You're driving. You're shooting. And then, in the blink of an eye, you're a brick. You've been Stunned. In this article, you can learn all there is to know about this stunningly powerful effect.
Mechanics
Stun is a Status Effect applied by certain specialized pieces of equipment. When a tank is stunned, three things always happen:
- Tank can no longer drive or turn
- Turret can no longer turn, shoot, charge up, or reload
- Supplies and overdrive cannot be activated
In addition, depending on the type of stun, the additional effects may occur:
- If the stun comes from Hopper's or Hunter's overdrive, the stunned tank will drop the flag or ball. Turret augment stuns to not affect handling of game pieces.
- If the stun comes from Hunter's overdrive, already-activated overdrive objects (Titan's dome generator, Wasp's bomb, or Ares's energy ball) will be destroyed.
Some important things to note:
- Already-active supplies stay in effect, and drop boxes (including Gold Boxes can still be taken if the tank happens to be stunned where they fall.
- Tanks retain their momentum, so fast-moving tanks (especially hovering ones) may still slide after a stun
- Tanks near control points (CP, SGE) will continue to capture them.
- Overdrives about to fire are interrupted (Hunter, Crusader, and Ares have a warm-up period; getting stunned during this warmup prevents the activation)
- Stunned tanks will have this symbol above them:
If you were the one that stunned them, you will also see the text Stunned briefly appear above the affected tanks.
Protection
Stuns do not affect tanks wearing the Stun Immunity hull augment, which can be purchased for 4990 (or less, during a sale), or obtained from a Container or Ultra Container, with Epic rarity level.
Name | Description | Effects | |
---|---|---|---|
Stun Immunity![]() 4 990 ![]() |
Makes your tank immune to stun effects, preventing your enemies from immobilizing you. While stuns are rare, protection from them could be decisive at a crucial moment. | Player does not lose control of the tank ![]() Player does not drop the flag or ball ![]() Ability to still activate own overdrive ![]() |
If you attempt Stun a tank wearing this augment, you will see the word Immunity briefly appear above their tank.
What can Stun a Tank?
Hunter's Overdrive
A long-time favorite of those who love to throw a wrench in their enemy's plans.
- In addition to inflicting an EMP on nearby opponents, Hunter's overdrive stuns all enemies within 25 meters for 3 seconds.
- The Stun takes effect immediately upon zapping, which occurs after the 1.1-second overdrive warmup.
- Affected tanks will drop the ball (RGB) or flag (CTF, ASL)
Hopper's Overdrive
Perfect for a quick getaway, this overdrive is frequently used to sail over helpless enemies.
- In addition to setting nearby tanks on Fire, Hopper's Detonation Jump stuns all enemies within 20 meters for 3 seconds
- The Stun takes effect instantly.
- Affected tanks will drop the ball (RGB) or flag (CTF, ASL)
Additionally, there are currently 2 turret augments that can inflict EMP, which can be obtained in Ultra Containers at the Legendary or Exotic Rarity. Affected tanks will not drop the flag or ball, but will be immobilized and have overdrive and supplies locked as described above.
Name | Description | Effects | |
---|---|---|---|
Smoky: Paralyzing Rounds ![]() |
Replacement for the standard cumulative shots with paralyzing rounds. Critical hits will deal decreased damage but will immobilize the target. | Stun duration: 3s ![]() Critical damage: -50% ![]() Critical chance: -50% ![]() | |
Railgun: Stun Rounds ![]() |
An improved process of concentrating energy before firing allows rounds to stun targets for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting. | Stun Duration: 2s ![]() Damage: +40% ![]() Reload: +50% ![]() Shot warmup time: +20% ![]() |