tankblast classes

TANKBLAST Classes Guide: All 6 Vehicles Ranked (2026)

Every TANKBLAST class explained: TANK, BMP, BUGGY, SPG, GYRO, BORER, with slot-4 weapons, playstyles, matchups, and live DPS stats. Pick the right vehicle.

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TANKBLAST Classes Guide: All 6 Vehicles, Slot-4 Weapons, and Who to Pick

Here's the thing that makes TANKBLAST classes different from class picks in any other battle royale: your weapon is your engine. Firing kicks you backward. So when you choose between the six vehicles, you're not just choosing a gun. You're choosing how you move, how you climb, and how you escape the rising water. A BUGGY player and an SPG player are functionally playing different games on the same map. This guide covers all six classes, their slot-4 weapons, and who to pick when. Brand new? Do the beginner guide first, then come back.

How classes work in TANKBLAST

Every class carries a 4-slot arsenal on keys 1-4 (or the wheel, or tap on mobile), and every shot pays from the same regenerating 3-round bank. Since recoil is movement, ammo is also fuel. Dry-fire your bank chasing a kill and you've spent your escape too.

Slot 4 is each class's former special: NUKE, ATGM, TWIN KICK, BARRAGE, CARPET, or DRILL. Every class also gets the same right-click mobility bombs (3 stocked, with a mass-normalized kick so a heavy SPG jumps as reliably as a light BUGGY). Health potions (+25) spawn sparsely, and fights over them get ugly.

I'm not printing damage numbers anywhere in this guide. They live on /classes, recomputed from the game's own code, so this page never goes stale and never lies to you.

TANK: the all-rounder

Every shot is a jump. That's the TANK pitch in five words, and it's why this is the teaching class: its kick-to-damage ratio is balanced enough that you can learn recoil control without the physics punishing you for it. Fire down-and-behind to hop forward, fire straight down to climb, walk shots up a wall when the water starts chasing you.

Slot 4 is the NUKE, which is exactly the blunt instrument it sounds like. TANK has no bad arena. It's never the optimal pick and never the wrong one. Pick it when you're learning, or when you want the game's core verbs with nothing filtered out. The beginner guide assumes you're in one.

BMP: the recoil hose

BMP fights the ground war. Its autocannon turns sustained fire into sustained thrust. Hold the trigger and you're not shooting so much as steering, hosing a stream of kick that drags you across terrain while it chews whatever's in front of you. Corrections are continuous (you adjust mid-stream instead of committing to one big shot), which makes it the most forgiving movement model after TANK.

Slot 4 is the ATGM, a guided missile: suddenly the ground-war vehicle reaches out and touches GYROs who thought altitude made them safe. BMP wants medium-density maps with cover lines: trenchworks, overpass mazes, honeycomb warrens. Pick it when you want pressure over poke, or when your aim is better than your movement.

BUGGY: the double-kick glass cannon

My honest take: BUGGY is the best class in the game and also the one I'd never hand a new player. Double-kick means its shots throw it around harder than anything else on the roster, which in the right hands is a flight system and in the wrong hands is a slot machine. Least forgiveness, highest ceiling.

Slot 4, TWIN KICK, leans all the way in, with paired kicks for players who've stopped thinking about recoil and started speaking it. Light shots also mean updraft vents and crosswinds bend your projectiles more than they bend a TANK's, so sky-family and comet-family maps are both your playground and your hazard. Pick BUGGY when movement is the part of the game you love, and accept the deaths it'll cost you to learn.

SPG: the artillery piece

SPG navigates by firing. Long-arc shells, big committed kicks. You lob a shot across half the arena and the recoil walks you backward into your next position. It's chess where every move also fires a cannon. In wide, tall arena families, nobody controls space like a set-up SPG.

Slot 4 is BARRAGE, the area-denial special: saturate a choke, a potion spawn, or the last dry shelf on the map and watch people choose between the shells and the water. Heat-vent maps (foundry, caldera, furnace and friends) add thermal drift that shifts long arcs, so adjust or relocate. Pick SPG when you'd rather dictate where fights happen than win scrambles.

GYRO: the flier

GYRO is the only true free-flight class. W/S gyro lift matters more here than for anyone else, and a good GYRO basically refuses the ground war entirely, floating over the brawl, dropping bombs from above, and treating altitude as a resource everyone else has to shoot their way toward. When the water rises, GYRO's late game is the calmest on the roster.

Slot 4 is CARPET, a stick-release carpet-bombing run that punishes anyone clustered below. The catch: crosswind maps. Sky chains, crown peaks, monolith forests, and comet fields all push wind across the arena, and a drifting GYRO drops bombs on coordinates that stopped mattering a second ago. Pick GYRO when you want the aerial game, but check the arena family before you lock it in.

BORER: the terrain swimmer

BORER ignores the map everyone else is playing on. Hold fire on slot 4 and the DRILL swims you through solid terrain: under fights, behind campers, straight up through a spire someone thought was a wall. My first BORER match I surfaced directly underneath a duel, stole the potion they were fighting over, and left. Nothing else in the game produces that story.

The trade is that you give up the standard recoil dance, so your movement instincts from other classes only half-transfer. And rising water changes your calculus more than anyone's: tunnels flood, and the deep routes that made you scary in minute one are death in minute five. Sludge-family maps (reef, lock, aqueduct, sinkhole) compound it. Pick BORER for ambush identity and information warfare. You know where everyone is while nobody knows where you are.

Matchups and the tier question

So is there a tier list? Not an honest one. Arena families swing matchups too hard: heat vents add lift that favors heavies, sludge zones strand low-mobility builds, crosswinds and updrafts bend light projectiles, and launch jets turn shaft maps into vertical races. The same BUGGY that styles on an SPG in a comet field gets dismantled in a trench map. What I'll defend instead:

If you came from Rocket Bot Royale, your instincts map onto this roster in specific ways. The best-tank comparison for RBR players covers the translation.

Reading the live DPS leaderboard

The numbers behind everything above live at /classes. Three columns matter: burst DPS (what a dumped 3-round bank does), sustained DPS (what you hold over time as the bank regenerates), and recoil Δv, which in any other game would be a recoil penalty stat and in TANKBLAST is your mobility rating. High Δv means your gun throws you harder. That's the stat BUGGY players brag about.

The page is live-computed from the game's actual code, with per-weapon demos, so when a balance change lands the leaderboard already knows. No patch-notes archaeology, no stale wiki tables.

FAQ

What is the best class in TANKBLAST?

TANK, for most players: balanced recoil, every shot is a jump, and no arena family punishes it. Past that it's situational: BUGGY has the highest ceiling, GYRO handles the rising water best, SPG controls space. Compare live numbers at /classes.

What does each slot-4 weapon do?

TANK gets the NUKE (massive blast), BMP gets the ATGM (guided missile), BUGGY gets TWIN KICK (paired mobility kicks), SPG gets BARRAGE (area saturation), GYRO gets CARPET (stick-release carpet bombing), and BORER gets the DRILL (terrain swimming).

How does BORER's DRILL work?

Select slot 4 and hold fire. The DRILL lets BORER swim through solid terrain. Release to surface. It replaces the standard recoil-movement game with tunneling, ambushes, and routes nobody else can take.

Can every class fly?

Every class can get airborne. Recoil kicks plus the universal right-click mobility bombs (3 stocked, mass-normalized) mean even an SPG jumps reliably. But GYRO is the only true free-flight class, with W/S gyro lift doing real work.

Where do the DPS numbers come from?

The /classes page is live-computed from the game's own code: burst DPS, sustained DPS, and recoil Δv per weapon, with demos. Nothing is hand-maintained, so the numbers can't go stale.

Does class choice matter on different maps?

A lot. Map-specific zones — launch jets, crosswinds, heat vents, sludge and shallows, updraft vents — interact with each class's weight and projectiles. Crosswinds bend a BUGGY's light shots, sludge punishes slow classes, and shaft-map launch jets reward anyone who can ride them.


Stats are live and matches are sixty seconds away. Open /classes to compare burst DPS and recoil Δv, then take your pick into a real lobby at tankblast.com. Free, in this tab, no download. And if you're weighing it against everything else playable in a browser, here's where TANKBLAST sits among browser tank games.

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