recursal/Fanatic-Fandom huggingface dataset:
Wally

File:Wally.png
Wally is a Common tank in Hills of Steel 2.

It resembles a piece of construction equipment, with a yellow chassis and a flashing warning light over the cab.

## Attacks

### Primary

Wally's drill causing a small amount of damage over time to any tank in contact with it.

This attack causes the drill to extend out from the tank's body, dealing a moderate amount of damage over time, equal to Wally's Attack stat.

Wally is the only tank that can deal damage without attacking; any enemy in contact with the drill takes damage over time. When not actively attacking, Wally deals damage equal to half it's Attack stat.

### Special

Wally throws a telescopic wall in a mid-range arc. This wall has health equal to Wally's Special stat. The walls take damage from both friendly and enemy fire and disappear after a set amount of time.

## Strategy

With its high damage output and speed, Wally wants to close with the enemy as quickly as possible.

The real strength of this tank, however, is in its ability to tip enemy tanks at awkward angles, allowing it to neutralize their attacks and attack them from safety. Ironically, Wally is also one of the least stable tanks itself and can be quickly destabilized or flipped. Scorpion, Rex and to a lesser extent, Ninja can all tip or otherwise neutralize Wally with little effort; try to avoid engaging these tanks one-on-one.

More than any other tank, Wally requires an understanding of the game's physics engine and becomes a fairly acrobatic tank.

Wally's special is not especially potent, but can be used as a defense to delay enemy attacks or as a way to cut off escape. Be mindful of the wall's trajectory and your team's objective so it doesn't become more of a hindrance to your team than a help.

### Upgrades

As a melee tank, Wally benefits greatly from additional health and speed. Given it's ability to destabilize other tanks, upgrades that increase it's damage may be less useful.

Wally can make good use of Turbos, catching the enemy off-guard as it suddenly surges forward or retreats out of harm's way.

### Targeting

Wally is not able to target its Primary attack.
Buck

Buck is a Common tank in Hills of Steel 2. It is a small tank with a low profile that resembles a combat shotgun on tank tracks. Its Special plants a land mine.

## Attacks

### Primary

Buck fires up to five blasts of pellets in a wide mid-range spread. Every blast contains multiple clusters of pellets which can each strike enemies separately. Each separate projectile has it's own chance of being a critical from Fuzzy Dice.

### Special

Buck places a land mine that detonates when an enemy tank approaches, dealing a large amount of damage in a moderate radius. These mines don't disappear over time and there is no limit to how many can be on the map at a time. Allies can see Buck's landmines. Enemies can see the mines as Buck lays them and hear a warning beep that increases in frequency the closer they are to the mine. Successfully attacking a mine will show the damage value but will not effect the mine in any way.

Land mines has a short delay once triggered, so fast tanks can trip the mine but escape the explosion.

A faint purple ring marks the location of enemy mines, although these indicators are very easy to miss.

## Strategy

Hit-and-run tactics are usually the best approach with Buck, as this allows you to take advantage of Buck's high damage output and it's special attack. Charging headlong into the enemy may be tempting, but can often prove detrimental to your team in certain game modes (Rampage, Star Catch).

Buck is a small tank and the lowest to the ground, which makes it a difficult target at certain angles but also renders Buck's primary attack ineffective at other angles. Buck does the most damage when positioned to keep it's barrel clear of the ground and allow as many of the projectiles to hit the enemy as possible.

Land mines allow you to protect key points on the map and can be used by Buck and its allies to lure enemies into a trap.

Buck is a small, light tank, so it can be destabilized by larger opponents fairly easily.

Be careful to time your approach and get your targets in range while staying out of their line of fire.

### Upgrades

Buck is a fairly well-rounded and versatile tank. Amplifiers and Antennas can make Buck's mines truly devastating, but mines are not always a reliable source of damage. This also makes upgrades that trigger on a kill, like Magnets and Turbos, harder to use effectively on Buck.

Given that Buck wants to close with long-range opponents but keep some distance from true melee-range tanks, Armor Plates and Exhausts are doubly useful.

### Targeting

With Targeting turned on, Buck's barrel can be aimed up or down, potentially improving the number of pellet blasts that hit an enemy tank. It fires only when the Attack button is released, and the response time means firing without Targeting is faster than trying to tap-fire quickly with Targeting. The aim is improved, but the fire rate is significantly decreased.

## Skins

* **Star**: (50 gems)
* **Western** (150 gems)
* **Vintage** (season 8 reward)
* **Snow Camo** (Season 19 reward)

## Trivia

The name 'Buck' seems to come from the word "buckshot", a type of ammunition used in shotguns.
Spawn Shield

## Info

This upgrade increases the amount of time your tank is invincible when it respawns.

Only Rare and Epic versions of this upgrade exist, so it will never drop from Common chests.

## Strategy

This upgrade is similar to a health increase in that it increases your survivability, though it is more situational and potentially more potent.

Opponents will not always realize you are invincible and will waste shots on you, buying you additional time for yourself and teammates.

Pair it with speed upgrades like Afterburners, to help cover ground and get to where the fighting is thickest.
Morty

"Bomb-lobbing healer tank"

Morty is a Common tank in Hills of Steel 2. L

It resembles a small green, tank car with a mortar cannon hitched behind it. It fires bouncing bombs and heals itself and its allies.

## Stats

Health: 1400
Attack: 280
Speed: 720
Special: 1500

## Attacks

### Primary

Morty fires up to five slow-moving bombs in a mid- to long-range arc that bounce off the ground and obstacles and explode on contact with an enemy, dealing a small amount of damage. The angle of Morty's trajectory can vary greatly depending on the angle of the terrain.

### Special

Morty and nearby allies recover a large amount of health equal to Morty's special value. This recovery is signified by a burst of green plus signs or crosses in the area of effect.

There is occasionally a very short delay between activating Morty's special and the visual effects, but the health recovery seems almost instantaneous.

## Strategy

Morty has the longest effective range in the game, but also has the longest minimum range as well. Coupled with its slow speed, this tank fares poorly against any tank that can get within mid- to close-range. Although, see Targeting for a partial solution.

Morty's bouncing bombs are difficult for the enemy to avoid and provide steady support for teammates. Finding your ideal range is key for both laying down fire and making the most out of Morty's special attack.

Almost universally considered the worst tank, Morty struggles in any situation where it needs to defend a position, thanks to its large minimum range. Because of the way Morty moves and fires, there are positions on many maps where Morty's effective range is reduced to nothing at all.

Without proper support, even a well-played Morty will have difficulties in most game modes.

### Upgrades

Since Morty's only source of damage is it's primary attack, Antennas and Fuzzy Dice are probably less effective than Bullets. Because of Morty's dismal Speed score, Heavy Upgrades will reduce Morty's speed by less than most tanks, but the result may be more painful. And because of Morty's ability to recover lost health, upgrades that add to Morty's survivability may feel redundant.

### Targeting

With Targeting turned on, Morty's Primary can be aimed up or down. It only fires when the Attack button is released.

Targeting is recommended for this tank, as aiming downwards allows Morty to launch a bomb point-blank into enemies. Without Targeting, Morty is at the mercy of the random bounce of the bombs and the shape of the map. Firing rate is lowered significantly with Targeting turned on, but the advantage is worth it.

## Skins

* Clown (50 gems)
* Pirate (150 gems)
* Phantom (Season 9 reward)
Battery

"Special-boosting support tank"

Battery is a Common tank in Hills of Steel 2. L

It is a simple platform on treads with a stubby barrel perched on one end and a generator/battery on the other; its special charges other specials.

## Stats

Health: 2700
Attack: 458
Speed: 1100
Special: 1420

## Attacks

### Primary

Battery fires up to five long, narrow shells in a very low arc. The shells do the value of Battery's Attack stat on a hit, or half damage on a near miss. Although the shells resemble Titan and Joker's shells, they have a maximum range and wink out of existence at the end of their arc instead of traveling all the way to the ground.

### Special

Battery releases the stored energy in its generator and it visually transmits power to its allies, which gain some percentage of their Special. This percentage is significantly less than 100. Allied tanks with a fully-charged Special gain no benefit.

## Strategy

Battery has a surprisingly long range, especially given the bolted-on appearance of its short barrel. A long, low arc lets it fire over short hills, but unlike Titan and Joker, it will have trouble hitting enemies directly on the other side of that hill.

To properly use its Special, Battery must track its fellow tanks. Activating your Special when your allies have not recently used their Specials, or when your allies have been destroyed, will waste your Special, so keep an eye on your allies. Having a fully-charged Special grants Battery no additional attack, in spite of the visuals that might suggest otherwise.

More than any other tank, it's possible to completely waste Battery's Special (if other tanks are already charged or in the middle of respawning), and it's completely useless for other Batteries. With the introduction of Battery, there's a new tank vying with Morty for Worst Tank in the Game.

### Upgrades

As a tank without a damage-dealing Special, Antennas and Fuzzy Dice are less effective than Bullets. Unlike Morty, Battery does not need to be close to its fellow tanks to use its Special, so it can hang back at whatever firing position is ideal and may not mind Heavy Upgrades as much as front-line tanks.

### Targeting

With Targeting turned on, Battery's Primary can be aimed up or down, and it fires continuously as long as the attack button is held down. Targeting downwards allows Battery to hit enemy tanks directly in front of it. Targeting upwards can increase the arc somewhat, but the shells' minimum range still makes it harder to take advantage of indirect attack.
Heavy Coating

## Info

This upgrade increases your tank's hit points at the cost of movement speed.

## Strategy

Heavy Coating offers **10%** more hit points than an Armor Plate, at the cost of **10%** speed.

Speed is considered a more valuable stat than health, so a Heavy Coating is less effective overall than Armor Plate, just as Heavy Barrel is compared to Bullet.

Heavy Coating is best reserved for tanks that absolutely need as much staying power as they can get and don't mind losing mobility.
Amplifier

## Info

This upgrade increases your tank's Special stat. This can result in a Special that deals more damage, recovers more health or has more health.

## Strategy

Equip this upgrade on tanks that rely heavily on their Special's effect. On tanks with a special that deals damage, an Amplifier and an Antenna work together to insure that your Special gauge charges rapidly and has a significant impact each time you use it.

An Amplifier may seem tempting on support tanks as well, but since your Special gauge isn't charged by the use of your Special, it is often more effective to focus on dealing more damage, recharging your Special faster and using it more often.

Tower's Special value determines both how much damage it deals and how much health it recovers, making an Amplifier a good offensive and defensive choice for this particular tank.
Gem Duel

Gem Duel is a Standard Game Mode in Hills of Steel 2. It is one of three Duel modes; the others are Rare Duel and Epic Duel.

To play a Gem Duel, you must pay 10 Gems. The winner receives all 20 Gems, while the loser gets nothing.

Two players face each other in one-on-one combat. You must pay Gems to enter; the winner receives the full value reward, and the loser the consolation reward, if any.

## Rules

Two tanks engage in one-on-one combat. The first tank to win three rounds wins the Duel and the associated reward, while the loser receives the consolation reward, if any.

When a tank is killed, the round ends after a half-second delay. Both tanks are reset to their initial positions and, after a brief loading period, the next round begins. Any special effects remain on the map with as much health and/or time left as in the previous round. The winner of the previous round does not recover health or gain any benefit from a respawn, so Spawn Shield and Afterburner have no effect.

Tanks do not regenerate health in a Duel.

## Strategy

Tanks that rely on support are obviously a poor choice for Duels, as are tanks that have significant weaknesses to other types of tanks. The tanks that tend to fare the best are those with good all-around performance or that can get into position and kill the enemy quickly.

Kong can take special advantage of the brief period after destroying the enemy tank and the reset. If the player has its Special charged, Kong can leap up and then remain over the enemy's end of the map after the reset, instead of being returned to its starting point. The three-second timer is sufficient to outwait the enemy's respawn invulnerability and then drop directly on them.

## Notes

If you pay the entry fee for a Duel, but lose connection or back out, your Gems are not refunded. However, the next time you try to play that Duel mode, the cost is usually "Free."

Special effects that remain on the map after a round ends include Buck's landmines, Wally's walls, Gatlyn's turrets, Arachno's micro-bots, Ninja's spinning blade, Phoenix's fuel bomb, and Scarab's healing turret. Additionally, if Sparky was energized, that energy remains until its normal expiration, or if the winner was poisoned by Scorpion, it continues to lose health.

Note that the clock does not stop during the reset period, so time-based effects will usually expire before the two tanks reach each other in the next round.
Duel

Duel is a Game Mode in Hills of Steel 2. There are three types, each with different rewards and different entry costs.

Two players face each other in one-on-one combat. You must pay Gems to enter; the winner receives the full value reward, and the loser the consolation reward, if any.

## Types of Duel

### Gem Duel

Entering a Gem Duel costs 10 Gems. The winner gets all 20 Gems, and the loser gets nothing.

Gem Duel is a Standard Game Mode, so it is always available.

### Rare Duel

Entering a Rare Duel costs 10 Gems. The winner gets a Rare Chest, and the loser gets a Common Chest.

Rare Duel is a Special Game Mode, so it is only intermittently available.

### Epic Duel

Entering an Epic Duel costs 30 Gems. The winner gets an Epic Chest, and the loser gets a Rare Chest. Because of the higher price and rewards, you may expect stiffer competition in Epic Duels.

Epic Duel is a Special Game Mode, so it is only intermittently available.

## Rules

Two tanks engage in one-on-one combat. The first tank to win three rounds wins the Duel and the associated reward, while the loser receives the consolation reward, if any.

When a tank is killed, the round ends after a half-second delay. Both tanks are reset to their initial positions and, after a brief loading period, the next round begins. Any special effects remain on the map with as much health and/or time left as in the previous round. The winner of the previous round does not recover health or gain any benefit from a respawn, so Spawn Shield and Afterburner have no effect.

Tanks do not regenerate health in a Duel.

## Strategy

Tanks that rely on support are obviously a poor choice for Duels, as are tanks that have significant weaknesses to other types of tanks. The tanks that tend to fare the best are those with good all-around performance or that can get into position and kill the enemy quickly.

Kong can take special advantage of the brief period after destroying the enemy tank and the reset. If the player has its Special charged, Kong can leap up and then remain over the enemy's end of the map after the reset, instead of being returned to its starting point. The three-second timer is sufficient to outwait the enemy's respawn invulnerability and then drop directly on them.

## Notes

If you pay the entry fee for a Duel, but lose connection or back out, your Gems are not refunded. However, the next time you try to play that Duel mode, the cost is usually "Free."

Special effects that remain on the map after a round ends include Buck's landmines, Wally's walls, Gatlyn's turrets, Arachno's micro-bots, Ninja's spinning blade, Phoenix's fuel bomb, and Scarab's healing turret. Additionally, if Sparky was energized, that energy remains until its normal expiration, or if the winner was poisoned by Scorpion, it continues to lose health.

Note that the clock does not stop during the reset period, so time-based effects will usually expire before the two tanks reach each other in the next round.
Chonk

File:Chonk.png
Chonk is a Rare tank in Hills of Steel 2.

It is short, low-to-the-ground traditional tank with a very large mortar barrel and a pair of machine guns on the side. Chonk attacks at a distance with heavy mortar shells and can defend itself at close quarters with its short-range machine guns. Its special is a huge green bomb that explodes after a short delay with the largest area of effect attack in the game.

## Attacks

### Primary

Chonk fires up to three large shells. These shells arc upwards, pause, and then plunge to the ground with a small auto-targeting effect. They deal damage equal to Chonk's Attack stat, or half that on a near miss. The explosion has a significant knockback, although overshooting an enemy will actually knock them forwards and toward your tank.

### Secondary

Chonk fires its machine guns indefinitely. These have short range and consume no ammo, but its Primary ammo will not recharge as long as the Secondary is being used.

### Special

Chonk fires an enormous bomb in the same path its Primary takes. The bomb stretches and swells for a second, then explodes in the largest damage radius in the game, whiting out the screen for a moment. Unlike most area of effect attacks, it has at least three zones of damage, depending on how close enemy tanks are to ground zero. It provides a very powerful knockback, but tanks close enough to experience this knockback are usually destroyed.

## Strategy

Chonk is an excellent long-range tank, more stable than Titan and better at firing shells in the exact same path multiple times. Its knockback effect means it can keep pushing enemies back out of range.

Chonk has a fairly low health pool, being very much a back-line tank. The Secondary attack is useful for punishing tanks that get too close, but it doesn't do enough damage to let Chonk go toe-to-toe with any short- to medium-range tanks.

Chonk's Special can easily destroy the entire opposing team. After firing, the Special takes a second to detonate, so you can use Chonk's Primary attack to knock enemies back toward the bomb.

As of the August, 2022 version of the game, there is no visible distinction between allied and enemy Chonk bombs. If both teams have a Chonk, you can easily mistake an enemy bomb for your own, with disastrous results.

### Upgrades

Chonk is sensitive to positioning, so Exhaust can be useful. As a rear-line tank, it has less need of health upgrades like Armor Plate or Duct Tape. Focus on dealing damage with upgrades that boost its Primary attack, like Bullet and even Heavy Barrel.

Upgrades that let it use its Special more often are also a good plan. Antenna might be a better option since Amplifier is likely to be overkill.

### Targeting

With Targeting turned on, Chonk can easily hit tanks at point-blank range with its Primary, knocking them back. Aiming up is likely to result in a "pop fly": the shell will be launched almost vertically. It is possible to aim with targeting and then fire the Special, thereby affecting the Special's bomb trajectory.
Gatlyn

"Rapid-firing tank with deployable turrets."

Gatlyn is a Rare tank in Hills of Steel 2.

## Attacks

### Primary

Gatlyn fires fast-moving, long-range bullets that travel in a straight line. There is a short delay as Gatlyn's turret spins up to speed. The turret starts pointed downward and raises as the gun is fired; the longer the gun fires the more erratic the firing pattern becomes.

### Special

Gatlyn places a stationary gun turret directly in front of the tank. The turret fires similarly to the tank's main attack, only slower and for less damage. It can be attacked and destroyed independently, and disappears after a certain amount of time.

There is a brief delay between deploying the turret and when it begins firing, at which point it locks on to the nearest enemy or object (including Wally's wall and enemy Gatlyn turrets), changing targets when the first target is destroyed or leaves range.

## Strategy

Gatlyn has the fastest rate of fire and one of the highest damage outputs, but it can be difficult to keep enemies within Gatlyn's line of fire.

Be mindful of how the terrain interacts with your current trajectory, and try to get Gatlyn's barrels spinning just before you have your target sighted.

Fire in bursts to keep the turret at the correct height and prevent the barrels from slowing down.

As a direct-fire tank, Gatlyn can struggle getting into position and will often have moments when it is vulnerable to attack and cannot effectively retaliate.

Place Gatlyn in front of its turret to protect it and add to your damage output or use the turret as a shield as needed. Turrets have a fairly long duration and a surprisingly high potential damage output, so smart players will try to destroy them quickly.

### Upgrades

Increasing Gatlyn's damage potential with upgrades like Bullets and Heavy Barrels is usually a strong choice, though upgrades that increase Gatlyn's staying power, such as Ammo Crates and Armor Plates can be highly effective as well. Upgrades such as Exhausts and Solar Panels won't help Gatlyn when things are going according to plan, but can help overcome a situation where the odds are stacked against you.

Golden Bullet allows Gatlyn to reliably deal damage through frontline bodyguards, and is especially useful if an enemy is using Emergency Power. Without Golden Bullet, all Direct Fire tanks like Gatlyn will waste ammunition firing at an invulnerable enemy.

### Targeting

With Targeting turned on, Gatlyn's Primary can be aimed up or down, and it fires continuously as long as the attack button is held down.

Targeting is strongly recommended for this tank. Instead of wasting ammo to lift the barrel, or having to feather the attack button to keep the barrel low, you can simply aim down or up. The firing pattern still becomes more chaotic the longer the gun is fired.

## Trivia

The name 'Gatlyn' is a combination of the term "gatling" and various names that end in "‐lyn".

### Skins

* **Antique** (50 gems)
* **Apocalypse** (150 gems)
* **Nuclear** (season 11 reward)
Tower

"Lethal long-range sniper."

Tower is a Rare tank in Hills of Steel 2.

It resembles a cartoon version of an iconic tank, similar to Joker, but with a tall, telescopic body.

## Attacks

### Primary

Tower fires up to three long-range, fast-moving shells in a straight line. Each shell deals a large amount of damage equal to its Attack stat and splash damage equal to half that in a small radius.

### Special

Tower lowers its body, recovers an amount of health (equal to 3.33 times its Special value) and fires rapidly for a brief time. These shells are fired in a slightly erratic spread and deal damage equal to its Special stat and splash damage equal to half that in a small radius.

Once Tower's Special is used, it reverts back to its normal state with its Primary ammunition bar depleted.

## Strategy

Moving sways the turret back and forth, allowing you to adjust the trajectory of the shells. Tower is an almost purely offensive tank with one of the highest attack values and lowest health. Tower's Special recharges very quickly (well-timed use of the Special attack can allow for multiple back-to-back uses) and can effectively lock down large sections of the map.

Tower cares about placement and terrain more than any other tank, making the learning curve to use this tank rather steep. Find a good vantage point, take aim and destroy the enemy before they can even reach you. A well-placed, well-played Tower can almost win a game on its own.

### Upgrades

An Amplifier will increase both the damage dealt and the health recovered by Tower's special, which makes this upgrade good for boosting the tank's offensive output and survivability.

Tower's special can benefit from Fuzzy Dice. Currently, a bug allows upgrades like Bullet and Heavy Barrel to increase the damage of Tower's special as well as its primary attack.

Being a direct-fire tank tied for the lowest health in the game, surviving long enough to get into position can be a challenge for Tower. Upgrades like Armor Plate can be extremely useful, and Exhaust not only helps Tower get into position faster, but makes aiming its shots faster and more versatile.

### Targeting

With Targeting turned on, Tower can be tilted back and forth to aim its primary up or down. It only fires when the Attack button is released.

Targeting is reservedly recommended for this tank. Without Targeting, the only way to aim is to twitch back and forth, and even then, aiming at the extremes (down over hills or up from valleys) is very difficult. However, given Tower's inbuilt sway, it may be easier to rely on the leaning caused by movement and only use manual aiming when climbing over hills or descending into valleys. Also, Titan's Special will be much easier to aim with the sway than with aiming.

## **Skin**

**Hippy** (50 gems)

**Festive** (50 gems)

**Techno** (150 gems).

**Arctic** (season 21 reward)
Energizer

## Info

This upgrade increases the damage from your tank's primary and secondary attacks when its health is below 30%.

Only Rare and Epic versions of this upgrade exist, so it will never drop from Common chests.

## Strategy

This upgrade does not currently see much use. While the damage boost is significant, the conditions that must be met before it applies are extremely prohibitive.

Unless you choose your other upgrades and adopt a playstyle that revolves specifically around an Energizer (possibly with a high-health tank or one that can recover its health easily), equipping upgrades with static bonuses will usually be more effective. Sparky, Phoenix, Shift and other tanks with similar stats and abilities may be able to make use of this upgrade.
Low Gravity

Low Gravity is a Special Game Mode in Hills of Steel 2.

## Rules

This mode is available as a variant applied to some Standard Game Modes. It changes the gravity so tanks float off hills, spin backwards from recoil, and fly halfway across the map from Kong's punches or Rex's charge. No change is made to damage, speed, or health.

Like most Special Game Modes, no Trophies are awarded for victory and none are lost for defeat.

## Availability

Low Gravity is definitely available for Domination.

## Variant Strategy

This is the slowest-paced Special Game Mode, and it's best to go into it ready for silliness.

Strategies for the underlying Standard Game Mode still apply.
Boss Battle

Boss Battle is a Standard Game Mode in Hills of Steel 2.

## Rules

Boss Battle is the only game mode with uneven teams. One player is selected as the Boss, and the other players form the Kill Team. The Kill Team must defeat the Boss within one and a half minutes.

Note that, if you use the Play With Friends feature, you *will* be teamed up together, so you *will* be on the Kill Team. This means that lone players will have a higher chance of being the Boss.

The Boss is a large version of your chosen tank with large boosts to health and damage, no upgrades and no ability to regenerate health. As of v2.14.0, the Kill Team tanks all get the extra bonus upgrade, potentially giving each of them 4 upgrades, and the Boss still does not receive any upgrades.

## Strategy

The most effective Bosses tend to deal a high amount of damage over a long range, whereas the most effective team members either mirror the Boss's strategy or are very fast, allowing them to close with and destabilize the Boss.

### The Boss

Bosses like Morty, Titan, and Tower can destroy their opponents before they get close, but can be vulnerable to extremely fast and/or small tanks.

Bosses such as Phoenix or Scorpion can withstand the more aggressive tanks, but can be too slow, too big and lack the range to deal with long-range attacks.

A few Bosses, like Wally, Shift, and Kong, can attempt to stall the enemy out until the match is over.

When playing without the Friends feature, selecting a tank that can potentially contribute to a team but that could also hold its own as a Boss is vital.

### The Kill Team

If the Boss has powerful, long-range attacks, they are limited in the number of shots they can make. Spread out and attack in concert until one of you can close with and destabilize the Boss.

If the Boss is itself a close-range tank, get it within your sights and bombard it from afar before it can close with and kill you.
Stinger

Stinger is a Common tank in Hills of Steel 2. It is a small tank with a large rack of missiles that fire in a high arc. Its special is a longer, faster volley of smaller missiles.

## Attacks

### Primary

Stinger launches up to six fast-moving homing missiles in a random mid- to long-range arc.

Each missile does damage equal to the tank's Attack stat on a direct hit and splash damage equal to half its Attack stat in a small radius.

### Special

Stinger fires rockets similar to its main attack but at a faster rate and roughly half the damage. After Stinger's special attack is completed, its main attack is fully reloaded.

Each missile does damage equal to the tank's Special stat on a direct hit and splash damage equal to half its Special stat in a small radius.

## Strategy

Stinger's erratic firing pattern and minimum range can make it an unreliable tank without support, as other tanks can find pockets both inside and outside Stinger's range where they can attack without retaliation. For this reason, Stinger tends to be a poor choice for matches that require you to defend a certain areas, like Domination.

With low health and low speed, Stinger can easily be overtaken and defeated without good positioning and support. With the proper support though, Stinger can lay down consistent and high-damage indirect fire. With its high damage and ammo capacity, Stinger can quickly strip other tanks of most of their health. And with its effective range and projectile speed, tanks at low health will struggle to escape.

Always try to use up all six of your main attacks before activating your special, since you'll be fully loaded once your special attack is complete. Also note that the increased rate of fire on Stinger's special attack results in increased recoil, which shortens Stinger's effective range.

### Upgrades

Because Stinger's special is really just a variation on it's primary attack, upgrades like Antennas won't give this tank access to a more powerful attack option. Likewise, upgrades like Amplifiers or Bullets will only boost roughly half of Stinger's attacks.

Fuzzy Dice easily offer the best overall damage bonus for Stinger, while upgrades like Ammo Crates, Armor Plates and Exhaust can shore up some of the tank's weaknesses.

### Targeting

With Targeting turned on, Stinger's Primary can be aimed up or down, and it fires continuously as long as the attack button is held down.

Targeting is recommended for this tank. It is still challenging to land shots where intended, but Targeting gives more control and, crucially, allows you to aim straight forward. By pulling the Targeting button to the bottom, Stinger launches missiles at point-blank range into enemies that have approached within its firing range, and this can also affect its Special's trajectory.

## Skins

* Sporty (50 gems)
* Knight (150 gems)
* Beach (season 13 reward)
Azure Longsword

## Description

"It's a longsword with an azure-colored blade and a black handle."

## Overview

The **Azure Longsword** is another purchasable **Longsword**, with higher damage output than the previous longswords. It costs 1,640 Del
to purchase.

## Trivia

* Another purchasable Longsword from the Longsword Shop.
* Cool color combination I guess.
Hills of steel 2 Wiki

Hills of Steel 2

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Bunker Bash

Bunker Bash is a Standard Game Mode in Hills of Steel 2.

## Rules

Each team has two bunkers. The team to reduce the enemy's bunkers to the lowest total health by the end of the match wins. The game ends as soon as one team's bunkers are destroyed or the timer runs out. A tie is possible.

When a bunker is reduced to 0 health, it ceases to be an obstacle to enemy tanks or a spawn point for allied tanks.

## Strategy

The best defense is almost always a good offense. Tanks that can press forward and clear the way to the enemy's base (Buck, Wally, Phoenix) are strong choices; if you have the health and speed, it is possible with some tanks to drive over or under the enemy and head straight for their bunkers (Wally, Ninja, Phoenix). This game mode is the most forgiving on an aggressive, straightforward play style; careful and tactical playing are still better, but aren't as vital as they are in other modes.

Another viable option are tanks with long enough range to target the enemy's bunker directly (Stinger, Titan, Gatlyn, Tower).

If neither approach is possible for your team, focus on defeating enemy tanks and gaining ground.

The first team to destroy an opponent's base is at a distinct advantage, as the other team now spawns further from their target bases.
Bullet

## Info

This item increases the damage of your tank's primary and secondary attacks by a given percentage.

## Strategy

Use a Bullet when your tank relies mostly on its primary and secondary attacks, since this upgrade will usually not increase any damage dealt by Special attacks (Tower is an exception).

Bullet is also useful for increasing Special gain, especially on tanks with Specials that do not deal damage.
Duct Tape

## Info

This upgrade increases your tank's max health by a given percentage each time you respawn. However, it does not increase your tank's health on the initial spawn.

The amount is based on your tank's base Health stat, so the amount gained does not increase with each respawn, and it is not affected by other flat health increases like Armor Plate and Heavy Coating.

## Strategy

Equip this upgrade if you expect your tank to die often. Your tank needs to die and respawn two times before a Duct Tape grants a bonus similar to an Armor Plate of the same rarity.

Duct Tape can result in tanks with extremely high health later in a match, making this upgrade especially useful in aggressive game modes like Bunker Bash, Boss Battle and Team Survival. Tanks with high Health and Speed stats are great candidates for Duct Tape.
Titan

File:Titan.png
Titan is a Common tank in Hills of Steel 2. It resembles a standard, iconic tank such as the Abrams or the Tiger, and is markedly less cartoony than the other tanks in the game. Titan fires massive shells and can call in air strikes.

## Attacks

### Primary

Titan fires up to three slow-moving shells in a mid- to long-range arc that deal a large amount of damage (equal to Titan's attack stat) on a direct hit or half that in a moderate splash radius.

These shots have significant recoil and a moderate rate of fire.

### Special

Titan calls an airstrike that drops six quick-moving bombs in a line that starts just in front of Titan and ends just shy of the range of it's primary attack. These bombs deal damage equal to Titan's Special stat (about 75% of its Attack stat) and have a similar splash radius.

Each bomb can hit multiple opponents and each opponent can be hit by multiple bombs.

This special can benefit from Fuzzy Dice.

## Strategy

Titan is the king of indirect fire. With its high damage and long range, well-timed shots with Titan's primary attack can kill approaching tanks without ever exposing Titan to returning fire.

On the other hand, Titan's low number of shots, long reload time and low speed make it vulnerable to tanks that can get within its minimum range, and Titan struggles to defend key points on the map.

Titan's special can easily charge itself when it strikes multiple tanks multiple times, and is often the main source of this tank's damage, especially when an enemy attempts to retreat during the special, which allows more bombs to hit them.

Keep in mind that Titan's special has a fairly small minimum range, so tanks that are right on top of you will only take a small portion of the potential damage, if they take any at all.

### Upgrades

Most well-played Titans focus on using the special at the right time, so upgrades like Amplifiers and Antennas are strong choices. Speed upgrades like Exhaust will improve your survivability and help you get into the right position, while Ammo Crates and Bullets make Titan's primary attack more devastating. With sufficient precision, you can even get away with mounting a Heavy Barrel, and a high-level Titan with Epic upgrades can hit over 1000 damage per direct hit.

Fuzzy Dice work with Titan's primary and special attacks, which is an excellent way to increase your overall damage output. It also makes your tank unpredictable, especially coupled with Titan's long range and already high damage.

### Targeting

With Targeting turned on, Titan's Primary can be aimed up or down. It only fires when the Attack button is released.

Targeting is strongly recommended for this tank. It can be used to hit tanks directly in front of Titan, functionally removing its minimum range vulnerability. Aiming up can help at the bottom of valleys, but generally, higher arcs will have a similar landing point as the standard arc, so aiming up is rarely the lifesaver that aiming down is.

## Skins

Desert (50 gems)

Dragon (150 gems)

Athletic (season 12 reward)
Ghasttear

## Overview

The **Ghasttear** is a **Rapier** that is only obtainable through a Calamity Mode Slot by defeating **Polargeist**. It leaves a cool blue-ish trail at the tip of the rapier. The rapier is mainly dark blue-ish with light blue spots throughout the blade.

## Trivia

* This weapon has a free lifesteal effect that gives 1-2 hp per hit and it is a fixed range.
* This used to synergize well with the Ghastly Set's old bonus, which also gave lifesteal.
* Ghasttear is the rapier counterpart of the 3 Polargeist weapons:
* Icebreaker(2H), Ghasttear(Rapier), and Austerus(Katana)

## Description

"The blade is eminating a sense of magic from it, pierce your enemies to use its power. Someone could be looking for this blade. (Calamity-Exclusive Item)"
Spike

### Aliases

Friend (by Petch, Bill, Sparky, Desle, Putch, Potch, David, George and Marvin)Big bro (by Jasper)

## Physical description

### Eye color

Black

Spike is a blob from the series Pitch & Potch chronicles.

This was last year from the BabyTV series and film, Pitch & Potch animated.

When Spike, his little brother Jasper and their friends Jennifer and Bob.

He's Only 12 Years Old.

Spike is voiced by Billy Joel. He can be identified from his little brother Jasper when they're together by his lack of distinguishing features like his brother Jasper and his friend Potch.

Much larger Spike is easily recognized as a male by his happy voice and he's brave.
Exhaust

## Info

This item increases the speed of your tank by a given percentage.

## Strategy

Games are often won or lost based on who is able to get into position before their opponents. Equip this upgrade on a tank with low speed to get where your attacks will be most effective, or on tanks with high speed to increase the pressure you can put on the opposing team and how quickly you can get back into the fight after being killed.

Additionally, equipping Exhaust on tanks with some of the highest speed values can make them faster than certain projectiles, making these tanks highly evasive and agile.
Tank Frenzy

Tank Frenzy is a Special Game Mode in Hills of Steel 2.

## Rules

This mode is available as a variant applied to some Standard Game Modes. Every player gets the same tank. When the variant is applied, the tank available is named in the mode, e.g., **Ninja Frenzy** is a mode where every player controls a Ninja.

Like most Special Game Modes, no Trophies are awarded for victory and none are lost for defeat.

## Availability

This mode is definitely available on Team Survival, but may be available on others.

## Variant Strategy

Since this mode simply prevents you from selecting a tank, no particular strategy applies to the variant. Note that, if you do not care for using Buck, you will probably not enjoy a **Buck Frenzy** mode.
Team Survival

Team Survival is a Standard Game Mode in Hills of Steel 2.

## Rules

This is the only game mode that is fully cooperative, and also has a chance to reward extra trophies based on team performance.

Three players face a series of waves of AI-controlled enemies. The enemies proceed along the map toward the team's bunker. If a single enemy enters the team bunker, the bunker explodes and the game is over.

Enemy tanks never pause or retreat. Once an allied tank is within range, the enemy tank will fire until out of ammo, reload, then do it again. Enemies will use their Special as soon as it is possible to do so. All enemy tanks are red.

## Wave Progression

### Wave 1

Wave 1 consists of Jokers. Losing at this stage counts as a loss in terms of Trophies.

### Wave 2

Wave 2 consists of Bucks. Losing at this stage counts as a loss in terms of Trophies.

### Wave 3

Wave 3 consists of Stingers. Losing at this stage counts as a loss in terms of Trophies.

### Wave 4

Wave 4 consists of Phoenixes. Losing at this stage counts as a loss in terms of Trophies.

### Wave 5

Wave 5 consists of Towers. There are half a dozen Towers, then a single boss Tower. Reaching this stage counts as a victory in terms of Trophies.

### Wave 6

Wave 6 consists of Arachnoes. Reaching this stage counts as a victory in terms of Trophies.

### Wave 7

Wave 7 consists of 2 boss Bucks. Reaching this stage counts as a victory in terms of Trophies.

### Wave 8

Wave 8 consists of Jokers; most are standard, but every 4th is a Boss. Reaching this stage counts as a victory in terms of Trophies, plus one bonus Trophy to every player.

### Wave 9

Wave 9 consists of a mix of Stingers and Morties. Reaching this stage counts as a victory in terms of Trophies, plus two bonus Trophies to every player.

### Wave 10

Wave 10 consists of a boss Joker, a boss Stinger, and a boss Morty. Reaching this stage counts as a victory in terms of Trophies, plus three bonus Trophies to every player.

### Wave 11

Wave 11 consists of two boss Arachnoes. Reaching this stage counts as a victory in terms of Trophies, plus five bonus Trophies to every player.

## Strategy

If you have Tower unlocked, this is by far the best tank. Tower's Special blankets an area in bullets, and because the AI never retreats, enemies will blindly proceed into Tower's hail of bullets to be destroyed one after the other.

Tanks that impede enemy progress tend to be less useful. For instance, Wally's wall simply results in a group of tanks that all advance together and actually become far more dangerous.

Beware of letting enemy tanks drive over you. Because they advance so relentlessly, it's possible for them to roll you over, and if even one mostly-dead Joker touches your bunker, the game is over.
Heavy Barrel

## Info

This upgrade increases your tank's primary and secondary attacks at the cost of movement speed.

## Strategy

Compared to a Bullet, a Heavy Barrel offers **5%** more damage at the cost of **10%** speed. Since Exhaust gives the same bonus to speed that Bullet gives to damage, the Heavy Barrel does not offer a good exchange rate.

Use this upgrade on tanks where damage is essential to the exclusion of all else. Long-range tanks benefit the most from a Heavy Barrel, as the movement penalty is usually too significant on close-range tanks. But even then, it is not advisable to equip more than one Heavy upgrade onto a tank.
Phoenix

File:Phoenix.png
Phoenix is a Rare tank in Hills of Steel 2.

It resembles a cartoonish, boxy tank that seems to be one part train and one part industrial equipment. Phoenix shoots fire and lobs explosive barrels that cover the ground in flames.

## Attacks

### Primary

Phoenix fires a short-range gout of flame that deals a small amount of damage equal to Phoenix's Attack stat. Phoenix's ammunition bar is one of the largest, allowing Phoenix to rack up large amounts of damage over time.

### Special

Phoenix launches a slow-moving barrel in a mid- to long-range arc. The barrel rolls along the ground, exploding on contact with a target or after a few seconds, dealing damage equal to its Special stat in a large radius. The ground within this radius burns for a few more seconds, dealing a minor among of damage over time equal to 1/24 Phoenix's Special stat.

## Strategy

Phoenix has one of the highest health totals in the game. It is also the most stable tank, making it almost impossible to push or flip for tanks like Wally or Kong.

Note that Phoenix's primary attack has a very short minimum range, so targets pressed directly up against the tank can avoid being damaged. The actual area of this attack is slightly larger than the animation would suggest. Attack from half a body length away to maximize damage.

When Phoenix's Special is charged, the fuel tank it launches appears on its back, so attentive players can anticipate this attack.

Allied Phoenix barrels have blue accents, whereas enemy barrels have red accents.

### Upgrades

The short range of Phoenix's primary attack makes upgrades that help close with opponents such as Armor Plate and Exhaust very useful.

Focusing on Phoenix's special attack can be effective as well, using upgrades like an Amplifier or Antenna. Solar Panels are especially useful in situations where Phoenix might struggle to get into range for its primary attack to charge its special.

### Targeting

With Targeting turned on, Phoenix's Primary can be aimed up or down, and it fires continuously as long as the attack button is held down.

Targeting is recommended for this tank, although, given its extreme short range, Targeting is only meaningful at the tops or bottoms of hills.

## Trivia

The Phoenix is a mythical bird that immolates itself in fire and is reborn from its own ashes.

## Skins

Poison (50 gems)

Frost (150 gems)