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In the Summer of 2012, there was a special event hosted to holding the European Football Championship. During this action Gold Boxes value was increased several times. After the action finished it was estimated that during the action players caught 90 million crystals in gold boxes - in the current economic system it is worth nearly one billion crystals!


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 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 this status effect for an entire minute, becoming immortal during that time.

Icon Heat.png Fire

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.
More information can be found in a dedicated article.

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.
More information can be found in a dedicated article.

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 5-second cooldown. Visually, EMP is represented by a lightning bolt that passes over the inflicted tank. Currently, EMP can only be caused by Hunter's Overdrive 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 for its duration. The duration of the stun is 3 seconds. Also getting stunned results in inability to turn on supplies for the whole duration of this status. Currently, tanks can only be stunned by Hunter's or Hopper's Overdrive and smokys paralyzing 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 armour 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 armour-piercing and is the only available counter to it in the game.

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 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. 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.