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12 of the best tanks in WoT Blitz from level 5 to 10

WoT Blitz

Balance in WoT Blitz is a delicate matter. Due to the huge amount of technology at each level, keeping it is not something that is problematic, it is simply impossible. And there is nothing surprising in the fact that some cars stand out from their counterparts.

There will always be imbo devices, which already inspire fear in the enemy with their appearance in battle, and outsiders, who are commonly called punching bags or bonus codes for damage. And this article presents the best devices in the game. Two strongest tanks on each level.

Criterias of choice

Finding the best cars is quite problematic. To begin with, it is worth giving the main criteria by which the selection took place in order to better understand why this or that car ended up in the top.

  1. The tank should definitely feel comfortable in most combat situations. The game is entirely based on randomness, so it would be better if your combat vehicle can show the result even when an unsuccessful card has fallen, the team refuses to push the direction, or, on the contrary, strong guys are playing.
  2. A tank doesn't have to be complicated. Without a doubt, the FV4005 has impressive firepower, but to use it, you need to live in this game, know the characteristics of opponents, backache, timings and comfortable positions, as well as the lesson schedule of each opponent, his diet and sleep time. We add everything up, mix it up, integrate it in our minds and get a tactic for distributing 4 reels in a battle, painted up to seconds.

Game statistics on some tanks

The machine should be simple enough for the average player to implement.

5 level

The fifth level is perhaps one of the most uninteresting in the game. It is understandable, yet we are practically in the sand, and the sand has long lost its charm.

The technique here is quite monotonous, as if made under a carbon copy. The guns of the tanks almost do not differ from each other, mobility and armor too. But among these gray mice, like a statue of Christ the Redeemer in Rio de Janeiro, a couple of cars rise.

T1 heavy

T1 heavy

This heavy tank is a true final boss that is best avoided if you're playing on any CT.

His entire forehead has reduced armor in 160-170 millimeters, except for a small NLD strips in 100 mm. This means that most of the cars do not even take Hevik with a gold shell.

At the same time, it’s not that heavy. 34 km/h ahead, and spinning it is not so easy, especially on cotton CTs of the 5th level. The only thing that was not delivered to this car was a normal gun. No, with damage per minute, alpha and penetration, everything is in order, and UVN -10 degrees. But here is the comfort of shooting ...

When going into battle on the T1 Heavy, it is better to hide all hopes of hits from a long or even medium range under the hangar mat. Only melee, only hardcore.

BDR G1B

BDR G1B

It's the same Borghib, Goga, Gosha, Yuri, Gora, Zhora.

In fact, it is a clone of the T1 Heavy, but with some weapon changes. Declination angles a little worse and make up -8 degrees. Damage per minute is also inferior to the American. But the French bun has a trump card - alpha. 225 units - this is the best damage on the level, if you forget about the Japanese heavy for a while with its 280 tear. But the Japanese barrel has a lot of problems, so there is more fun, not bending.

Otherwise, Borgib is really the spitting image of Hevik. The same adequate mobility and the same monolithic armor with weak NLD. The build-up on the tower, by the way, is also quite strong and without gold, few people can stably break through it.

6 level

The sixth level is the border of sand. It's much more varied. And here the technique finally begins to acquire individuality. Someone is slowly moving into the armor. Others focus on powerful weapons. But there are also ultimate machines.

kryos

kryos

The main bender of the 6th level. Krios is a BP analogue of the German Jg.Pz frying pan. IV. Only now, usually the cars from the battle passes turn out to be only slightly better than the pumped ones. But not Kryos.

Accurate, penetrating and rapid-fire gun with almost 3k damage per minute. These are completely inadequate indicators, which even many sevens will envy. Yes, what is there, and the eights will envy. And nines...

The advantages of a pumped pan ended there, but the advantages of Krios are just beginning. The gun bends no longer by -5, but by -8 degrees, and a bunch of additional armor plates were welded onto the car, because of which the ghost in the forehead increased to 180-190 millimeters. On the relief, it turns out at all under 220 millimeters. That is, Krios penetrates the forehead only with tank destroyers.

And what did the car pay for such fierce performance ups? Five kilometers of maximum speed. now this 40 km / h. The game is free-to-play, by the way. Moral, think for yourself.

ARL 44

ARL 44

Ariel is the strongest heavy on the level. It is mobile enough to keep up with the standard positions, and its frontal armor withstands the impact of the same-level vehicles well, allowing the tank to live on the front lines. They also did not deprive the corners and -10 degrees UVN make it possible to use the terrain as a cover, showing only the tower. Although in the frontal projection it is the turret that is the weak point of the tank, it is still capable of repelling shells with a mask.

The weapon remains very powerful even after the nerf. Yes, now Ariel is not able to penetrate 95% of vehicles, including the TT-7, in the forehead with armor-piercing shells. However, let's be honest, 212 millimeters of penetration for the TT-6 are redundant and do not fit into the balance. And here 180 millimeters — quite already. Moreover, the gun is rapid-fire, albeit rather oblique.

7 level

Sevens is the most unbalanced level in the entire game. For every powerful “Chinese” there is usually a “Chinese” more powerful, and having good characteristics does not make you a good tank. To be at the top of the food chain at level 7, you literally have to be an XNUMX.

The Crusher

The Crusher

What could be better than the KV-2, which is absolutely frivolous in terms of stability, with its huge hole? Only hung with spikes and leather of my mother's friend's KV-2, which, in fact, is an eighth level car, it is not known how it ended up on the 7th.

All you need to know about the Crusher is the caliber of its weapons. 152 millimeters of pure fury.

  • BB - 640 damage and 140 mm penetration.
  • КС - 545 damage and 250 mm penetration.
  • OF - 960 damage and 85 mm penetration.

It would seem that it should recharge forever. Like KV-2. No, it's only 15 seconds. And the damage per minute is one of the highest.

Perhaps he is very oblique? No, for such a caliber it hits quite often. Cardboard? Slow? And they didn't guess. 35 km / h, 150 millimeters of armor, which periodically ricochets and also tanks some ST-7s. Yes, everyone is already familiar with the Crusher, what else is there to crucify?

Shredder

Shredder

The Destroyer is the main rival of the Crusher. By the name it is already clear why this tank is needed. It is a little more mobile and a little more DPM, and it already has really strong armor and good gun depression angles.

The weapon, however, is worse. Nevertheless, KV-2 on steroids makes one savory cake, but a rather interesting version of the “drum” was stuck into this monster. We charge 13.6 seconds, after which we have three shells for 210 damage, departing in succession at intervals of a third of a second. AND each projectile cannot be fired separately. Unless you have loaded two land mines, or at the moment of discharge you have broken the barrel. But usually - one click, 3 shots, 630 damage.

This leaves its mark on the gameplay, because it will not work to shoot somewhere far away. The first projectile can still fly to the target, but then you will have to feel the characteristic of expanding the aiming circle after the shot.

8 level

The eighth level turned out to be one of the most balanced levels in the game. Eights often play with each other, boast their own unique features and have almost no hard imbe that most cars at the same level eight could not handle. But there are simply strong machines.

53TP Markowskiego

53TP Markowskiego

Pole is a real nonsense. Conceptually, it is similar to Soviet grandfathers: IS-3, IS-5, IS-6. That is, it should be a heavy tank with good mobility, medium armor and an alpha, but slanting gun with terrible damage per minute.

But something went wrong with the balance department, as a result, not another scoop came out on the release, but a fierce imba, crushing the whole random.

Mobility is not just good, it is literally ST-shnaya. The conditional Chimera moves around the map a little faster than the Pole. At the same time, the armor was welded here with a margin. Frontal armor, turret, side armor - everything tanks.

And the gun… All you need to know about it is that it hits. Unlike the Soviet drinov. Mixing, again, does not take forever. It is here like a ST with medium calibers, which is far from the norm for an alpha of 420 units. Yes, even the UVN did not disappoint.

Tiger II

Tiger II

King Tiger at lvl 8 is a good example of a situation where a german creeps into the balance department. For a long time, CT suffered, after which the lower armor plate was sewn up. The wheelbarrow sparkled with new colors, because now, in order to inflict damage on the Tiger, it was necessary to have at least 260-270 millimeters of penetration. Those. tier 7 tanks are helpless even on gold shells.

And everything would be fine, but after a while the gun was also very strongly uplifted by the tiger, increasing the DPM to 2450 damage per minute. Now this machine not only beats off most of the shells with its forehead, but also snarls very painfully.

The machine also does not suffer from a lack of mobility or an oblique gun. Yes, the barrel is not the most accurate, but it hits and pierces. At close range, for sure.

9 level

This level also has a good balance among vehicles, but there is also a significant disadvantage - you often have to play at the very bottom of the list. As a result, we select powerful machines not in order to bend everyone and everything, but in order to successfully resist dozens.

About. 752

About. 752

This is a unique collectible Soviet heavy, which is distinguished by a rather interesting drum on 2 shells of 430 alpha each. The gameplay of the machine is a bit like Yoha. Very flattened and random Yoh. With a long cooldown between shots as much as 4 seconds.

It would seem, how can you be more random than Yoh? Yes, very simple. We take, albeit different from the forms of the American, but still very nasty forms of the slope of the armor, plus Soviet magic here and give out the comfort of shooting from the destructor.

Although, let's be honest, the destructor did not get all the comfort. Nevertheless, the vertical aiming angles here are worthy, as for a Soviet car, and are -8 degrees.

And a separate plus is penetration on gold cumulus. Standard penetration of 340 mm + calibrated shells for a drum tank = 374 mm. No one will leave "not offended."

Well 75

Well 75

K-91 could also be here, but it is still more demanding on the skill of the player than the German “quadraktish-practish”.

The E 75 is the benchmark for a heavy tank. Simple forms, simple tool, simple mobility. All together, this gives us a car that can set up a diamond perfectly and become almost invulnerable when playing from the corners of a building.

And, logically, the E 75 should move painfully slowly across the map, because the consequence of winding millimeters into the tank is slowness. But in the case of the E 75, the armor does not prevent him from taking his carcass to positions at a speed 40 km / h.

Causing damage for the performers of the role of the “tank” is the tenth thing. But even with this, the E 75 does a good job. The most ordinary Mousegun in all its glory was stuck in the tower. Alpha, no penetration, average shooting comfort. Nothing extra.

10 level

But dozens already represent the most balanced level in the game. There are no absolutely frank imbs and completely incapacitated cacti, which is why the selection of the best cars is extremely difficult. But it is possible.

Super Conqueror

Super Conqueror

To get the Super Horse into the hangar, you will have to open your wallet and pull out about twenty thousand golds from there. But the car is definitely worth it. What does this guy have?

  • Really strong armor. Moreover, both frontal, with a good VLD and a strong turret with good UVN, and onboard, which allows you to set a rhombus and catch shells with caterpillars.
  • Adequate mobility. Yes, not 50 kilometers. But with such armor, the tank should not go faster than 30 km/h. And he skates 35. That's enough to get to most positions on time.
  • Not a bad weapon. That's real, just a caricature of the barrel of a heavy tank. 400 damage, 8.4 seconds cooldown, normal penetration. Unless this weapon is eerily oblique, albeit with good stabilization.

It turns out an excellent universal heavyweight, which feels confident both on the terrain and in the city.

T57 Heavy

T57 Heavy

This is perhaps the most popular damage dealer that is able to recapture its 2500 even in the hands of an inexperienced player. And what extras are doing on them is scary to look at.

Heavy, like the previous heavy, has collected a bunch of pluses, except that he changed the armor for a gun. He moves like a typical heavy, making 35 km / h and retreating with difficulty. But he distributes damage like a real PT-shka. Just think about it:

  1. Drum for 3 projectiles with a total damage of 1200 and the interval between shots is only 2.5 seconds (and on the accelerated supply of shells, it’s even 1.8 seconds).
  2. Drum cooldown in just 19 seconds, resulting in a total DPM is approximately 3k, which is higher than most TTs on the level.
  3. Penetration due to calibrated shells turns out to be really anti-tank and is 271 mm on armor-piercing and 374 mm on cumulatives.

But he also tanks periodically. And how can you resist this?

Results

Even an inattentive reader probably noticed that almost all the cars on this list are strands. And Kryos, at its core, is a typical heavy breakthrough tank without a turret. He also closes the distance, uses the terrain and implements his weapon in close combat. Why is the situation like this? There are two reasons for this:

  1. The first reason - heavy is simply easier to implement, which means that a much larger number of players will be able to show the result. Medium and light tanks require constant concentration, total surveillance of the enemy's movements across the battlefield and reading the minimap. Most of the glass melee ATs also involve some pretty sweaty gameplay.
  2. The second reason - in the realities of modern randomness, the strands are simply stronger. And this is a sad fact. After a long-standing nerf to penetration of medium tanks, as well as relatively new TT rebalances with the addition of additional HP, this class of vehicles began to dominate the battlefield. Why take a Chimera when you can take a conventional Pole with the same movement speed, a similar weapon, stronger armor and a greater margin of safety? Why take a PT when the T57 can easily knock back the same damage, having more opportunities to forgive a mistake? And in setups that include 3-4 strands on each side, this is noticeable.

Perhaps in the future the meta will change, but for now we use what we have.

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  1. dimon___714

    This gold tank is not cool, my dad is an experienced tanker and he was very often destroyed because of doner Krios is also a donor tank, donor tanks for those who are too lazy to upgrade normal tanks, yes Krios is very fast-firing, but it is a German tank with camouflage and slightly increased characteristics!!!

    Reply
  2. anonym

    I don't agree with lvl 8. At level 8 there are a lot of ideas that even a beginner can implement. And on this list they brought in 3 types of cars, and that’s if they weren’t defective. Markovka tank is garbage, the tiger plays poorly - slow, cardboard tower. The best TT GA lvl 8 is
    t77

    Reply
  3. Novel

    I have an arl and he bends well

    Reply
  4. Vlad

    I didn’t even think that the super horse was really useful. It’s not for nothing that I bought it, but I’m against it. 263 would be difficult for a super horse, because in one of the battles on ob. 263 I saw that I could punch Mouse in the cheek. I think that about. 263 you should add here.

    Reply
  5. Tycoon

    Think as you wish, but in my opinion, at level 7, the ISU122S tank is very impressive. I have 7.2 reload on it and 400 damage. Very high armor penetration, even with bb shells

    Reply
  6. 35925

    I strongly disagree about CT 8lvl. Mego's car is dull and almost never realizes itself. it is much better to take a proven t32 or a crane, especially if you rely more on your skill than on the team. Stable 2k average, excellent survivability and % of wins you will provide yourself. But at lvl 7, I would, without thinking, put the Japanese tank destroyer Chi-To SPG in the top. slow, not bushy, but having excellent oblique frontal armor, coupled with excellent uvn. You will be pierced only by varnishers who were lucky enough to accidentally fall into the small cabin of the driver. I myself have 70+% wins and 2.1k+ average damage on it. I would also single out T7 from lvl 29, but from the sixes I would definitely add P.43 bis and its premium (battlepass variant, sort of) variant. Very mobile vehicles with an amazingly armored turret (gun mantlet) that will save you 60% of the time and allow you to get insolent to deal extra damage. Well, in the end, I will note such controversial machines as the Kv-4 and St-1. it’s just the bottom of the heavyweights, however… play 50+ fights on them in the top configuration, how will you figure out how to ride them correctly. The KV-4 is a fierce garbage dump, but its feature is an insanely penetrating weapon and armor. Yes, not without flaws (the tower has a big boob, clumsy), but this machine can surprise you when you understand how to play. I myself have a 2.1k medium on it, but only at the end of the pumping I learned to fill it with 3k+ every fight.

    Reply
    1. RuilBesvo

      Т32 is played only from a good position. The crane is generally a dozen. Level 7 - the realm of the destroyer and destroyer, not a single machine argues with them. At level 6, it's also hard to argue with the damage per minute from an arl or a cat. KV-4 also has a KV-XNUMX chip, but KT is more mobile and its DPM is much higher.

      Reply
  7. Pscheno Wot_Blitz

    Where is tvp. E100. Yaga.

    Reply
    1. н

      in the top of the worst 10 lvlrv

      Reply
    2. RuilBesvo

      Now the meta is heavy. TVP is very good, but difficult to implement for a simple player

      Reply
  8. Eternal noob

    And where is at-2 ??

    Reply
  9. Edward

    That's what Grill pisses me off the most. Breaking through is simply unrealistic. Sneaks in, fuck it tt will light up until the projectile flies

    Reply
    1. anonym

      The grill has one of the most bottom penetrations of Fri at lvl 10. So you're just a cancer

      Reply
  10. The Kabaye

    I don’t see karosta, well, that is, caro deculpito pulpito. And she does a complete "According to the mother." As the owner of this apparatus, I will say this, deculpito pulpito is worse than any horses. Not bad uncle.

    For those who are still underperforming, karosta, she is also caro deculpito pulpito, she is also Carro 45T = imba machine lvl 10

    Reply
    1. dimon___714

      And in general there is no cool tank, they are all good and they are all needed, I would give you minus 10 stars for such an article

      Reply
  11. anonym

    I would add is 4 here. As for me, a good ten.

    Reply
    1. RuilBesvo

      Good, yes. But in the modern random four in any situation is replaced by the SuperKnight. Its armor is slightly better, mobility is similar, the gun bends ten degrees and the rate of fire is higher.

      Reply