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.