Weapons
Weapons are organised by port. Each port represents a weapon slot your tank can equip. Compare damage, energy cost, and price to plan your purchasing strategy.
Port 1 – Missile Fire
Single Missile
This is the weapon that all tanks start with. It is sometimes bought as a low-priced backup weapon, and its ability is often underestimated, considering the negligible price
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Single Missile | SM | 4 | 4 | 2 |
Double Missile
Improve the power of the standard missile without using any more energy. The low price makes this a good weapon for saving credits.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Double Missile | DM | 6 | 4 | 200 |
Triple Missiles
The Triple Missile is the next step after the Double Missile. Due to its slow speed and high damage, this weapon is best used for close range combat.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Triple Missiles | TM | 9 | 4 | 1,200 |
Tri Breaker
A great starting weapon due to very high damage per unit cost. On second firing the missile splits up into three, each able to do 8 units of damage. Like all breaking weapons (Breakers, Blasters and Bombs) a direct hit will only do half of the maximum damage.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Tri Breaker | TB | 24 | 12 | 300 |
Quint Breaker
These work the same way as the Tri Breakers, except releasing five missiles instead of three, each doing eight units of damage - good value for credits.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Quint Breaker | QB | 40 | 12 | 1,500 |
Octo Breaker
The Octo Breaker is the next level up from the Quint Breaker. It will only take a few good hits to destroy any tank. Because of the high price, the players must be careful not to miss their target in order for there to be a pay-off for those wishing to save credits.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Octo Breaker | OB | 64 | 12 | 8,500 |
Guided Missile
This missile will turn towards the closest tank that is moving. It only requires approximate aiming to hit the target although the missile can be avoided at times by momentarily staying completely still. Since it has a poor damage / energy ratio, guided missiles are mostly valuable to the lesser skilled players
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Guided Missile | GU | 6 | 6 | 400 |
Port 2 – Laser Fire
Beam Laser
Like all the low-priced weapons, it is a good idea to get used to using the Beam Laser. Although the expensive weapons may do more damage, you are not necessarily making more credits for every unit of damage done → Master the low-priced weapons.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Beam Laser | BL | 6 | 6 | 300 |
Power Laser
Power Lasers fire two Beam Lasers while using up the energy of only one. It can be used for aiming at a specific enemy rather than whomever is closest.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Power Laser | PL | 12 | 6 | 1,650 |
Tri Striker
The Tri Striker are three Beam Lasers in one - very energy efficient but requiring great aiming skills when used in long range firing. With the relatively high price you cannot afford to miss very often if you want a return on your investment.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Tri Striker | BL | 18 | 6 | 3,350 |
Port 3 – Alternative Fire
Rear Double
Two missiles are fired parallel out from the rear of the tank. The weapon makes a good surprise attack, and has a strangely low price considering the damage it does.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Rear Double | RD | 8 | 5 | 250 |
Rear Guided
The Rear Guided releases two guided missiles from the rear, each doing four units of damage. Very good for attacking while being chased
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Rear Guided | RG | 8 | 5 | 650 |
Rear Triple
The Rear Triple is the improved version of the Rear Double, doing nearly twice the damage for the same energy use. It can be a good alternative to the Tri Striker.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Rear Triple | RT | 15 | 5 | 2,400 |
Port 4 – Advanced Weaponry
Blaster
Blasters use a 'double fire' system, where the first shot launches the warhead and the second shot breaks the warhead into a group of missiles. The warheads deal half of their maximum damage when they hit a tank or jewel directly. Unlike the Breaker family of weapons, Blasters split in all directions, making it challenging to achieve maximum damage.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Blaster | BL | 120 | 30 | 2,500 |
Guided Blaster
The Blaster with a guided warhead is ideal for desperate situations where there's no time for careful aiming, or for those who struggle with accuracy.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Guided Blaster | GB | 120 | 30 | 3,200 |
Blast Guider
The Blast Guider has the opposite effect of the Guide Blaster. It is a standard warhead that disperses into a cluster of highly effective guided missiles. In open areas or with strategic deployment, it can achieve maximum damage, making it a highly cost-effective weapon.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Blast Guider | BG | 60 | 30 | 3,200 |
Blast Swirler
On second firing, the warhead will split into eight Swirlers, each doing ten units of damage. As with all other double fire weapons a direct hit will only yield half damage. The debris from Blast Swirler will swirl around for a long time and, with careful use, near maximum damage can often be obtained.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Blast Swirler | BS | 80 | 30 | 4,500 |
Nuke Blaster
This is the big version of the standard Blaster. It only takes two or three, and with a highly upgraded tank sometimes only one good hit to completely destroy a fully shielded tank. Since the weapon is not fired many times, it ends up being very good value, but must be aimed carefully.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Nuke Blaster | NB | 280 | 30 | 20,000 |
Spark Fiends
You will not save many credits with this weapon, but it can be used to quickly kill off unshielded rivals in open areas before they can even score their first point. By staying completely still the Spark Fiends will ignore you.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Spark Fiends | SF | 24 | 5 | 7,500 |
Swarm Missile
The Swarm Missile is designed for critical moments when precision is paramount. The second shot will break it up into 16 guided missiles, each homing in on targets to ensure maximum impact even in chaotic battle scenarios. Each missile will inflict the same amount of damage as a Standard Missile. It is ideal in situations where hitting multiple targets is essential as the small missiles will go for the closest target when launched.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Swarm Missile | SM | 50 | 18 | 3,200 |
Port 5 – Aggressive Defense
Swirler
A missile is released which swirls around the tank with the swirling radius gradually expanding. Swirlers are usually fired in large numbers to get rid of touching or chasing tanks. Robots often avoid firing through Swirlers so they can also be used to form a protective wall.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Swirler | SW | 4 | 3 | 250 |
Electro Buds
Seven slow moving missiles are released, each with a guiding system. When fired in large numbers they can act as a 'deadly mist'.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Electro Buds | EB | 7 | 3 | 900 |
Bomb
Bombs are used by firing once to release the bomb and firing a second time to detonate it. You can release the bomb and then change weapons without detonating the bomb and then change your weapon back to the bomb to detonate it. Like Breakers and Blasters, Bombs will do half of their maximum damage if a tank comes into direct contact with the warhead. Sometimes they can be dropped in a place where the enemy is forced to move over or used to manipulate the movement of robots.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Bomb | BO | 100 | 20 | 1,000 |
Death Bomb
These bombs will usually destroy anything that moves over them during detonation and a close range explosion will do enormous damage. This weapon provides a super return on investment if used carefully.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Death Bomb | DB | 300 | 20 | 8,000 |
Port 6 – Defense
Force Field
Force Fields provide protection from missiles and reduce damage taken by laser fire for a few seconds. This makes them perfect for securing passage around walls, or attacking safely. However, they are less effective for prolonged attacks since weapon energy does not fully recover while the shield is active. To prevent robots from using the Force Field, allow them to fire at you and dodge their attacks until their weapon energy is depleted.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Force Field | FF | 0 | 15 | 2,000 |
Glow Shield
Glow Shields provide complete protection for a few seconds, making them perfect for escaping close-quarters combat, securing passage around walls, or attacking safely. However, they are less effective for prolonged attacks since weapon energy does not fully recover while the shield is active. To prevent robots from using the Glow Shield, allow them to fire at you and dodge their attacks until their weapon energy is depleted.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Glow Shield | GS | 0 | 15 | 2,500 |
ECM Hacker
The Hacker destroys missile within a few tank lengths from your own tank. Highly experienced players will even have some success using Hackers against laser fire.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| ECM Hacker | EH | 0 | 3 | 200 |
ECM Wiper
The Wiper destroys every missile in the zone. It can be used to aid a friend in teams mode or waste the weapon energy and reduce the savings of your enemies.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| ECM Wiper | EW | 0 | 3 | 400 |
Teleport Self
This device is useful for escaping from desperate situations or for freeing yourself when stuck. It uses very little energy when its fantastic power is considered. It can also be useful in Teams mode.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Teleport Self | TS | 0 | 4 | 2,000 |
Teleport Foe
This forces the nearest tank to be teleported to a random location. It is useful for escaping a closing tank, or for separating two tanks in close combat which are wasting your 'potential points'.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Teleport Foe | TF | 0 | 4 | 2,000 |
Heal
The Healers convert weapon energy to shield energy. This Healer is only used when the player has excess weapon energy but is critically down on shields.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Heal | HE | Adds 10 Shield to self | 10 | 2,000 |
Death Touch
This weapon inflicts instant damage to any target within a small radius around the tank. It's a cost-effective backup weapon that can destroy tanks in just a few hits. Most effective when used to corner an enemy against a wall and/or an ally, preventing their escape and limiting their ability to manoeuvre away.
| Name | Abbreviation | Damage | Energy Used | Price |
|---|---|---|---|---|
| Death Touch | DT | 16 | 7 | 350 |
Tools
Tools are purchased from the shop and provide passive upgrades or one-time advantages. Tank upgrades scale with the cost of your current tank.
Tank Upgrades
Each tank can receive up to two levels of upgrades across four categories. Level I costs the same as the tank; Level II costs twice the tank's price.
| Upgrade | Level I Price | Level II Price | Description |
|---|---|---|---|
| Fuel Upgrade | Cost of tank | 2× cost of tank | Increases the damage that all weapons do without increasing their cost or energy use. This allows you to save credits more effectively. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that. |
| Metal Upgrade | Cost of tank | 2× cost of tank | Increases tank armour/shield. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that. |
| Speed Upgrade | Cost of tank | 2× cost of tank | Increases tank speed. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that. |
| Turn Upgrade | Cost of tank | 2× cost of tank | Increases tank rotation rate. Level I upgrades cost the same as the tank being upgraded; Level II upgrades cost twice that. |
Special Items
Special items grant unique one-time or persistent advantages. Prices are fixed regardless of tank.
| Item | Price | Description |
|---|---|---|
| Shopping Card | 3,000 | The common shoppers can buy a D-Zone discount membership and receive all items for only 75% the original price - a definite requirement for the long round games. |
| Score Bribe | 5,000 | This is normally used to convert your residual money into points just before the end of the game. |
| Larger Death | 8,000 | This allows the tank's explosion to do twenty times more damage than usual. Enormous damage can be done by positioning the tank side-by-side with the enemy, forming a rectangle before being destroyed. |
| Fast Recharge | 7,000 | Increases the weapon recharge rate by 25%. If you have many rounds left, save up for this. |
| Auto Healer | 6,000 | The Auto Healer enables your shields to regenerate automatically over time. Unlike weapon energy, shield regeneration depends on energy received from nearby tanks. Hiding far from enemies yields minimal regeneration, while staying close to them, whether navigating or in combat, provides a slight advantage. |