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Tyr Tank Game Guide: All 18 Tanks, Abilities and Builds

Tyr is the free 8v8 tank shooter from Stoke Games that hit Steam Early Access on September 2, 2026. I went in expecting another world of tanks clone and got something a lot slower and meaner. There are 18 tanks split across three classes. Every one of them has its own ability and you get one life per match. If you want the short version, start with the Maul and don’t drive anywhere alone.

All Tanks in Tyr

Here is the full roster. Fuse and Deadeye are still marked as Alpha tanks, so expect them to change more than the rest.

TankClassAbilityWhat it does
AlectoLightBlinkHover duelist with a 2.5s reload
IkarusLightFlightTurns into a jet, four-shot autocannon
KestrelLightScout DroneSpots everyone inside a circle
PhantomLightCloakGoes fully invisible
Fuse (Alpha)LightMinesSticks explosives on enemies
SeekerLightSpeed burstFastest tank in the game
ArkMediumBushDrops cover for itself and allies
ArbalestMediumSiege ShotKnocks out every module on a target
ValorMediumHealThe only healer in Tyr
TempestMediumTeleportFires five shells, then vanishes
RangerMediumRampLaunches your team over terrain
RookMediumWallBuilds cover in front of itself
Deadeye (Alpha)MediumElevateTurret detaches and floats up
AtlasHeavySonarPings enemy positions for itself
MaulHeavyRamCharges and crushes people
HelioHeavyRepulsorPushes enemies out of position
FortisHeavyMinesDrops explosives behind itself
TriceraHeavySmokescreenBlocks spotting through the smoke

Tyr Light Tanks

Light tanks die fast and they are the hardest class to play well.

Alecto: The tank everyone complains about, and I understand why. It reloads in 2.5 seconds, which is quick, and if you slot Weakness Analyzer it drops another full second every time you hit an enemy module. Add Siphon Rounds and it heals more than most tanks can chew through. I’ve had games where I was the first thing five enemy guns turned toward, which is the only real counter right now.

Ikarus: Turns into an aircraft. Its four shots do little damage each, but they fire quickly, and once you stack flat damage bonuses the whole clip lands for close to 900. The armor is paper and the wheels hang out in the open. If you use the flight at the start of a match you just die, so wait until fights are already messy before you jump in.

Kestrel: A three-round clip, a 9 second reload, and a drone that lights up everyone in a circle. Around 450 damage per clip is respectable for a scout. Its speed is the real draw, because you can be somewhere useful within seconds of the map changing.

Phantom: The invisible one. It carries 825 health and a 290 damage gun on a 12 second reload, which is a long time to be wrong about your position. There’s a critical spot on the windshield that makes it painful to play head-on. Plenty of good Phantom players finish top of the damage board, so the tank isn’t weak, it just punishes you harder than the others.

Fuse: Plants mines that stick to enemies and blow up. It has the highest camouflage in the game, so you can fire from outside a bush and stay hidden. The problem is 55mm penetration and no defensive cooldown. Shoot its treads once and it stops.

Seeker: Reaches 110 km/h and does very little else. Mobility Surge helps, because it restores your treads whenever you use your ability, but a second tread shot still ends you.

Tyr Medium Tanks

This is the deepest class in Tyr and the one I’d point most new players at.

Ark: My favorite tank in the game. It drops a bush that hides you and your teammates. Its gun has 90mm penetration, and it moves better than it looks like it should. You can sit in your own cover, shoot someone, and drop a fresh bush before they work out where the shell came from.

Arbalest: The biggest single-shot damage in Tyr. The reload is around 15 seconds and the camouflage is bad, so you live at the back and you think carefully about every shot. Its Siege Shot knocks out every module on whatever it hits, which turns a healthy enemy into a stationary target for your whole team.

Valor: It heals. That’s the pitch, and it’s a better pitch than it sounds. The armor bounces more shots than a medium tank has any right to, the gun is fine, and you always have something useful to do because someone on your team is always hurt.

Tempest: Five shells and the longest reload in the game. You drive somewhere, dump the whole clip, teleport out, and repeat from a new angle. That loop is strong enough that people camp your exit points.

Ranger: The last tank you unlock, and it costs 300,000 silver, which feels steep for the most ordinary tank in the roster. It’s well armored, reasonably quick, and its ramp lets your team cross ground they otherwise couldn’t. I used it to jump a chasm and finish an Ark that thought he was safe.

Rook: Builds a wall. Its turret armor is genuinely tough and its lower hull is fat and easy to penetrate, so the wall exists to cover the half of you that everyone shoots. Pick a spot, wall up, hold it. You can also box enemies in if you have the energy for it, which is funnier than it should be.

Deadeye: Pops its turret into the air to shoot over cover. Two shots for around 500 damage is real damage, but the reload is long and you’re a sitting duck while elevated. I never got much out of it. Other players farm 4000 damage a game with it by shooting modules and dropping back down straight after firing, so this one is more about patience than the tank being bad.

Tyr Heavy Tanks

Heavies need a team around them. Alone, all five get picked apart.

Atlas: The only tank that actually feels heavy. It has the most armor and the most health in Tyr, and it’s slow enough that hills are a genuine problem. Top speed sits around 30 km/h. Its sonar sweep tells you where everyone is, but that information stays with you, so it doesn’t help your team unless you call it out.

Maul: It rams. The front plate stops almost everything, and after you hold the throttle forward for about ten seconds you gain 15% extra speed on top. The gun is weak at 215 damage on an 8 second cooldown, so the ram is where all your damage comes from. Everyone shoots your treads, because they’re impossible to miss from the side.

Helio: Built to sidescrape. You tuck the nose behind hard cover, expose only the side and turret, and reverse out at an angle. Done properly, the little spotlight on the turret is the only thing anyone can penetrate. There are big critical spots on the turret ears, so getting the angle wrong is expensive. Its bubble pushes enemies out of cover, which is one of the few abilities that can stop a Maul mid-charge.

Fortis: Drops mines behind itself and fights best hull down at mid range. Its mines do nothing to the Alecto, which drives straight over them without even using an ability. The Phantom still takes damage and loses its engine module, so the immunity is one tank rather than all hovers.

Tricera: A heavier Rook without the wall. The turret is well armored, the lower half less so, and its smoke completely blocks spotting through it for both teams. That last part took me a while to use properly. If a teammate sits on the far side of the smoke, they can shoot people who never get spotted.

Best Tank to Start With in Tyr

Start with the Maul. Drive forward, ram someone, work out the rest later. Once you get it to level 20 the whole game clicks.

Valor is the other easy pick, because healing gives you something worthwhile to do even when your positioning is bad. Rook is a solid third option if you’d rather sit still and shoot things.

How Spotting Works in Tyr

You are invisible until someone gets close enough or you make enough noise. Bushes hide you, and firing an ordinary shell gives your position away instantly. Silenced shells trade damage for staying hidden, which matters a lot on open maps.

Spotting is worth more than shooting here. A Kestrel drone that lights up four enemies does more for your team than most damage rolls, and if nobody on your side scouts, your snipers are firing at empty terrain.

Tyr Armor and Penetration

Every gun has a penetration value in mm and every plate on every tank has a thickness. Green means your shot goes through, gray means it bounces.

  • Anything at 80mm or above can hurt heavy tanks. The strongest guns reach 100mm.
  • At 60mm or 70mm you have to find weak spots or flanks, because front plates will bounce you.
  • Treads, gun barrels, engines, and fuel tanks are separate modules you can destroy.
  • Every tank has critical spots. The Phantom windshield, the Rook barrel, and the Helio turret ears are the ones worth memorizing.
  • Angling your armor works. Turn slightly so shells land at a slope instead of flat.

Tread shots are the most common thing you’ll take and deal. A tracked tank isn’t dead, but it can’t leave.

How Energy and Abilities Work in Tyr

Abilities cost Energy. You gain it by dealing damage, taking damage, and capturing the energy points on the map. Energy shells give you a chunk back on every hit, which is why most builds run them in the third ammo slot.

Some abilities matter far more than others. A well-timed Ram or Heal changes a fight. A badly timed Deadeye elevate just gets you shot.

Tyr Tech Tree and Components

Each tank has its own tech tree and a Keystone you unlock at max level. The part that confused me at first is that components are shared. You unlock them by leveling other tanks, then fit them wherever they help.

ComponentUnlocked fromEffect
Whole BellowsFortis level 10Heals 75 on your next ram after a bounce or a hit
Relentless AdapterAtlas60 starting health, plus 60 healed whenever a module is hit
Cascade GateRanger35% more energy gain for 15s after a big ability
Propagation DriveRookExtra damage and 20 bonus max health per ability use
Power ConverterAlecto28 healing per ability use and 25% shorter cooldown
Micro PlatingTempestFlat 15 damage reduction on every hit
Weakness AnalyzerComponent slotCuts a second off your reload on module hits
Advanced Repair GearMaul native35% faster module repair

Worth knowing that Whole Bellows is a component, not a tank ability. I’ve seen people credit the Ranger for that heal when it’s actually Fortis unlocking it for you.

Tyr Ammo Types

You carry three ammo types and swap between them mid-fight.

ShellEffect
StandardNo bonus, unlimited
Gargantuan20% more damage, poor accuracy
MomentumSlow shell, 30% more damage the further it travels
SilencedMuch harder to spot you when you fire
SiphonHeals you on hit
EnergyRefunds energy on hit
UnstableHigh damage, restricts your max speed

Momentum shells belong on the Arbalest, since you shouldn’t be firing at close range anyway. Gargantuan shells are for point-blank work where accuracy stops mattering.

Tyr Tank Builds

Maul Ram Build

Put your tech tree points into repair speed, max health, and starting energy, then take energy shells for your third slot. Either Keystone works. The energy one gives roughly 20% better energy economy against 12% more damage, and I prefer it once you have Cascade Gate.

For components, Advanced Repair Gear is not optional, because everyone shoots your treads. Whole Bellows from Fortis is the second lock, since it heals 75 every time you ram after taking a hit, and you’re always doing both. The last slot is a choice. Relentless Adapter heals you 60 each time a module gets hit and unlocks quickly. Cascade Gate gives 35% more energy for 15 seconds after each ram, which is long enough to chain two or three rams back to back.

Valor Heal Build

This one is built around a friend running the same thing. Max out energy gain, damage, and health in the tree, then take energy shells for the third slot.

Augmenting Shot is the Keystone you want, since it hands you and your allies 30 extra max health and heals the same amount every use. Propagation Drive from the Rook stacks another 20 max health per use. Power Converter from the Alecto heals 28 more and cuts your cooldown by a quarter. Micro Plating from the Tempest takes 15 off every hit you eat.

Two of you start at 1,350 health. Each heal exchange puts around 350 health back between you, and your health bar swings from nearly dead to nearly full several times in one fight. It is stupid and it works.

Tyr Maps

There are five maps at the moment.

  • Scorch rewards patient play and is one of the better Deadeye maps.
  • Ravine has a dune side that heavily favors the Tricera.
  • Divide has strong sniper positions on both flanks.
  • Fields is open and punishing if you drive across the middle.
  • Wind Valley is the map I’ve had the least luck reading so far.

Every map has ammo and energy points worth grabbing early. Capture progress on a base drops whenever the tank capturing it takes damage, so one player harassing a cap can stall it alone.

Mistakes That Get You Killed in Tyr

  1. Driving out alone. There’s no respawn, so an early death leaves your team at 7v8 for the whole match.
  2. Shooting while moving. Sit still until your crosshair turns from a box into a cross, then fire.
  3. Chasing kills into open ground. Most of my worst deaths came from pushing a wounded enemy one step too far.
  4. Ignoring your team composition. A team with no Valor and no scout loses fights it should win.

Tyr punishes mistakes harder than any tank game I’ve played. It also gives you a lot of tools to avoid making them.

Tyr Cover

Tyr

Strategy Indie PvP
Release Date
September 2, 2026
Developer(s)
Stoke Games
Publisher(s)
Stoke Games

Ethan Parker

Ethan’s memorable gaming path started in 2006 when he received his very first PC. That year, he had his first real experiences with video games, spending hours on titles like IGI and FIFA 2005. However, some of his best days were spent outside the house. He has fond memories of rushing to a friend's house after school to play video games. These moments of fun and friendly competition shaped his love for gaming. As a writer, Ethan believes in a "straight to the point" approach. He knows players want answers fast. He writes simple and direct guides so that his audience can solve their problems quickly and get back to playing immediately.

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