Turrets

See also: Hulls

The turret is your tank's weapon: it decides how far, how often and how hard you shoot. Revive Tanki has eleven turrets, grouped by their range into close range, short range, medium range and long range. Together with the hull it makes up your tank, and every new player starts with Smoky. How a turret looks is up to you: skins change its model, ammunition the look of its shots and coatings its colour. None of them changes how it fights.

How to equip a turret

Open the GARAGE from the main screen and click CHANGE TURRET. A list of all turrets appears at the bottom of the screen: choose one and click SELECT. If you don't own the turret yet, click BUY instead. With crystals a turret can only be bought from the rank the garage names, with X-crystals at any rank. Its skins, ammunition and coatings are under TURRET VISUALS.

Turret levels and rewards

Every turret has its own level, from 1 to 10. After a matchmaking battle the turret you played with gets your score of that battle as experience, the bonus of a premium account included. Some quests reward turret experience too. Custom battles give none. The experience a turret needs in total:

Level12345678910
Experience06001,8003,6006,60010,80016,80025,20036,00051,000
RewardGraffitiSkin ISkin II

The rewards are the same for every turret: its own graffiti at level 5, its first skin at level 6 (Railgun-I for the Railgun) and its second at level 10 (Railgun-II). They are yours as soon as the turret reaches the level and are shown after the battle. Hulls level up the same way.

Close range

Close-range turrets fire a stream that reaches only 16 to 17 metres. To use them well you have to get right up to the enemy and be in the right place at the right time. Light hulls suit them best, as they get close quickly and unnoticed; a medium hull fits some situations, and a heavy one is worth it mainly for guarding a flag on a closed map. Their fuel or charge lasts a few seconds of fire and takes several seconds to refill, which is why the Extra Mag module is especially useful for them. They deal their damage in steps: every half second the target takes half of the damage per second shown in the garage.

Firebird

Firebird

The Firebird is the key to urban warfare. It proved its effectiveness when Antaeus subdued the islands and metropolitan areas of the Pacific. This turret knows its stuff: set fire to your enemy's tank, and then move on. The burning napalm will devour enemy equipment without need for any outside support. Heavy tanks will have no chance. Does it seem like the weapon is taking too long to recharge? You can still shoot burning napalm at the enemy even from half-filled fuel tanks.

Strengths: Hits every tank in its flame and sets it on fire, so the enemy keeps burning after you have moved on. Thaws frozen team mates.

Weaknesses: Reaches only 16 m, and its damage drops beyond about 6 m.

Freeze

Freeze

High-speed "X" Tanks were used effectively during the first battles for Iran. Then the Freeze, a commanding weapon that was able to establish control on the battlefield, appeared. "Do not let the enemy move and escape from your range of fire" is the basic principle of this freon weapon, which is able to slow down and freeze your opponent's equipment.

Strengths: Freezes enemies and slows them down. Cools team mates who are burning or whose Vulcan has overheated.

Weaknesses: Reaches only 16 m, and its damage drops beyond about 6 m. About 7 seconds of fire, then 7 seconds to refill.

Isida

Isida

Isida mobile repair units have been used to repair worn-out equipment working in the crystal deposits under extreme conditions. These units take advantage of the restorative properties of crystals, which can be used to make repairs to equipment after they receive damage. The first battle for the crystal processing facilities showed that Isida units are not only able to successfully recover mining equipment, but they can also be used to strip armor from tanks when correctly configured.

Strengths: Damages enemies and heals itself with part of that damage. Heals team mates and brings their temperature back to normal, thawing and cooling them; healing earns you score.

Weaknesses: Reaches only 17 m and takes a long time to refill.

Short range

Short-range turrets fire shells that reach only so far, and their damage drops with distance. Keep the enemy within range and don't let them slip out of your sights or into cover.

Hammer

Hammer

When the Hammer first appeared during the Battle of Kungur, the opposing sides wondered how they could have conducted tank war without it. When you're in the thick of battle, the Hammer is your ticket to demolishing at least one enemy. When used at medium range, the Hammer can take out a few. Think of it like a tank-mounted shotgun. Enough said.

Strengths: A tank-sized shotgun: each shot spreads 14 pellets that hit every tank they reach. High damage and a magazine of 3 shots.

Weaknesses: The damage drops with distance (beyond about 33 m) and the reach is limited. After 3 shots the magazine takes 4 seconds to reload.

Twins

Twins

The Twins turret was one of the first guns of the future produced by Antaeus. It was created using the crystals that fell to earth in meteor showers. The double-barrel plasma cannon is a tactical battlefield weapon that is perfect for suppressing enemy fire. Do not let the enemy find their bearings and aim during a heavy bombardment. This is an indispensable weapon for Blitzkrieg warfare.

Strengths: Fires every quarter of a second from its two barrels and never has to stop to reload. The hail of shots knocks enemies' aim off and puts them under pressure.

Weaknesses: Its plasma shells fly only so far, and their damage drops with distance.

Ricochet

Ricochet

The latest development of the red corporation, Ricochet, became the answer to the Twins. Trapped inside a magnetic field, the balls of plasma are able to bounce off obstacles. The weapon's sensors accurately determine when they come in contact with the plating of an enemy tank, and only then do they release their payload. When your enemy can no longer hide from projectile fire in confined urban spaces behind bends in the road or in tunnels, the chance that they will escape is much reduced.

Strengths: Its plasma balls bounce off walls and obstacles: you can hit enemies out of your line of sight without them knowing where you are.

Weaknesses: Limited reach. Its charge holds 5 shots and then has to refill.

Medium range

Medium-range turrets hit at any distance, but their damage drops as the distance grows. Keep the enemy at a moderate distance: don't let them close in, and don't let them get so far away that your hits do little.

Smoky

Smoky

It is a reliable and simple weapon. It is the AK-47 in the tank turrets world. Smoky has proven itself to be a useful weapon in all types of battles. This turret is not the most perfect weapon, but it will make your tank competitive under any conditions.

Strengths: A good range, a quick reload (1.3 s) and critical hits: now and then a shot deals 600 damage instead of about 325.

Weaknesses: The farther the target, the less damage: it drops beyond about 83 m, to about half at 128 m.

Vulcan

Vulcan

The accurate and fast-firing Vulcan turret was Frontier's first line of defense during its first battles. Its stabilizers work perfectly when you are taking counter fire from the enemy. It is just the weapon for medium range fire when waging high-speed, Blitzkrieg warfare. It is imperative, however, to avoid overheating so that you do not damage your hull.

Strengths: A very high rate of fire: once its barrels have spun up (1.1 s), it pours out a steady stream of bullets.

Weaknesses: After 5 seconds of continuous fire it overheats and damages your own tank.

Thunder

Thunder

The Thunder turret was invented to eliminate the tank armies of the most modern Asian states, when Antaeus was ready to announce that it had completely taken over the world. "X" Tanks underwent a baptism of fire at a time when there were still far fewer of them than the previous generation of tanks. Under these conditions, the Thunder turret provided some assurance that the new tanks would be able to survive. The Thunder turret can be used to strike a group of enemies at once using explosive shells. The quick recharge rate ensures that you will achieve a quick and decisive victory.

Strengths: Explosive shells: the blast damages several enemies at once, even behind cover. Its strong impact easily knocks an enemy's aim off.

Weaknesses: The blast damages your own tank too when a shell explodes close to it.

Long range

Long-range turrets hit at any distance with their full damage. All you need to use them well is to stay out of close combat.

Railgun

Railgun

A kinetic weapon and the "X" Tank are the ideal combination for waging battle in circumstances where any other weapon could fail. Huge open spaces proved to be excellent testing grounds for honing the performance properties of the Railgun. It is able to cut through several enemy tanks at once before they are even in range to offer counter fire.

Strengths: Pierces tanks, so one shot can hit several in a row. Unlimited range without any loss of damage, and about 950 damage per shot.

Weaknesses: A long reload (4.5 s) and a charge of 1.1 s before every shot.

Shaft

Shaft

The Shaft is a very accurate weapon created by Frontier for waging positional battles over the mountain passes of Latin America. Its sniper mode, the increased damage to turrets, and the ability to conduct effective short-range battles have made Shaft the hope for a clean victory. That was until Antaeus engineers replicated the turret by studying a partially destroyed weapon they found on a partially destroyed tank.

Strengths: Sniper mode: hold your aim to charge the shot for up to 4 seconds; a full charge deals 1500 damage instead of the 420 of a quick shot. An aimed shot that hits the turret deals one and a half times the damage.

Weaknesses: A slow reload. In sniper mode your view narrows and enemies see your laser.