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2026-04-30 beginnerfundamentals

Intro to Mechanical Stats

By Agent Delta

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Welcome to Tyr!
Tyr follows in the footsteps of tank shooters that have come before, but brings many of its own ideas to the table. This Guide will help you understand the basics of how tanks function in Tyr, whether you're a veteran of these sims or completely new to the genre!
You can see the detailed stats of each tank in-game under the "Tanks" tab, or review each tank's major stats right here on Tyr HQ!

DURABILITY

Health

In Tyr, each tank has a total health value. Reduce an enemy's to 0 to kill them. Tanks retain 100% functionality until their health hits 0.

Modules can be temporarily disabled, but there are no parts or armor to break off permanently. A tank is either alive and well or completely dead. Whatever you do, DON'T DIE!

FIREPOWER

Damage

Penetrating an enemy's armor with a shell deals damage. In Tyr, every shot's damage varies by 15%. For example, Kestrel's base damage value is 160, so every penetrating shot will randomly deal 136-184 damage.

Penetration

Each tank has a single set penetration value, ranging from 50 to 100mm of penetration across all tanks. This value applies to all shells fired by a given tank, EXCEPT High Explosive and Lightweight Shells, which have decreased penetration values.

There are NO Shell Types, Components, or Nodes that increase the penetration value of any tank.

Depression & Elevation

In-game, you can move the camera wherever you want, but every tank has a slightly different limit on how far up and down the turret can actually aim. Keep this in mind before taking high ground or you might not be able to shoot down at your enemies!

In Tyr, your tank/turret will automatically account for elevation when firing long shots. In other words, simply point exactly where you want to hit and the shell will land there... within allowances for dispersion, of course. HOWEVER, you will need to take this into consideration when trying to lead shots ahead of a moving target, as you will technically be aiming at a spot farther away than your target. Especially be mindful when aiming for moving targets with the sky as their backdrop (target is flying or running along a cliff): if you're aiming at the sky, the turret will make NO auto-adjustments for elevation.

Base Dispersion

Each tank has a base dispersion value, which determines how accurate their shots are by default. A tank's shots cannot be more accurate than this, unless Precision Aiming is used (see below). Shots will become less accurate, however, as the tank moves forwards and backwards and rotates the turret and hull. Each tank varies in exactly how bad aiming gets while moving: some tanks are better at shooting on the move while others favor holding still for a clean shot.

A tank's current dispersion is shown by the size of the circle/square around the crosshair, which expands while you're moving and contracts once you're holding still. Every shot will land somewhere within this area.

Aim Speed

Aim speed rates how fast a tank's dispersion returns to base dispersion when not moving.

Precision Aiming

If you allow a tank to rest at its base dispersion for 5 seconds, it will enter Precision Aiming. Dispersion then drops to 0 and the shell will always land exactly where you're aiming. Precision Aiming will end as soon as you fire a shot, move the tank's hull, or shift the turret too quickly.

You can maintain Precision Aiming indefinitely as long as you move the turret slow enough. For most Medium and Heavy tanks, this will happen by default, since their turrets move slowly no matter what. You will need to be more careful with more nimble tanks so as to not "break" Precision Aiming!

Shell Velocity

Each tank fires shells at less-than-instantaneous speed. Tanks that fire shells at higher velocity will have an easier time making long shots. Keep this in mind when engaging moving targets at a distance!

Clip Size and Reloading

Four of the tanks load up multiple shells on a full reload: Ikarus (4), Kestrel (3), Deadeye (2), and Tempest (5). Tanks that load up a clip have two separate reload speeds: their Full Reload speed used for loading up a full clip, similar to other tanks' Full Reload, and Intra Reload speed, the time they need to wait between each shot in the clip.

Being at least roughly familiar with the reload speeds of each tank will be extremely helpful in knowing when is the best time to strike (i.e. while your enemies are reloading)!

MOBILITY

Hull & Turret Traverse Speeds

Each tank has separate values for how fast their hull and turret can turn, independent of each other. This is measured in °/s. For example, a tank with a hull traverse speed of 60°/s could turn itself around 360° in exactly 6 seconds.

When your hull turns, so does your turret. Alecto, Vanguard, Tempest, and Atlas are the only tanks whose turrets can keep up with (or even outpace) their hull. In any other tank, you won't be able to keep a bead on your enemy while turning your hull at the same time! But at the same time, if an enemy is flanking you and you need to aim at them quick, you can turn your hull and turret in the same direction to effectively add their speeds together!

Phantom, being basically a "floating turret", functions differently from the other tanks. Its hull and turret traverse speeds are inseparable, because the hull is the turret.

Mass

Each tank has a mass value, which is especially relevant when ramming into other tanks. The total damage dealt when ramming into an enemy is mostly dependent on how fast both of you are moving, i.e. higher relative speeds = more total damage. However, the heavier tank will always take less damage than the lighter tank (and tanks with the same mass will take equal damage).

SCOUTING

Vision and Proxy Spotting

All tanks can spot enemies within line of sight at 400m, provided you're also within their "signature" radius. All tanks will get a directional warning when an unspotted enemy tank is within 35m.

Camo

The camo value of a tank is given in %, which determines how much smaller your "signature" radius is than 400m (full spotting range). For example, a tank with a camo value of 30% can only be spotted by enemies that are at 280m or closer. This is what often allows tanks with high camo ratings to spot enemy tanks without being spotted themselves. Hiding behind or in foliage adds a flat 50% to your camo rating... as long as you don't fire an un-silenced shell.

ABILITY & ENERGY

Every tank has an ability that costs energy. Each tank starts with 33 energy and a max capacity of 100 by default. However, the cost of using an ability varies greatly from tank to tank. Energy is gained throughout a match by capturing energy points, bouncing enemy shots, dealing damage to enemies, and spotting and immobilizing enemies for your friends to shoot at.

Conclusion

Wow, you made it to the end! That was a lot to cover, but every word of it is worth knowing. If you have any questions, come find us on Discord - there's a whole community of people ready to hand out some answers!

Tyr HQ is an independent third-party companion for Tyr: study every tank, pressure-test your builds, and track official Stoke Games updates in one place.

Theory craft your builds, learn the maps, get better at Tyr.

Tyr HQ is an independent third-party site and is open source under the MIT License.