Balancing
Measured on 2026-10-13
Tank Tyrant is about aim, wind and timing, so no class and no play style should win just by being picked. After every big update our bots play thousands of matches against each other, and we tune what stands out. These are the numbers we work with.
Every class pulls its weight
5,000 matches from 2 against 2 to 5 against 5, a quarter of each, with random teams on all maps. For each class: how often a team with that class in it wins. The dashed line is an even match; a few matches end with no winner, so the middle sits just under 50%. Close to the line is what we aim for.
Show the numbers
| Class | Role | Team wins with it | Team wins without it | Damage per match | Healing per match | Team-mates alive with / without (min) |
|---|---|---|---|---|---|---|
| Bastion | Defender | 57.2% | 44.4% | 1,150 | 102 | 7.2 / 6.6 |
| Medic | Support | 50.3% | 48.0% | 488 | 1,626 | 7.6 / 6.5 |
| Venom | Sharpshooter | 48.8% | 48.9% | 1,148 | 106 | 7.2 / 6.9 |
| Quake | Defender | 48.3% | 49.2% | 851 | 113 | 7.1 / 6.7 |
| Hawkeye | Sharpshooter | 47.6% | 49.6% | 1,160 | 110 | 7.2 / 6.9 |
| Burrow | Support | 47.2% | 49.7% | 1,065 | 117 | 7.1 / 6.8 |
| Volt | Artillery | 45.8% | 50.7% | 1,105 | 114 | 7.3 / 6.7 |
| Barrage | Artillery | 45.8% | 50.5% | 985 | 120 | 7.2 / 6.7 |
Small fights and big ones
A class can shine in a duel of two and fade in a crowd of ten, or the other way round. The same matches, split by team size: how often a team with that class wins.
Show the numbers
| Class | 2v2 | 3v3 | 4v4 | 5v5 |
|---|---|---|---|---|
| Bastion | 66.2% | 60.3% | 54.1% | 53.4% |
| Medic | 49.8% | 50.1% | 53.0% | 48.5% |
| Venom | 46.2% | 45.7% | 49.2% | 51.5% |
| Quake | 47.0% | 49.2% | 49.2% | 47.5% |
| Hawkeye | 46.2% | 45.1% | 48.6% | 49.1% |
| Burrow | 48.8% | 45.9% | 48.1% | 46.8% |
| Volt | 46.8% | 46.6% | 46.0% | 44.6% |
| Barrage | 44.9% | 45.5% | 46.9% | 45.2% |
Arcade, Casual or Gamer: how close is it?
You pick how deep you go, and you still meet everyone in the same matches. So we pit the styles against each other at the same progress: the same tier, the same tank rank, the same classes on both sides. Arcade and Casual are close; a Gamer who tunes every module still has an edge over a Casual pilot. We keep measuring and tuning, so it never decides the match.
Show the numbers
| Tier | Tank rank | Match-up | First wins | Tank rating first / second |
|---|---|---|---|---|
| 2 | 3 | Gamer vs Casual | 66.5% | 116 / 116 |
| 2 | 3 | Gamer vs Arcade | 51.5% | 116 / 116 |
| 2 | 3 | Casual vs Arcade | 54.0% | 116 / 116 |
| 4 | 5 | Gamer vs Casual | 52.5% | 303 / 303 |
| 4 | 5 | Gamer vs Arcade | 50.0% | 303 / 303 |
| 4 | 5 | Casual vs Arcade | 51.0% | 303 / 303 |
| 6 | 6 | Gamer vs Casual | 58.5% | 526 / 526 |
| 6 | 6 | Gamer vs Arcade | 50.0% | 526 / 526 |
| 6 | 6 | Casual vs Arcade | 48.0% | 526 / 526 |
| 8 | 8 | Gamer vs Casual | 55.0% | 943 / 943 |
| 8 | 8 | Gamer vs Arcade | 49.5% | 943 / 943 |
| 8 | 8 | Casual vs Arcade | 55.0% | 943 / 943 |
All matches are played by our Hard bots, so these numbers show the game itself, not one player's skill. Real matches add your aim and your team's plan. Something feels off? Tell us on Discord.