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The appearance of Shaft in June 2011 caused quite a furore among tankers. After the release, Shaft was bought at a rate of three pieces per second! Straight after that, it was changed and paints with protection from Shaft were released. On the next day, it was removed from players' Garages, the crystals were given back and the description was changed. Shaft was weak, so it was slightly improved and, before the release, there was an open testing in Test Server. On the first day of testing, the maximum damage of Shaft in aiming mode was 150 - 175 - 200 - 250 HP (for M0 - M1 - M2 - M3), on the second day was 200 - 225 - 275 - 300.


Status effects are various effects that can affect your tank in battle. These are indicated by icons below the health bar. Possible status effects include fire and freezing, EMP, stun, increased damage, etc.

Types of Status Effects

Icon Immunity.png Immunity

Immediately after the "ghost" phase of spawning is over, spawn protection will be activated. Spawn protection provides 100% protection from all damage, negative status effects, and impact force (only mines) for 2 seconds. It is not present in format (except Parkour) or private battles.

During the April Fools 2019 event, some tankers who caught a special gold box received a version of this status effect for an entire minute, becoming immortal during that time. They could still be set on fire or frozen, but anything that damaged the tank only dealt 1 damage. This meant that with a repair kit or two, tankers were truly unkillable during the effect.

Icon Heat.png Burning

Tanks can be set on fire in a number of ways, most notably from Firebird's afterburn. Fire takes 300 hit points per second of its duration. The damage taken from a fire can be reduced or entirely mitigated by equipping a "Heat Resistance" (50% protection from fire) or "Heat Immunity" (100% protection from fire) augment. The duration of the fire depends on the temperature reached; the maximum duration is 10 seconds. In the game, a tank on fire turns orange; the darker the orange the higher the temperature, and the longer the fire will last if uncontrolled. Once a fire has started, the afterburn damage can be mitigated by activating a Double Armor, providing a 50% reduction to afterburn damage. A fire can be extinguished by activating a Repair Kit.
For more information about this parameter, see Temperature.

Icon Freeze.png Freezing

Similar to fire, tanks can also be frozen. Freezing typically occurs when taking damage from an enemy Freeze. Unlike fire, freezing does not take any hit points. Instead, it slows the time taken to rotate your turret and move your hull to a fraction of the original speed. The freezing effect can be reduced or entirely mitigated by equipping a "Cold Resistance" (50% reduction from freeze ) or "Cold Immunity" (100% protection from freeze) augment. The duration of the effect depends on the temperature reached; the maximum duration is 4 seconds after which you can move normally. In the game, a frozen tank turns white; the lighter the tank the lower the temperature, and the longer the effect will last if uncontrolled. Once started, freezing can be stopped by activating a Repair Kit.
For more information about this parameter, see Temperature.

Icon EMP.png EMP (electromagnetic pulse)

Short for Electromagnetic Pulse, EMP can be annoying, to say the least. Once receiving EMP, all of one's active supplies are instantly deactivated and put on a short cooldown. Visually, EMP is represented by a lightning bolt that passes over the inflicted tank. Currently, EMP can be caused by Hunter's & Wasp's Overdrive, smoky and railguns EMP rounds, or being sniped by a Gauss using the "Electromagnetic Salvo" augment.

Icon Stun.png Stun

Getting stunned results in being unable to move or activate supplies or overdrive for a short time. Currently, tanks can be stunned by Hunter's, Hopper's & Wasp's Overdrive as well as Smoky's paralyzing rounds augment, Striker's Stunning Missiles and Railgun's Stun Rounds augment. Stuns can be countered by equipping the "Stun Immunity" hull augment; this augment renders the wearer immune to stuns and is the only available counter to them in the game.

AP Status.png AP (armour piercing)

AP is an abbreviation of "Armor-Piercing": upon receiving this effect the tank will lose all of its damage-reducing modifiers received from protection modules, supplies and other sources (e.g. enhanced armor from the "Defender" drone and Titan's dome). In essence, all the defenses of the affected tank are temporarily disabled and the tank will take incoming damage in full. AP can be countered by equipping the "AP Immunity" hull augment; this augment renders the wearer immune to armor-piercing and is the only available counter to it in the game.

Icon Supercharge.png Supercharge

This status effect temporarily gives a 100% chance to deal critical damage. «Supercharge» can be imposed by Dictator's Overdrive on itself and allies and by Hornet’s Overdrive only on itself.


We will add new options to get the «Supercharge» status-effect in the future, for example when picking up certain drop boxes in the battle.

Icon Self.png Self destruction

Self-destruction can be initiated by pressing the Del key. Upon initiating self-destruction, your tank will explode 3 seconds later (1 second later if using the Blaster Drone) and 10 points will be deducted from your battle score. Self-destruction can also be caused by taking self-damage with a splash turret, e.g. Magnum or by leaving the playable areas of the map. If the self-destruction is caused by self-damage, there won't be a 3-second timer but will instead occur immediately. Manual self-destruction is most useful if your tank is flipped on its side or upside down.