage — relatively speaking, they are about 53% as strong as those of an Auto Turret. But the Factory makes up for it in numbers: when combined, the firepower of the 6 Drones’ Barrels is around 96% of that of a Basic Tank. Given equal builds, each Factory Drone will shoot as many Bullets as a Basic Tank of the same build, albeit with reduced range and Bullet Speed.

As Drones, the Factory’s weapons present increased durability when compared to other projectiles. Nevertheless, their bodies, being twice as strong as normal triangle Drones, move at around only half the speed in return. The Drones are released from the Factory’s Spawner at a fairly regular rate, equal to that of the Manager’s Drone spawn rate. When taking the Drone’s Durability into account, the firepower of the Drone Spawner alone is equal to that of the Overlord’s 4 spawners combined.

CONTROLS
The Factory Drones present more complex behavior than other types of Drones. That is to say, they will move differently depending on their location with the cursor. Because of this, different drones may perform different actions all at the same time.

Attract
When using Left-Click, the Drones will move in various directions while aiming for the cursor’s position.
* If the Drones are far away from the pointer, they will be attracted to it until the blue orbit’s range is met.
* Once in a 16 background square radius around the pointer, the Drones will start moving around it in a counter-clockwise orbit. (It should be noted that the drones are always correcting their position while doing this, presumably because of the recoil they get from shooting bullets).
* If the distance is lower, the Drones will be repelled until the blue orbit’s range is met.
Because of these mechanics, unlike with the other branches of Overseer, the Factory’s Drones won’t just ram targets when clicking upon them. They can still be tricked into doing it by hovering one’s mouse past the target’s position (instead of above it), moving the blue orbit past the target’s location, and thus tricking the drones into trying to go past it. Otherwise, the Factory's Minions will encircle its target and continually shoot at it.

Repel
When using Right-Click, the Drones will move in various directions while shooting away from the cursor.
* Any Drones between 5-18 background squares from the cursor will move in a clockwise spiral, eventually escaping from it.
* Past the 18 background square limit, the Drones stop orbiting and are repelled from the cursor altogether.
* Below 5 background squares, the orbit collapses and Drones are forced together in a star formation.

AI
When not controlled by the player, the Factory’s Drones will go after nearby Polygons and Tanks, but once the player is damaged, they will target whatever damaged their Factory (if the aggressor is within their trigger range).

STAT EFFECTS
* Bullet Speed: Increases Factory Drones&Bullet Speed and Movement Speed.
* Bullet Penetration: Increases the Drones&Bullet Penetration and Health.
* Bullet Damage: Increases the Drones&Bullet Body Damage.
* Reload: Increases Factory’s Drone spawn rate as well as the Drones’ reload.
* Health Regen, Max Health, Body Damage and Movement Speed only make an effect on the Factory, just as how they buff other tanks.
It is good to note that all Bullet Stat upgrades are instantly given to any spawned Drones as soon as they fire again. However, as with other Drone Classes, the Drones must re-spawn for their body stats to be updated.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -2
Bullet Penetration: 2
Bullet Damage: 0
Reload: 2
Movement Speed: 0
Drone Count: -1

[1] In addition to the stats mentioned in the nearby Infobox, the factory also gets increased Bullet Penetration and Damage from its Drone’s bullet stream.

~Fighter
Tier: 4
Upgrade from: Tri-angle
Weapon(s): Cannons (5)

Design:
It has five Cannons; two of them are on the back of the tank (same as its predecessor, the Tri-Angle) two are on the sides, and one on the front. It features a common circular base. The angles between Fighter Cannons clockwise from the front cannon are 90°, 60°, 60°, 60°, 90°.

Technical:
The tank has high recoil that speeds it up when moving in the same direction it fires. Its strongest Bullets are fired by the front gun, followed by the slightly weaker side guns and the much weaker back Cannons, which fires Bullets that last for only 1.6 seconds instead of 3. Upon upgrading from the Tri-Angle it receives a barrel on the left and the right. Its side guns used to have as much reload as the front gun, but they were later nerfed.

Base Stats (compared with Tri-Angle’s Front Cannon):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Side Bullet Damage: -1
Side Reload: -1
Rear Bullet Damage: 0

~Glider
Tier: 4
Upgrade from: Destroyer
Weapon(s): Deployer (1)

Design:
The Glider features a circular body as a base. It features a small, inverted trapezoid mounted on the front. This trapezoid is an inverted variant of Skimmer's and Rocketeer's trapezoid prop[1]. It also features a second, much larger trapezoid layered on top of it.

Technical:
* When holding the left mouse, button, the Glider's larger Cannon fires to shoot a specialized type of Bullet, which have been colloquially been referred to as Missiles. These missiles are the same size as the cannon they are fired from, which is 56.7% of the tank's body size. These missiles have two cannons mounted on the back of them, 35° apart. These cannons share the color of the Missile and the parent Glider that they are shot from.
** Each missile shoots 10 mini-bullets in 3.49 seconds. (≈2.86 bullets per second) at a maximum reload value.
** The missile moved 33 grid spaces in 2.16 seconds. (≈15.27 grid spaces per second) at a maximum bullet speed value.
* When one of these Missiles is fired, the two cannons mounted behind the missile start to fire as well. The recoil from these cannons helps move the bullet along.
* Despite being a Destroyer upgrade, the front cannon has very little recoil. When moving in the direction of the cannon, the firing is barely noticeable,
* The Glider's FOV increases to match Sniper's FOV.
* The damage and health of the missile decreases to a third of Destroyer's bullet. Its speed is also decreased. Most of its speed come from the recoil of the cannons on the missile.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -2
Bullet Penetration: 1
Bullet Damage: -2
Reload: 2
Movement Speed: 0
Recoil: -3
Recoil (of missile): 2

~Gunner trapper
Tier: 4
Upgrade from: Trapper, gunner
Weapon(s): Cannons (2); Launcher (1)

Design:
The Gunner Trapper features a circular base. It has only two Gunner barrels on the front (but with much more Bullet Penetration than Gunners) in exchange for a slightly larger Trap Launcher on the back, which has a slower base reload.

Technical:
The Gunner Trapper has two Barrels and one Launcher giving it access to both Bullets and Traps. The Barrels have a decent Reload while its Launcher has a lower Reload. The Barrels are also slightly smaller than the Gunner’s barrels. Its Bullets have a great Bullet Speed, weak Bullet Damage, and normal Bullet Penetration. Its Traps are slightly bigger than Trapper’s, Tri-Trapper’s and Overtrapper’s, but have the same durability as its siblings’.

Base Stats (compared with Gunner’s Bullets):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 1
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Recoil: 2

Base Stats (compared with Trapper’s Trap Launcher):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: -2
Movement Speed: 0

~Hybrid
Tier: 4
Upgrade from: Destroyer
Weapon(s): Cannon (1); Spawner (1)

Design:
A Hybrid features a circle with a large Destroyer Cannon in front of the tank (the cannon that follows the cursor) and a trapezoidal Spawner in the back of the tank.

Technical:
* The Hybrid has 2 types of ammunition:
** Bullets
*** The Bullets deal massive damage and thus cause huge recoil.
** Drones
*** The Reload affects both the Bullets and the Drones.
*** Its Drones are AI-controlled and attack all Polygons and enemy tanks within 20 pixels.
*** They also automatically follow the Hybrid around.
*** There can be no more than 2 Drones at any given time.
*** Drones spawn a lot slower in comparison to the Overseer and its upgrades.
*** Also, these Drones are weaker than Drones from any natural drone user.
*** These Drones’ capabilities increase with the tank’s Stats in Bullet Damage, Bullet Penetration, and Bullet Speed.

~Landmine
Tier: 4
Upgrade from: Smasher
Weapon(s): None

Design:
The Landmine has another hexagon shell overlapped by the first one that spins half as fast.

Technical:
The Landmine has no ranged capabilities, as such its only means of damage is to melee other tanks, which makes the tank at first seemingly identical to its predecessor, the Smasher. However, the tank can become invisible when immobile, similar to that of the Stalker and the Manager, with a 13 second fade-out time. Like the Smasher, the Landmine has a greater field of vision than the Tank. When invisible, any damage dealt to the tank will cause it to lose some of its invisibility. This means if an enemy tank is already aware and constantly firing Bullets at the location of an invisible Landmine, it's not a viable strategy to remain stationary, as players will probably be knocked away and become quite visible. It should be reminded that enemy Bullets will interact and most likely dissipate prematurely when making contact with a Landmine, making this another hint an enemy tank has when targeting an invisible Landmine. It has no statistical buffs or debuffs upon upgrading.
As a unique feature which is present in all other tanks of the Smasher branch, the Landmine only has four available upgrades: Health Regeneration, Max Health, Body Damage and Movement Speed, each with can be applied a maximum of 10 upgrade points.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Movement Speed: 0
Invisibility: 1

~Manager
Tier: 4
Upgrade from: Overseer
Weapon(s): 1 Spawner

Design:
The Manager features a circular base with one small trapezoid Spawner on its front. It spawns Drones, similar to the Overseer and Overlord. It also resembles the Machine Gun and is sometimes mistaken for it. However, the Machine Gun’s barrel is longer than the Manager’s spawner.

Technical:
Upon upgrading, the Overseer’s weapons are replaced with a custom spawner at the front of the tank. The spawner reloads twice as fast, the Drones have the same stats. But the loss of one spawner still keeps the tank from having the usual 2 unspawned drones of its predecessor.

The Manager gains the ability to become invisible after 1 or 2 seconds of the WASD keys not being pressed. The Invisibility is dispelled if the tank starts to move or if it’s hit with bullets (or other kind of projectiles.)

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 1
Movement Speed: 0
Invisibility: 3

~Mega trapper
Tier: 4
Upgrade from: Trapper
Weapon(s): Launcher (1)

Design:
The Mega Trapper features a circular body and a larger version of the Launcher. When upgraded to, the Mega Trapper decreases the Reload but increases the size and strength of the Traps significantly.

Technical:
* Traps are much larger but are proportionally weaker to knockback. They are also 2.56 times as durable as a normal trap.
* Firing rate is heavily decreased in comparison to the Trapper.
* Fires with more recoil than the Trapper but much less than the Destroyer.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 3
Bullet Damage: 2
Reload: -2
Movement Speed: 0
Trap Size: 2

~Necromancer
Tier: 4
Upgrade from: Overseer
Weapon(s): Spawners (2)

Design:
The Necromancer is a square-shaped entity with two inoperative Spawners mounted at its sides. The class acquires Drones by infecting nearby Squares upon contact– with its body, its drones, or previously spawned Bullets.

Technical:
The Necromancer controls up to 22 to 36 square-shaped drones that resemble the drones fired from the Summoner Boss, to attack and defend itself. When compared to an Overlord, the drone damage multiplies by 2.4, and the health remains the same. While this would mean that a Necromancer Drone should be much stronger than a Basic Tank's Bullet, it is classified as a "Shape" rather than a Bullet, causing it to always take full damage instead of only 25% like other projectiles. This effectively causes Necromancer Drones to be 16% weaker than a Basic Tank's bullets. Upon “infection” the drone’s color pattern is darkened slightly to a peach tone. Though it otherwise duplicates the one of the player’s team; (in all non-FFA modes).

Acquiring drones will not give the player XP as normal. They will, however, deal collision damage to the tank or the drone that infected them. If infected through another drone, players must destroy the Square to “capture” it. Destroying a Necromancer Drone give the player 10 XP. Note that Green Squares can also be captured by this tank, the resulting Drone however will not be any different from other Drones. Despite this, if you destroy a Drone which was converted from a Green Square, you will get 1000 XP.

Without any upgrade points, the Necromancer can control a maximum of 22 Square Drones at any time with an additional 2 drones for every point in reloading invested, making for a maximum of 36 controllable Drones.

Controls
In terms of controls, the Necromancer is the same as the Overseer and the Overlord. Pressing E for Auto Fire causes the Drones to follow the cursor without holding left click or space while holding right-click or shift repels them from the cursor. Having Auto-Fire disabled and leaving the mouse unpressed causes them to congregate around the player in a dense cloud and slowly orbit them in a continuous clockwise rotation or attack the nearest Polygons and tanks.

Attack Types:
Necromancer is one of the few tanks that has multiple attack types.

The Claw. The claw is the most famous drone-wielding tank move. To perform the Claw, move your cursor to the opposite side of where you want to attack, and before the drones reach your cursor, right click or press the Shift key to repel the drones. Then, once the drones have formed a semicircle behind your opponent, move your cursor to the side you want to attack and release the Shift key/right click button. If performed successfully, the drones will surround your opponent from the back and sides.

The Hammer. The Hammer is when you repel your drones so that they seem to move in a way like a tsunami.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 0
Bullet Damage: 1
Reload: -
Movement Speed: 0
Drone Count: 2
Damage Reduction: -3

~Octo tank
Tier: 4
Upgrade from: Quad tank
Weapon(s): Cannons (8)

Design:
The Octo Tank features a circular body surrounded by eight evenly spaced Cannons (spaced exactly 45 degrees apart) that look exactly like Basic Tank Cannons, hence the name.

Technical:
*The player gains another four barrels at a 45° angle from the existing four, resulting in eight spread-out barrels that create a ring of bullets difficult for enemies to escape when firing, thanks to the quantity and spread of the bullets.
* However, to compensate, Bullet Damage is decreased.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Barrel count: 2

~Overlord
Tier: 4
Upgrade from: Overseer
Weapon(s): Spawners (4) (8 Controllable Drones)

Design:
The Overlord features a circular base with four equally-spaced, trapezoid Spawners. Its Drones look like medium-sized Triangles and are their respective team color in 2 Teams, 4 Teams, Domination, and Tag. They will be blue to the player and red to everyone else in FFA and Maze. The Overlord's Drones will disappear when they hit a maze wall or take too much damage. Necromancers, Managers and other Drone users have the same effect when their Drones hit a maze wall.

Technical:
Upgrading from Overseer to the Overlord will not result in any stat changes; however, the rate of fire will effectively double due to the addition of two new spawners.

Drones:
Note that all your Overseer Drones will disappear upon upgrading to Overlord. The Overlord features the same Drone system to the Overseer, where Drones go towards the mouse cursor when the left click is held, and move away from the mouse cursor when the right-click is held. The Overlord produces these Drones in pairs at a rate relative to the number of skill points the player has spent on Reload. The Drones deal Damage and take damage as they make contact with enemies. When the Overlord is not controlling its Drones, they will automatically attack nearby Polygons and tanks, or circle the Overlord if there are none. The Overlord can have up to 8 Drones max at any time.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Overtrapper
Tier: 4
Upgrade from: Trapper, overseer
Weapon(s): Launcher (1); Spawner (2)

Design:
The Overtrapper features a circular body and has a Trap Launcher on its front. The two Drone Spawners are equidistant from each other and the Launcher, forming an equilateral triangle.

Technical:
* The Overtrapper can lay down Traps using its Launcher.
** Traps act identically to how they usually would on any other standard Trapper Upgrade, except the Mega Trapper whose Traps are huge and much stronger, and Gunner Trapper, whose Traps are just slightly larger.
* It also has two Drone Spawners placed spread apart on its back.
** Its Drones are uncontrollable. They automatically target nearby Polygons and enemy tanks.
** The Overtrapper releases Drones faster than a Hybrid, due to there being two Spawners: its spawn rate matches that of an Overseer.
** Drones spawned by the Overtrapper are weaker than the Overseer's; they match Hybrid Drones in strength, having 30% less health than Overseer Drones.
** Drones spawned by the Overtrapper as also significantly faster than Drones of the Overseer branch.
** It only has 2 Drones, even though it has 2 Spawners.

Base Stats (compared with Trapper Traps):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

Base Stats (compared with Overseer Drones):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 1
Bullet Penetration: -1
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Penta shot
Tier: 4
Upgrade from: Triple shot
Weapon(s): Cannons (5)

Design:
This tank lengthens the center cannon and adds two in-between the center cannon and the side-most cannons.

Technical:
The Penta Shot has five cannons instead of the Triple Shot's 3 that all fire simultaneously. Unlike its predecessor, its Bullet Damage is decreased by approximately 21.43%. It boasts significant recoil when firing, and is only outmatched in that department by the Tri-Angle branch, Destroyer, Hybrid and Annihilator.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Recoil: 2

~Predator
Tier: 4
Upgrade from: Hunter
Weapon(s): Cannons (3)

Design:
It features a circle as its body and 3 Cannons in front, with the wider barrels overlapping the longer ones.

Technical:
* It has the ability to move the camera through the use of right-clicking (MOUSE2) or by pressing Shift.
** This ability will as well have the camera position locked to the new position, allowing the Predator to move to a different spot (e.g. the Base) while the player behind it is still able to spectate the new view. Using this, the Predator can see the leader arrow even if it is the leader.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: -1
Movement Speed: 0

~Ranger
Tier: 4
Upgrade from: Assassin
Weapon(s): Cannon (1)

Design:
The barrel is the same as Assassin, with a small trapezoid base overlapping the barrel.

Technical:
Upgrading from the Assassin to the Ranger only increases the player's Field of View. Barring the Mothership (and the Predator, situationally), this tank has the largest Field of View of any tank in the game.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Field of View: 1

~Rocketeer
Tier: 4
Upgrade from: Destroyer
Weapon(s): Deployer (1)

Design:
The Rocketeer features a circular tank body as a base with a modified version of the Deployer mounted on the front. The Deployer features a trapezoid with a second, smaller trapezoid mounted onto the front.

Technical:
The Rocketeer shoots Missiles, this type having one small Machine Gun cannon at the back that shoots smaller bullets for propulsion, thus making the bullets for the Rocketeer fire the fastest of the Destroyer branch’s bullets. That being said, as soon as the bullet leaves the barrel, there is a slight delay before it will start firing the mini bullets.
* Despite being a Destroyer-based tank, it has an extremely small amount of recoil when firing, similar to the Skimmer.
* The Rocketeer’s FoV becomes that of a Sniper’s.
* When upgrading to the Rocketeer, the bullet damage, recoil and speed are reduced, with the Bullet Damage being 3 times weaker, the Recoil being 5 times weaker, and the penetration increases drastically (by 2.5x).
* Compared to a Skimmer, it has less bullet speed and the same reload.
** Despite this, its main bullet (missile)'s cannon has a huge amount of recoil, which makes Rocketeer's missile moves much faster than its base Bullet Speed.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -2
Bullet Penetration: 3
Bullet Damage: -2
Reload: 0
Movement Speed: 0
Recoil: -2
Projectile Size: -1
Field of View: 1
Recoil (of missile): 2

~Skimmer
Tier: 4
Upgrade from: Destroyer
Weapon(s): Deployer (1)

Design:
The Skimmer has a circular body, and its Cannon looks like a shorter Destroyer cannon overlapping a Machine Gun cannon.

Technical:
Upon upgrading:
* The Skimmer’s FoV becomes that of a Sniper.
* The damage stat reduces to a third of the Destroyer's bullet.
* Its recoil decreases significantly.
Bullets
* Its Bullets (sometimes called Missiles) have two small, colored, cannons that are positioned 180 degrees apart. The missiles spin clockwise, firing smaller bullets that create a vortex-shaped pattern. Missiles move slower than most Destroyer Class bullets.
* Holding the right-click while firing will cause the missile to spin counter-clockwise instead of the default clockwise rotation.
* The Missiles launched from this tank are a third of a Destroyer bullet's strength. The extra bullets fired from the Missile are 0.8 times as strong as Gunner bullets.
* Increasing bullet stats will affect both the missile and its bullets.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 1
Bullet Damage: -2
Reload: 0
Movement Speed: 0
Field of View: 1
Recoil: -3

~Spike
Tier: 4
Upgrade from: Smasher
Weapon(s): None

Design:
The Spike has a similar design to the Smasher. It features a circular body surrounded by twelve black spikes which turn very quickly and are unique to the class.

Technical:
The Spike, just like the Smasher, is a melee Class. It can’t upgrade the bullet stats since it doesn’t have a Barrel to shoot. As a Smasher-branched class, it can upgrade the Health Regen, Max Health, Body Damage and Movement Speed ten times instead of seven times. These Stats are not different from any other units of its Class, besides the base Body Damage of 8 HP more, which is slightly higher than of any other tank, making the Spike the most potent melee tank in the game.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 1
Movement Speed: 0

~Sprayer
Tier: 4
Upgrade from: Machine gun[1]
Weapon(s): Cannons (2)

Design:
The Sprayer features a circular base with a slightly longer trapezoidal Cannon similar to the Machine Gun’s, overlapping a longer cylindrical Cannon, much like the Skimmer and the Predator. It also seems to resemble a Hunter but with its top cannon a Machine Gun cannon.

Technical:
The Sprayer has an increased rate of fire and increased recoil. It fires in a sequence of 3 Bullets where it shoots 1 normal-sized Bullet and then shoots another normal and 1 smaller Bullet simultaneously. The larger Bullet is as strong as a Machine Gun bullet, and the small one is seven times weaker. However, the big Cannon is wider and therefore less accurate, though the small cannon is not wide (and so, very accurate, just at the cost of doing significantly less Damage).

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Bullet Damage (small): -3
Reload (small): -1
Bullet Accuracy: 0
Bullet Accuracy (small): 1

[1] Upgrades at Level 45, meaning it skips a Tier before upgrading.

~Spread shot
Tier: 4
Upgrade from: Triple shot
Weapon(s): Cannons (11)

Design:
Compared to its predecessor, the Triple Shot, this tank shrinks the side cannons and adds eight more (four are added on each side), between the side-most and center cannons, giving a total of eleven barrels. The two side cannons are covered by the other additional barrels, whilst the center cannon stays layered on the top of all of them.

Technical:
Upon upgrading into Spread Shot, The reload time is doubled and recoil is significantly nerfed. When Compared to its predecessor, the main barrel remains unchanged, with the sole exception of its bullet damage, which is augmented by approximately 42.86%. However, the smaller barrels deal less bullet damage (reduced by approx. 16.67%).

The Spread Shot is commonly used for close-range combat, particularly shotgunning enemies.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 1
Reload: -1
Movement Speed: 0
Barrel count: 3
Side Bullet Damage: -1

~Stalker
Tier: 4
Upgrade from: Assassin
Weapon(s): Cannons (1)

Design:
The Stalker features a circular base with a single long, thin trapezoidal Barrel.

Technical:
The Stalker has the ability to become invisible when it is immobile, with a short fade-in and fade-out time (approximately 2 seconds). It is an ability unique to it, the Manager and the Landmine.

The Stalker will lose invisibility by moving, firing a Bullet, enabling Auto Fire, or when taking damage. It is important to note that shooting once while invisible will make the tank lose some invisibility, though not all while enabling Auto Fire will remove invisibility completely. If the Stalker carries on fading in for too long, it will completely lose its invisibility. Enemy Bullets making contact with the tank will interact normally and dissipate prematurely. Lastly, if a Stalker is at the top of the Scoreboard, the leader arrow will still point to it, even while invisible. These are the only ways for enemy tanks to know the location of a hidden Stalker without using hacks.

Similar to all other tanks in the Sniper branch, the Stalker has increased Bullet Speed and a greatly widened field of vision, with the trade-off of a fairly slower rate of fire when compared to the Tank. Its field of vision remains the same size after it is upgraded from the Assassin. The Stalker’s Bullet Damage seems to be less than that of an average Tier 4 Sniper-class tank.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Invisibility: 3

~Streamliner
Tier: 4
Upgrade from: Hunter, gunner
Weapon(s): Cannons (5)

Design:
The Streamliner features a circular base and five Barrels, each barrel being overlapped by the previous one. Unlike the Predator, the barrels have the same width.

Technical:
Upon upgrading from the Hunter:
* Bullet Damage is decreased by a large amount.
* Reload is largely increased.
* Bullet Speed is decreased slightly.
* Recoil per shot is decreased slightly.
* Bullet Accuracy is very slightly increased.
Upon upgrading from the Gunner:
* Bullet Damage is decreased.
* Bullet Speed is slightly decreased.
* Bullet Accuracy is slightly increased.
* FoV is increased.

Base Stats (compared with Hunter):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 0
Bullet Damage: -2
Reload: 2
Movement Speed: 0
Bullet Accuracy: 1

Base Stats (compared with Gunner):
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: -1
Bullet Penetration: 0
Bullet Damage: -1
Reload: 0
Movement Speed: 0
Bullet Accuracy: 1
Field of View: 1

~Tri-trapper
Tier: 4
Upgrade from: Trapper
Weapon(s): Launcher (3)

Design:
The Tri-Trapper features a circular base with three evenly spaced out Launchers mounted on to it 120 degrees apart. The Tri-Trapper’s launchers are placed similarly to the Triple Twin’s twin cannons.

Technical:
Compared to the Trapper:
* It possesses triple the amount of Launchers than its predecessor.
* The Trap lifespan is much shorter, as it is reduced from twenty-four to ten seconds. However, there are more Traps spawned to compensate.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0
Trap Lifespan: -2

~Triple twin
Tier: 4
Upgrade from: Twin flank
Weapon(s): Cannons (6)

Design:
The Triple Twin features a round base with 3 pairs of 2 Barrels each spaced out evenly (or 120 Degrees). It resembles three Twins merged.

Technical:
The Triple Twin adds two other Barrels giving it a fifth and a sixth Barrel.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: 0
Bullet Damage: 0
Reload: 0
Movement Speed: 0

~Triplet
Tier: 4
Upgrade from: Triple shot
Weapon(s): Cannons (3)

Design:
The Triplet features a circular base with three rectangular turrets on the front with the two on the side being slightly retracted into the base resembling similar features of the Gunner and Twin designs. In comparison to the Triple Shot, its cannons are packed near each other instead of being spread out.

Technical:
Upon upgrading:
* Bullet damage is decreased by ~14.286%.
* Bullet penetration is decreased by 30%.
* The Cannons are changed back to a streamlined formation instead of a spread, like that of the Twin, allowing for concentrated fire.

Base Stats:
Health Regen: 0
Max Health: 0
Body Damage: 0
Bullet Speed: 0
Bullet Penetration: -1
Bullet Damage: -1
Reload: 0
Movement Speed: 0

~Arena closer
Tier: Special
Weapon(s): Cannon (1)

The Arena Closers are special tanks that appear when a match of Domination, Tag, Mothership or Breakout is finished or when a server closes in Free For All, Maze, 2 Teams or 4 Teams.

The purpose of Arena Closers is, as their name implies, to close the server; players killed by Arena Closers are then kicked from the server, then the server restarts when all players are killed off the arena. However, if the player manages to survive them (e.g. by activating God Mode on Sandbox), the player would still be kicked out from the server after a couple of minutes. Unlike getting killed by regular tanks, Dominators, Motherships, or Bosses, you will restart back at level 1 when you are killed by an Arena Closer only once. However, their levels are kept in Free For All, 2 Teams and 4 Teams. Arena Closers don’t have a health bar, so they cannot be killed. Their bullets do approximately 2.333 times as much damage as an Annihilator.

Design:
The standard Arena Closer features a large yellow circular base, with a cannon that is similar to the back of a Flank Guard. It is about as large as a Dominator, and the bullets it fires are about as large as an Annihilator bullet. In Sandbox, it takes on a blue color and is several times smaller than the average Arena Closer. The yellow variations’ color is same as the Square’s, Summoner’s, and neutral Dominator’s color.

Technical:
Spawning
Several Arena Closers (with a maximum of 16) will spawn when a Domination or a Tag match is finished. In 2 Teams, 4 Teams, or in FFA, the Arena Closers appear when only a few people are in the server or when the game is being updated. In Maze when the server has been up for 5 hours. Arena Closers may spawn inside the map in an inactive state (in which case they are gray in color). After 10 seconds they will turn yellow and immediately target a player.
Behavior

The Arena Closer’s priority:
* The surviving Mothership
* All players still alive (in the order of initial proximity upon spawning and then upon each killed player)
* Any non-neutral Dominators.
* Bosses that are in team Fallen (Fallen Bosses).
When they attack, they will shoot at the target while ramming into them. When all targets are dead or neutralized, their AI has no reason to continue to fire, so they’ll be spinning and slowly drifting in a random direction, just like regular Polygons.

Stats
The Yellow Arena Closer has:
* Larger bullet size similar to an Annihilator’s.
* 196 bullet damage, seven times that of a maxed basic Tank (effectively one shotting any tank).
* The Bullet Speed of a maxed Assassin.
* The Reload of a maxed reload Basic Tank.
* Invincibility.
* Extremely high body damage, even higher than a maxed Spike.
* Complete resistance to knockback.
* 3,750 HP for bullet health.

Miscellaneous
The Arena Closers aren’t targeted by the Base Drones until the Arena Closers accidentally shoot or bump into them. The base itself has no effects on Arena Closers. Their body and bullets can’t harm shapes, the neutral bullets will just go through them, and the Arena Closers themselves will just push them out of the way. The Arena Closers and their bullets can go through the Maze game mode’s walls. Additionally, Arena Closers can go through each other.

~Dominators
Destroyer dominator
Tier: Special
Weapon(s): 1 Cannon

Gunner dominator
Tier: Special
Weapon(s): 3 Cannons

Trapper dominator
Tier: Special
Weapon(s): 8 Launchers

A Dominator is a large tank in the Domination game mode. In Domination, if your team captures all of the Dominators, your team wins. The Dominator is a playable entity; if your team captures a Dominator, be the fastest to press the H key once without spamming to take control of the Dominator. The Dominators are among the largest entities in the game besides the Arena Closers, the level 140 Mothership and the bosses.

Design:
-Universal: All Dominators feature a circle as their bodies and a hexagonal base, like the Smasher but the Dominators have weapons, and are much larger and much tougher. Their colors are dependent on which team captures it, but the base is always black.
-Destroyer Dominator: The Destroyer Dominator is equipped with a short, wide cannon in front that has a small trapezoidal base, similar to the Ranger.
-Gunner Dominator: The Gunner Dominator has three cannons in front. The cannon in the middle is longer and wider than the other cannons but shoots the same bullets, similar to the Triplet.
-Trapper Dominator: The Trapper Dominator is surrounded by eight equal-sized launchers. Each launcher faces a different direction, but they are evenly spaced. Its circle of Traps defends it from all sides but such protection has a very limited range and is weaker against tanks with focused bullet fire. It is also called the Octo Trapper Dominator.

Technical:
Stats
All Dominators
Dominators can’t move (except the now-removed Sandbox Versions) and have 6148 (6000-6088 in Sandbox) health points (per Dominator) with weak healing factors. Note that the health increases by 2 every level (including level 1), like other tanks. It does not have upgrades and has a base health of 5998. The regeneration rate is the same for all Dominators. Their field of vision is at least a bit larger than the Sniper. All Dominators, including the Sandbox versions, suffer no recoil.

Trapper Dominator
This Dominator’s FoV (Field of Vision) is about the same as the Hunter’s. It is surrounded by eight Launchers. Its trap speed is higher than a maxed Tri-Trapper’s, while its trap health and damage is about the same as a Trapper with 12 points in penetration and 5 points in damage. Also, its reload is the same as Trappers with 0 points invested in Reload. Auto-fire is always enabled with no exceptions.

Gunner Dominator
This Dominator’s FoV is about the same as the Hunter and its upgrades (not including the zoom out on the Predator). It has three cannons in front. Its reload is high and the bullet speed is normal. However, it has low bullet penetration and damage.

Destroyer Dominator
This Dominator’s field of vision is slightly greater than a Sniper’s. It has one Cannon in front and very high Penetration, being 5 times greater than a Mega Trap’s, and a Bullet Damage equivalent to a basic bullet with 21 points in damage. It has the bullet size of a Hybrid. Also, its bullets can be knocked by enemy bullets or drones. However, its Reload is about that one of Hybrid with 3 points in the respective stat and Bullet Speed is lower than a Hybrid or Destroyer.

Behavior
The Dominator, when AI-controlled, targets the closest enemy. Even if another player comes closer or the player himself or herself gets away, the Dominator will continue to target the player until the player goes out of its field of view. However, when a Dominator gets contested or changes the team, it will ignore its current target and attack the closest person to the Dominator. Also, if the current target has not harmed the Dominator for a certain amount of time, the Dominator will start attacking a new target, if there are any others around. It enabled them to predict movements of players and shoot ahead, making it harder to dodge their attacks.

Dominators can harm shapes, but they cannot when neutral. They will also not target players out of their field of view unless provoked. Interestingly, they will not target back if you harm one when using a tank that has a higher range than the Assassin.

Dominators prioritize players but if there are no players, they will target Polygons, Bosses or Arena Closers.

If the game is over and you manage to decrease its health to 0, it will be contested. However, it won’t change the winner.

Gameplay:
In Domination, these tanks are used as control points. They start neutral, but any team can capture it by lowering its health to 0 and being the last team to shoot it. Once the Dominator is under that team’s control, it can no longer damage that team. The team can shoot through the Dominator, but the enemy still can’t.

To capture a Dominator from the enemy team, you need to drop its health to 0 twice. When you do it for the first time, the Dominator will turn back to neutral mode. When you do that for the second time, the Dominator will be owned by your team. Whichever team lands the last blow on a contested Dominator will capture it.

If you press H before other players do, you will take control of a randomly selected (and uncontrolled) Dominator on your team, at the cost of losing the control of your tank, which will be destroyed slowly.

~Mothership
Tier: Special
Weapon(s): Spawner (16) (32 Drones)

The Mothership is a special tank in Asteros.

This version of the Mothership is a much smaller variation of the one that appears in the Mothership game mode (corresponds to its Level). In the Mothership game mode, the win condition is to destroy the enemy Mothership, centralizing the players’ tactics around attack or defense of a Mothership. During games in that mode, the Mothership is a playable[1] entity that players took turns controlling every 5 minutes until one of the Motherships was destroyed.

Design:
The Mothership is one of few Tanks that does not have a circular body, along with the Necromancer, Factory, Defender, Summoner, and Guardian. Instead, it has a hexadecagonal body (16 sides) and 16 short Drone Spawners that shoot out small AI-controlled Drones and controllable Drones at a 50/50 ratio. In the Mothership game mode, it is larger than the Alpha Pentagon and even Arena Closers.

Stats:
In the Mothership game mode, the Mothership spawns as the Tank with all aspects maxed out except for Health Regeneration, with only one point in it. It spawns at Level 140 and can't level up further, which made farming pointless and counterproductive. It has exactly 7,000 health points. Due to its Level and large size, it is one of the slowest Tanks in the game. The Mothership’s FoV is slightly larger than a Ranger’s.

The Mothership’s AI Drones have a bit less Bullet Penetration than the Overlord's maxed Drones, with the same Bullet Damage, Speed (similar to a Battleship's maxed Drones), and the Reload of the Hybrid (For each Drone). The Mothership regenerates the health at twice the speed of regular maxed Regeneration Tanks, and its Reload is about as fast as a non-upgraded Machine Gun.

Technical:
The Mothership uses both manual and A.I. controlled Drones as its weapons. The Drones are produced by the Mothership’s spawners. A Mothership can have up to 32 Drones, but only half the Drones are controllable (Similar to the Battleship’s mechanics). The Drones for the Mothership are somewhat slower than those of summoning Tanks (Manager, Overlord, Overseer). The right-click function works like a summoning tank but remains somewhat pointless unless against widespread targets. When a player activates Auto Spin, your Drones spin slowly in a circle around them, much like if they used Auto Spin with the Overseer or other Overseer upgrades. The current Mothership’s Drones are the smallest ones in the game. In the Mothership game mode, pushing a Mothership with the Level 45 Booster, with maximum Speed and Reload, moves it by a fraction of an inch. Players can hide in the center of the giant Mothership, much like in the Dominator, but would constantly get pushed out. It's not a reliable shield method because high Bullet Penetration Bullets would still pass through and damage them.

For the other players, arrows appear on the screen pointing towards both Motherships, showing them the direction of both Motherships. The arrows would fade away if they got close enough to one of them, exactly like Leader Arrows.

Arena Closers always go for the surviving Mothership first. The Mothership lasted for a short time after being attacked (on average 30 seconds after the arena closed, but almost immediately died after the Arena Closers arrived), especially when the Arena Closers rammed into it due to their massive body damage. If both of the Motherships died at the same time, the Arena Closers would attack the players.

Control:
In the Mothership game mode, any player in the arena can control the Mothership on their team. The first two people that join the Mothership server gained control of the Motherships and everybody else that joined served as the “army” (regular players). Each person that was granted the role of the Mothership is allowed a timeframe of 5 minutes. This continued until one of the Motherships was destroyed. This prevented people from having time to stop/stall the game (e.g. hiding in a corner) before a new player was picked who probably would not have the same idea.

When the player’s time was up with the Mothership, the Mothership role became open for anyone who was currently joining a Mothership game, and the player who was previously in control would then respawn as a part of the army. If a player happened to die or enter the server, and they spawned while the Mothership player’s time was up, they would gain control of the Mothership.