Update 9.20

1. Chinese Tank Destroyers


You asked for them and we’re happy to deliver! The brand-new line of Chinese tank destroyers is finally ready to rush the frontlines... or pack a punch from a distance. We’ve cooked up a short preview for each of the nine machines coming to the Tech Tree, so you can pick the ones that fit your style.

Low-Tier Vehicles

Lower-tier Chinese TDs have good view range for their class, combined with low visibility, meaning you can pack a punch from distance. Remember, however, that your armour isn’t too robust, so keep a low profile and wait for the perfect moment to ambush.

The line starts with the T-26G FT, a small tank destroyer with good accuracy and penetration. Weak armour won’t allow you to act as a front-line attacker, but you can deliver fire support from distance while staying hidden, thanks to the T-26G FT’s decent concealment. This machine is a great choice for those who've just begun their journey in World of Tanks, providing well-paced, smooth gameplay.

The third tier is occupied by the M3G FT that takes the advantages of its predecessor to a new level. Thanks to superior visibility, this tank destroyer is meant to hunt down rival tanks from cover. The disadvantages, however, are still there. Its armour is not robust enough to win open fights. What you can benefit from with the M3G FT is the choice of guns. The 57-mm has a great DPM ratio and better penetration, and the 76-mm barrel will boast better alpha damage and accuracy, while being short on firing and penetration rates.

The concept of “silent stalkers” continues with the SU-76G FT. Good mobility allows this TD settled on Tier IV take a crucial position in no time, where it can unleash its main weapon: huge DPM compared to its peers in the same tier.

Mid-Tier Vehicles

Moving up the tiers, you’ll find that these TDs have better mobility, topped with good alpha damage. On the downside, you have relatively large dispersion numbers, so getting into mid-range fights can be the play style of your choice, as opposed to classic hunting. All in all, you have some well-rounded machines in your hands.

Things change right from Tier V. The 60G FT allows for more aggressive gameplay, thanks to high DPM numbers and a great HP pool. The machine’s bigger size makes it sacrifice visibility, meaning that you won’t stay unseen for long. That’s why second-line support fire is the recommended role for the 60G FT.   

The WZ-131G FT is another great choice for those who like to provide assistance rather than shine on the frontline. It has a combination of great mobility and a superb gun, which means getting into a good position won’t take you much time. Use that advantage, so the enemy never knows where you’ll strike from next. And remember: no showing off; what the enemy will not walk past is your weak armour and low HP.

Tier VII is where it gets really big. The T-34-2G FT features a highly-popular 122-mm gun, with a fearsome combination of high DPM, intimidating alpha damage, and impressive penetration that make it an outstanding damage dealer. Accuracy is not a characteristic to shout about, so every shot must be thoroughly planned and prepared.

The largest, most powerful vehicle from mid-tier is the WZ-111-1 FT. Along with a 130-mm gun, it has sloped armour with 210–220 mm of effective thickness, becoming a dangerous counterpart at any distance—from sniper duels to clinches. Add in its –6 degrees of gun depression and you get a universal warrior effective on rough terrain, too.

High-Tier Vehicles

At higher tiers, you’ll encounter good alpha and firing rates that make these vehicles stand out. While their alpha strikes are not crazy like the Jagdpanzer E 100, they have enough firepower to seriously hurt their opponents. Like mid-tiers before them, high-tier TDs are more universal machines, with lower mobility numbers compensated by good rate of fire.

With a Tier IX WZ-111G FT, you can get very close to an opponent. Once you’re there, keep on pushing until you see the frightened eyes of their driver through their vision slit. This TD can charge any opponent, because it's built like a rhinoceros. We’re talking about 270mm of effective armour in its upper front plate. What’s even more important is the quick-firing main gun which is capable of unloading a tremendous 750 damage per shot, a crucial element in close encounters. However, be careful with your lower front plate. With just 170mm of effective thickness, this is a weak spot that will not pose a difficult target for an experienced tanker.

The top-of-the-line WZ-113G FT has all the same characteristics enhanced to withstand the severe Tier X competition. Better gun specs, better effective armour (310 mm in the upper front plate vs 190 mm in the lower front plate), more HP—this machine is a tough nut to crack and turns into a deadly weapon when used right.

We’ll keep sharing more information on Chinese TDs, including a thorough analysis of the WZ-113G FT, so stay tuned.

2. Vehicle Rebalances in Update 9.20


With major work on the matchmaker and artillery out of the way, we are once again able to focus on building stronger national lines. Before we start explaining the balance tweaks vehicle by vehicle, let’s outline the overall approach we took with Tech Tree revision, its goals, and how we’re planning to achieve them.

Mirroring the same way we managed the German tanks earlier this year, we’ll be taking on a series of tanks in a national line and revising their combat parameters all at once. It should ensure Tech Trees stay coherent and provide a unique experience with definitive characteristics of vehicles classes within each nation. The changes we’ll be making in 9.20 and further down the line are designed to define and bring forward these unique gameplay attributes.

Update 9.20 goes through five nations—France, the U.S.A., the U.S.S.R, Germany and Japan. We’ve got a decent bit to cover and know you’re anxiously awaiting these details, so let’s get right to it!

Soviet Vehicles


As the game evolved, some Soviet tanks grew underwhelming, while the line’s expansion messed with the progression at higher tiers. Update 9.20 attempts to restore coherency throughout the Tech Tree with comprehensive changes to tank destroyers, medium, and heavy tanks:

Medium Tanks

The medium tank revision should cement their role as active MTs with strong turret armor through significant increases in frontal armor thickness. It will allow Soviet tanks to soak up damage with their turret while hiding the hull behind cover.

T-44, T-54 first prototype and the T-44-100

The T-44’s top turret received 200mm of effective armor on the turret front (previously 120–140mm) and up to 300mm of effective side armor, so it should no longer shy away from same-tier opponents and can march on after a duel with enemies of higher tiers. The T-54 first prototype and Т-44-100 had their top turrets bolstered in just the same way. In addition, the gun choices didn’t really give you a sense of diverse gameplay. So we went on to tweak the 100mm LB-1 and the122mm D-25-44 guns. The 122mm got a boost in fire rate and is now the alpha-brawling gun of choice.

The 100mm now has a better chance at making successful shots when firing on the move and while standing, thanks to improved stabilization and aiming time. It’ll shine in more careful mid-range engagements. Finally, both guns can now pierce through 190mm with AP shells, making it easier to damage same-tier enemies.


The intimidating Tier IX T-54 can put virtually any medium tank to shame. However, its tough and angular turret lost some of its value with time, and the T-54 doesn’t feel as good as it used to in mid- and long-distance engagements. We strengthened its turret armor (the area by the gun mantlet) to restore its confidence.

Also, the T-54’s top guns were revised to stress the difference in advancing from the T-54 to the T-62A or to the Object 140. The T-62A with its better aim and gun handling is unlocked with the 100mm D-54, which suits mid to long-range gameplay. The Object 140 is more mid- to close-range and thus is unlocked with the close-quarter combat style D-10T2S. We also took the opportunity to buff the turret to allow the T-54 to up its competitive ability.

Object 140

The blend of decent speed, easy gun handling, and solid protection make the Tier X Object 140 extremely versatile—it can do anything from scouting to flanking. However, its weak turret roof is way too easy to overmatch and spoils an otherwise great picture. To fix it, we increased its turret roof armor thickness to the level of the T-62A. Note though, that vulnerable hatches remain. Be careful when you take the rebalanced Object140 for a stroll, or you may end up with a face full of AP real quick.

Tank Destroyers

Although there are two lines of Soviet TDs, most players would play the one that leads to Object 268; and within that, a disproportional amount of people stop at the ISU-152 or go on to unlock the Tier 10 Object 268 and then never play it. It was clear that we needed to give a real reason to unlock and play the Object 268. To do that, we had to rebalance the ISU-152, and that was always going to be tricky. The solution was to keep the fearsome alpha of the ISU-152, but reduce its penetration compensating for it with added mobility and larger HP. This then allowed us to improve the Object 704 and ultimately get a better set of stats for the Object 268 at Tier X.


If you look at the ISU-152, it’s a great point-blank “boom” TD; the Object 704 is a lot like the ISU-152 but stronger, while the Object 268 looks somewhat lackluster in this trio. We needed the road to the Object 268 to make more sense and started by replacing its top BL-10 gun with the 152mm D-4S. It’s similar to the BL-10 in every parameter except for slightly lower penetration (260mm). It still allows the ISU-152 to be that “boom” TD, but it also gives us a little room to improve its armor, increase HP and give it higher mobility. Aside from that, the ISU-152 will also lose some 122mm guns, which will make it easier to research its top gun.

NOTE: If you haven’t researched the top gun yet and use the 122mm BL-9S, you’ll get the new top gun at the release of 9.20.

Object 704

The fearsome Object 704 (Tier IX) adds an alternative gun, the 152mm D-4S, while keeping the mighty BL-10 as its top option, bringing more versatility to its gameplay.

Object 268

To make the Tier X a fitting reward for working all the way to the end of the line, we boosted its AP shell speed from 760m/s to 950m/s, while also bringing its gun depression on par with the Object 704. This should make it more efficient at hitting enemies at range and destroying moving targets.

Heavy Tanks


Update 9.20 sets the course for the Soviet heavy tank revision with the rebalance of the IS-7. Poor gun handling and moderate accuracy made it unfeasible for it to land a precise shot, especially on the move, and often left a player feeling outclassed by almost every other Tier X heavy tank. To give the IS-7 a much-needed leg-up, we reduced its aiming time, and dispersion on the move and from the turret. This should allow it to fully realize its firepower, while the 2,400 HP will ensure its longevity. Together, these changes are designed to stress the IS-7’s role as a close-range breakthrough vehicle that can effectively lead an attack.

Moving forward, we’ll be making a stronger distinction between the IS and KV lines. Our goal is bringing the KV lines back into relevance and cementing their role as powerful, well-protected damage dealers.


French Vehicles


Once great, the French line is now a shadow of its former self: its TDs have been crippled to the point that no one wants to unlock them, while the АМХ 30 and AMX 30 B play the same as the German Leopard 1 and Leopard Prototyp A. We attempt to bring it back to relevance with 9.20:

  • We rebalanced Tier IX and X medium tanks so they play as mid-range sniper support, lending them a unique look and feel.

To let its TDs work wonders again, we leaned into what the French line likes to do and gave them autoloaders that matter. We also fixed the imbalance in mobility and the inconsistency with their armor and weak spots.

Medium Tanks

АМХ 30 and AMX 30 B

The АМХ 30 and AMX 30 B getting more resilient thanks to significantly reinforced turret armor and can leverage uneven terrain to pick off enemies. Be mindful that the hull stays thin and vulnerable to enemy shells. The two also receive better gun stabilization, which, paired with their decent speed and maneuverability, lets them move across the battlefield quickly and bring their guns to places they are needed. Regarding guns, the АМХ30 and AMX30B now sport the best damage per minute of all medium tanks. So you can get the jump on your enemies, shell out large damage, and duck back behind cover. To make them most efficient at mid-range, we slightly reduced their accuracy and penetration with AP shells.

Tank Destroyers

We wanted to make autoloaders a signature feature of Tier VIII–X French TDs, so we added an autoloader for the AMX AC mle. 48 and AMX 50 Foch.

AMX AC mle. 48 and AMX 50 Foch

The AMX 50 Foch (Tier IX) gets a four-round 120mm autoloader gun with an average alpha damage of 400. The AMX AC mle. 48 now packs a three-round 120mm autoloader with the same 400 average alpha. Furthermore, the two TDs now sport side armor thick enough to bounce enemy shells. The AMX AC mle. 48 also benefits from a slight boost in mobility, while the AMX 50 Foch gets its mobility reduced a bit.

AMX 50 Foch (155)

If you think of the AMX 50 Foch (155), this one is definitely a keeper. Although it developed a few weaknesses over the years and pales in comparison to other top-tier TDs, it can be seen rolling down the battlefields every once in while. At the same, following the tweaks to Tiers VIII–IX, this TD became unfit for the top Tier, which created a dilemma. Many players in the community have a soft spot for the AMX 50 Foch (155) and removing it from the game would make no one happy. It took us a while, but we found a way out that should give the revised TD line a Tier X to match, and leave the good ol’ Foch (155) in the roster.

Starting in 9.20, the Foch (155) becomes a special vehicle, while a completely new TD; the AMX 50 Foch B, rolls out on Tier X. Basically, this newcomer is a revised version of the AMX 50 Foch (155), equipped with a six-round 120mm autoloader capable of dealing 400 alpha damage instead of the 155 gun. It is also reinforced with better side and front armor. Due to a low silhouette, the AMX 50 Foch (155) used to have fairly poor gun depression and elevation, limiting the tank’s usefulness. We increased both to boost its effectiveness on uneven terrain.

AMX 50 Foch B

Let’s explain some purely technical details of the transition:

  • What’s with the AMX 50 Foch’s (155) combat parameters?

It benefits from the same set of improvements the new Tier X received (except for the gun; it retains the 155mm autoloader): its front and side armor got thicker and gun depression and elevation went up a few degrees.

  • How can you get the AMX 50 Foch B and the AMX 50 Foch (155)?

If you researched and purchased the AMX 50 Foch (155), it remains in your Garage, changing its status to a special vehicle, and you also get the AMX 50 Foch B.

If you researched but haven’t purchased it just yet, you have until 9.20’s launch to do it.

Lastly, if you’re in the process of researching it, you have to hurry, as the AMX 50 Foch (155) won’t be available for purchase after 9.20.

  • What stays on the AMX 50 Foch (155)?

It keeps its battle statistics, XP, achievements, medals, and marks of excellence.

  • What gets transferred to the AMX 50 Foch B?

All customization items (camo, emblems, and inscriptions) go to the AMX 50 Foch B for their remaining duration. The AMX 50 Foch’s (155) Crew gets retrained for the AMX 50 Foch B. Since the AMX 50 Foch (155) has a special status, you can recruit a Crew from any French TD without penalty.

  • What’s with rounds and equipment?

Shells were removed, but fear not; you’ll get the full amount of Credits they cost you credited to your account. Equipment gets de-mounted and moved to Storage, and you can use it on any other vehicle.

Heavy Tanks

AMX 50-100

The AMX 50-100 sports superb mobility combined with impressive damage potential. However, it often fails to leverage these in combat due to a large profile and vulnerable hull armor. 9.20 bolsters the AMX 50-100’s durability and chances at making an impact with a noticeable improvement to gun depression. Now it can rain destruction from behind the hills, keeping its massive, poorly-protected hull safe from enemy shells.

NOTE: We know how many of you hold the Bat.-Châtillon 25 t. dear. So do we! Upon considering your feedback on the changes we planned to introduce, we took a step back to review the testing results and didn't find a solid enough reason to rebalance this treasured vehicle. We will leave it unchanged for now.



American Vehicles


Medium Tanks

M48A1 Patton and M46 Patton

The M48A1 Patton and M46 Patton are loved by veteran players. At one point, they dominated the battlefield. However, over time, they fell out of favor and survivability. The weakened turret wasn’t strong enough to reward good ridge and hill play. The cupola was also too easy to target. We gave them a new turret with a smaller cupola and better protection to make them a dangerous weapon in the hands of experts again.


Japanese Vehicles


Heavy Tanks

The Japanese heavy line called for a refocus and rebalance from Tier V all the way to Tier X. We put balance and complementary gameplay styles at the center of design, tweaking its every vehicle with the only exception of the O-Ni. These changes should give the superheavies a feel of their own: more “break out and assault” in style with great frontal armor and two choices of gun styles.

O-I Exp

The huge-for-Tier-V penetration with the 105mm gun made the O-I Exp. a one-shotting monster. We removed it, which should encourage players develop a more elaborate battle plan than peek-a-boom. Mobility takes a hit as well, but the tank receives a considerable addition to its frontal armor thickness. This should even the odds against higher tiers, bringing its gameplay more in line with the rest of the Japanese heavies.


If you ever crossed paths with the Tier VI O-I while playing a lower Tier, you should know how terribly difficult it was to break through its thick armor. Even flanking wouldn’t work. Update 9.20 cuts down on its rear armor thickness ramping up your chances at outflanking it.


Tank guns should offer an incremental benefit or a different play style. For example, the 10cm Experimental Tank Gun Kai was supposed to offer the O-Ho a faster firing gun with lower alpha than the 15cm. Going with the upgraded option, you benefited from 30 more damage and could punch through higher tier tanks, aiming carefully at weak spots. However, when the battle is raging you don't always have time to take careful aim and would rather use Premium ammo to damage a higher tier before this opportunity disappears. The O-Ho's 10cm gun didn't offer this choice—now it does.

Type 4 and Type 5 Heavy

The tweaks the Type 4 and Type 5 Heavy received back in 9.17.1 fared well—at least partially. Once sluggish and vulnerable to their peers, these tanks went away with a significantly thicker frontal plate which, together with a boost in firepower, carved them a spot among heavies. However, we admit we went a bit too far with the armor. These two have almost no weak spots on the front, which made them immune to damage from Tier VII–VIII vehicles. To restore the balance, we revised their frontal armor, adding several thinner areas (240–260mm for Tier X and 220–240mm for Tier IX). Also, we slightly punched up their maneuverability and mobility, which should help solidify their positions among heavies.


German Vehicles

8.8cm Pak 43 Jagdtiger

The fast-firing and accurate 8.8cm Pak 43 Jagdtiger used to disappoint in the mobility department, making it difficult to get the best out of it. When help was needed on the opposite flank, this TD couldn't cover the distance in time. We ramped up the 8.8cm Pak 43 Jagdtiger’s mobility, enabling it to reach the fight in enough time to be useful. This should create a more rewarding experience where you decide when to start racking up damage, instead of waiting for the enemy to close the distance.


The Tier IX Mäuschen doesn’t require any major balance tweaks, except one: it was proving to be frustrating in its standard configuration, so we gave it more mobility, making it more enjoyable to play. This should also streamline the progression down the Maus line.


The Maus returned to its position as the great damage-soaking fortress. However, in our eagerness to improve the tank we went a little too far with its damage output. We wanted to retain its powerhouse nature, while also shining a little spotlight on the E100. So we cut its HP pool and slowed down its reload speed. While this superheavy won’t deal as much damage as it used to, these changes shouldn’t affect its overall gameplay. It remains an armored fortress.


Join us on the forum to share your thoughts on these balance tweaks. We read your comments, even if we don’t respond right away, and will consider your requests as we continue working on 9.20.

3. Update 9.20: Supertest


Please note this is a preliminary set of features for 9.20. We’ll reveal the final details just before release.

Update 9.20 is entering Supertest today, bringing a red-hot array of new features and adjustments. With it, we address your feedback on the stun effect, continue Tech Tree revision, add a 30v30 scenario for Random Battles, and unleash nine new Chinese TDs. While we're still nailing down the final details, we’re eager to get you up to speed with the update, summarizing new features. Shall we proceed?

Supertests happen at the early stages of development—typically a month and a half before final release—and involve checking the changes of a new update and searching for the most critical issues before open testing. World of Tanks Supertests are divided into production tests (new maps, balancing vehicles, etc.), and version tests (the entirety of the update).

Once Supertests are complete, Common Tests begin, available to all players interested in trying out new features.

Vehicle Rebalance

This time, we’re focusing on four national lines—Japan, France, USA, and USSR. The German tree is getting a few tweaks, too. As a follow-up to the comprehensive revision it received in early 2017, we’ll be working on combat parameters of the Maus, Mäuschen, and 8,8 cm pak 43 Jagdtiger.

Once we shared the first details on the upcoming vehicle rebalance on social media, they’ve become the most discussed 9.20 topic on World of Tanks forums. So instead of covering them as part of the 9.20 preview, we ran a standalone article on Tech Tree revision to explain the rationale behind the changes and address your questions. Head here for an in-depth overview.

SPG Improvements

The work on fine-tuning SPGs didn’t stop with 9.18. The team spent a few months analyzing your feedback and came up with a set of tweaks to improve the experience for players in arty and those fighting them.

The increased splash radius often resulted in confusing instances where you thought you were safe from an enemy SPG, laying low behind cover, but received damage regardless. To alleviate these issues, we refined the stun and damage calculation mechanic, adding an extra set of variable for shooting over obstacles:

  • Don’t worry about arty shells if the construction (destructible or indestructible) you use for cover is two or more meters thick and your tank stays completely hidden behind it. You’re safe there: if an SPG shoots, your tank won’t get stunned or damaged.
  • Tanks hiding behind a fence or a small house that are less than 2m thick will get stunned and receive the same amount of damage they would get if they were in the open.
  • There’s also a third scenario: while cover is thick (2+ meters), a vehicle isn’t fully hidden (think of any corner maneuver). In this case, the stun duration and damage depend directly on how exposed a tank is. Based on the sizes of the visible area, a vehicle can get:
  • 25% of the total damage and stun time
  • 50% of the total damage and stun time
  • 75% of the total damage and stun time
  • 100% of the total damage and stun time

Also, to provide you a full lowdown on your performance in a battle, the post-battle stats will now brief you on the total stun time you caused.

New Chinese TDs

Nine Chinese TDs are revving their engines, ready to hit the battlefield. Yes, we’re talking about the line that rolled out on Chinese servers a few months ago. We know this is something you’ve been asking for, and we’re excited to make them available for all players. We’ll have more to share on each vehicle as we get closer to release, so stay tuned.

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New Scenario for Random Battles

Have you ever wanted to test your mettle outside the 15v15 setup? Well, you’ll soon get your chance. Starting in 9.20, the game adds a new 30v30 “Grand Battle” mode with 60 players fighting over an all-new 1.4x1.4 “Nebelburg” map, created specifically for this scenario. Available alongside other Random Battles types, it’s exclusive to Tier X vehicles and follows the rules of Standard battles: capture an enemy base or destroy all opponents to secure victory. The number of SPGs is limited to four per side to ensure enjoyable experience for all vehicle classes.

Stay tuned for a detailed overview of Grand Battle with a closer look at Personal Missions available in it, medals and marks of excellence you can earn, and more. We’ll be looking into it with extra scrutiny in a separate article coming closer to 9.20’s release, so keep leaving us feedback and questions.

HD Models

Lastly, another 19 vehicles had their looks revamped in shiny HD:

We’ll be highlighting each feature in more detail as we get closer to release. So, stay tuned, and keep sharing your thoughts, ideas, and concerns with us on the forum as we work towards a more focused and polished experience.

4. Top-Tier Chinese Tank Destroyer


It’s got a big gun; its frontal armour can save you from a disastrous hit; its visibility is nearly unmatched in its class. The WZ-113G FT is about to hit the stage in the upcoming Update 9.20, leading an all-new line of Chinese tank destroyers. But the road to Tier X will be long, so at a certain point, an inevitable question comes up: “Is it worth it?” In this article, we’ll try to figure out if this machine fits your play style.

Mouse over the points to display the info on the vehicle


Fire rate and alpha damage are the two parameters the WZ-113G FT can be praised for. However, each of the two would not mean much by themselves; it’s the combination of both that turns this tank destroyer into a fearsome weapon. The WZ delivers a whopping 750 strike every 16 seconds, and while the gun doesn’t possess outstanding sniping abilities, its effectiveness at close- and mid-range is remarkable. Now, if only you could get there quickly…


…which you can! Its max speed allows the WZ-113G FT to become an effective fire support vehicle or confuse the opposition by rapidly changing its location. What it's best used for, however, is closing the gap with enemy vehicles and leading the charge.


A solid argument for that is the armour. The WZ-113G FT can serve as an assault vehicle, tearing through enemy defenses or supporting first-line allies. The upper-front plate reaches as much as 310mm of effective thickness, not to mention the 340mm-thick mantlet! In other words, this thing can absorb some serious punches... until you expose your lower-front plate, which is only 190mm thick. You'd better not place yourself on a flat surface in the heat of a battle, as all your strengths can be ruined by a single steel plate.

However, this drawback can be compensated for with a curious peculiarity of your gun. You see, it has a depression rate of –6 degrees, so the WZ-113G FT can become a true threat when it comes to hilltop combat. Atop a hill, nobody can see your weak spot, and few can pierce you through your upper armor... but what everyone will see is that 152-mm barrel pointing straight at them. Who's the king of the hill now?

View Range and Visibility

It’s hard to mention visibility as an advantage when it comes to top-tier machines, but in its league, the WZ-113G FT is the third best, with only the Object 268 and the Strv 103B ahead. This feature is accompanied by one of the best view ranges among all Tier X tank destroyers, meaning that if you don’t fancy being a front-line attacker, you can always opt to engage from longer distances. Bear in mind that gun accuracy requires a lot of concentration.

How to Play

The WZ-113G FT is an all-rounder capable of performing a wide range of actions on the battlefield, and which has certain weaknesses that it must hide. Here are a few hints you might find useful:

Don’t be a lone wolf. Remember, this is a tank destroyer, and the only part of your body the enemy is allowed to face is your frontal armor. Stick together with your allies and check the minimap regularly; missing a pack of flanking medium or light tanks will lead to your demise.

Hide your lower armour plate. Always find shelter, where that fragile sheet will be protected. It can be a rock, a hill, a ruined building, a destroyed ally—anything you find on your way to victory. Don’t forget you're not meant to go toe-to-toe; let the IS-7s and E-100s do the work. Your goal is to stay alive and keep pounding.

Change your position. You can always switch to long-range combat (remember that visibility/view range ratio?) and use your size advantage to remain unseen, pelting enemies from distance. But every shot you make will disclose your position, so, make sure you’re gone from enemy radars before firing another 750-damage shell.

In a Nutshell

If you’re the type of tanker who loves leading the charge and keeping the enemy on edge, the WZ-113G FT can be a pretty sweet option. This machine is was made to help press the attack, and has all it takes to do so: great armour, decent mobility, and impressive firepower. Just keep in mind that the lower front plate of armour needs to be hidden to remain effective.

5. Improved Rating


We’ve been through multiple forum threads, surveying your preferences, and discovered that the Personal Rating introduced back in 8.8. looks outdated and kind of insufficient in comparison to third-party offerings.

Currently, the Personal Rating calculates the total progress of an account rather than evaluating player performance, which makes for rigid stats that say little of your opponents or personal efficiency. The more battles you’ve been through, the higher your rating. Putting modes that are miles apart in gameplay into one basket led to questionable apples-and-oranges leaderboards. There is hardly any criteria to determine if a player is skillful or just plays in different modes. On top of that, the rating is calculated as an undividable value and neglected a vehicle's nuances.

While building on the current tool, we focused on these issues and devised a completely new approach to evaluating player worth. Along with fixing existing problems, we tried to make it flexible and agile.

The improved World of Tanks Rating (WTR) analyses player performance in Random Battles. It assesses combat efficiency on each tank according to a set of vehicle-specific criteria to provide an evaluation of a player’s overall performance. The system fluidly responds to changes happening to the game and compares stats against average indicators across the server to ensure there’s a substantial data sample to define the best and worst out there, with maximum accuracy. We didn’t stop halfway and revisited the Hall of Fame, improving it based on the new rating and enhancing its UI to streamline the experience.

The new rating system rolls out for testing with 9.20. You can check it out in the Hall of Fame. We invite you all to try it, share your impressions, and help us fine-tune the two leading to launch! But before you do, here’s a full rundown on the new rating calculation principles and the revamped Hall of Fame.

NOTE: The old Personal Rating will be available during testing, too. Once we fine-tune the new tool, the current Rating will go away, replaced by the new system.


  1. Calculation Principles
  2. Vehicle Rating
  3. Account Rating
  4. Hall of Fame

Calculation Principles

Random Battles only: Calculations are limited to the most popular mode, Random Battles, to deliver a relevant evaluation that doesn’t mix up stats from scenarios that differ in terms of gameplay.

Receptive to in-game changes: The rating responds flexibly to rebalances and changes in combat strategy as it evaluates your stats against average indicators across the server.

EXAMPLES: If the average damage indicator drops for a vehicle across the entire server—it won’t affect your rating in any way. Similarly, if damage blocked by armor becomes a more important parameter after an update, its influence on the rating of that vehicle increases. This way, the player assessment you receive is always on-point with the state of the game.

Vehicle-specific ratings: The rating is calculated for each tank separately, and these vehicle-specific scores are then used to assess a player’s overall performance. After you select a tank, the system ranks performance indicators according to their relevance for this particular vehicle.

Performance Parameters

  • Caused damage: Most battles are won by destroying all enemy vehicles, which means that caused damage is the main path to victory
  • Assisted damage (upon spotting/stunning and for track destruction): Every player knows that there's no damage without spotted enemies. Effective spotting, immobilizing, and stunning significantly contribute to victory
  • Damage blocked by armor: The ability to block enemy shells, taking advantage of a vehicle’s armor, and draw enemy fire are key features of many armored vehicles
  • Number of destroyed enemy vehicles: Every player has faced a situation where destroying an enemy vehicle is more important than causing damage
  • Battles survived: The longer you play, the more damage you cause, the more enemy vehicles you spot. And if you survived a battle, you most likely won

Each of these parameters has a different influence upon the rating depending on the particular vehicle.

The “Damage blocked by armor” parameter says little about the Bat.-Chat 25 T and other poorly armored vehicles, but speaks volumes about the heavily protected Maus or IS-7. Hence, this will rank high for the Maus but be less important to the Bat.-Chat’s combat efficiency. The Bat-Chat is focused on damage dealing, so this parameter ranks high. And the more damage it causes to enemies, the higher its combat efficiency.

Similarly, the number of destroyed opponents is definitive for vehicles with a high rate of fire and low damage per shot (e.g., the T-62A), and far less important than damage caused for the JagdPZ E-100, and others with devastating alpha.

The same logic applies to the other parameters: their importance changes from vehicle to vehicle, while the level of their influence for each vehicle depends on the average values on the server.

Vehicle Rating

The vehicle rating depends on two parameters: a player’s flexibility and their stats on the chosen vehicle.


The system evaluates player flexibility by assessing uniformly high average values of parameters that matter most for the chosen vehicle. The parameter’s influence (i.e., importance coefficient) on the final rating value is ~25%.

The statistics for all players are divided into several equal groups (percentiles) by each of the key parameters. These groups consist of the same number of players, while the number of groups divided by a particular key parameter depends on vehicle statistics. For example, different vehicles can have a different number of groups for their “damage blocked by armor.”

You receive a certain amount of points by staying in a particular group. The higher your statistics, the higher the group, and the more points they receive. Also, staying in the top groups by the vehicle’s most important parameter provides more points.

What does it mean in terms of day-to-day player behavior? Simply put, your flexibility is rewarded now. Get the most out of a vehicle and this translates to your World of Tanks rating.


Player statistics are assessed against the average server parameters for that vehicle. The only exception here is the number of survived battles. The influence of a player’s statistics on the final rating value is ~75% (i.e., the importance coefficient is 0.75)

The comparison between the player and server values is multiplied by importance coefficients for flexibility and statistics (~0.25 and ~0.75, respectively); then they get totaled. This way, the better the player’s performance in a vehicle compared to the performance of all other players in the same vehicle, the higher the value of the second parameter for this player.


  • Assessing new vehicles: If you can’t wait to check a rating for a newly-introduced tank, keep in mind that it won’t be available right away. We will need some time to collect a pool of relevant data to complete the calculation.
  • Calculating ratings for vehicles used by few players: If a vehicle you’re looking at is played by a small number of players, the system will use server values from similar tanks (e.g., replica vehicles or tanks with identical technical parameters)
  • Averaging out values to provide a fair evaluation: Average and above average values differ a lot across vehicles, which could open a way to exploit the system. We devised a special mathematical model to stop it from happening. It balances vehicle ratings, making it virtually impossible to get extremely high ratings in vehicles with moderate average values, and vice versa.

Account Rating

We faced three major challenges when designing a model for account ratings:

  • Determining each vehicle’s importance coefficient in the account rating, which would account for their tiers and the number of battles fought in them
  • Defining the influence vehicles of different tiers should have upon the total rating
  • Finding a way to compare players who demonstrate great results in different vehicles

After several iterations, we arrived on a formula that takes into account all these variables:

As you see, the account rating is defined by vehicles with the highest rating and a sufficient battle count.

Level Coefficient is the coefficient for multiplying the rating of vehicles of that tier. Multiplying here ensures a fair evaluation for players at different progression stages or those preferring different vehicle tiers.

Tier coefficients also minimize the effect that researching new vehicles or playing in Premium vehicles have on rating drops.

The performance coefficient is designed to single out players who show a great performance in several vehicles by increasing their rating value.

When determining the coefficient, the system considers overall player performance rather than the number of battles fought.

This way, top positions in the total rating will be taken by players who demonstrate a great performance in a large number of high-tier vehicles.

IMPORTANT NOTE: Considering the calculation specifics and game development logic, the account rating is calculated from December 2014 (starting with 9.5).

Hall of Fame

The Hall of Fame received its share of adjustments, too, and is now available both on the website and in the client. It's built around the new rating and offers two types of leaderboards: “Common Rating” if you’d like to compare your performance with friends and Clanmates, and “Vehicle Rating” if you came to check the efficiency of one of your tanks.

We significantly reworked the UI to streamline your interaction with the system:

  • A much-needed search option to help you build a comparison list whether you have a certain tanker in mind or want to check your performance against all the members of a particular Clan

  • The “Vehicle” filter that works just like Tankopedia will help you find a rating for any tank you want

  • Tables turn, skills are honed, and a player's results may go from good to great in a matter of months. You no longer have to worry about it, though, as the “Time” filter is there so you can just pick the period you’re interested in and track you or your mates’ results dynamically

  • You can now get a full breakdown on battle stats by clicking a tanker’s rating. There’s no need to visit their profile page. If you want to check out their profile, clicking a tanker’s nickname in the rating will redirect you there.

  • If you want the latest report on your personal achievements, it’s there on the Hall of Fame home page

  • Battle tiers matter, especially if you’re looking into win ratio and the number of destroyed vehicles. To deliver relevant data, the system now creates leaderboards by these two parameters only from players with average battle tier values set at 6.5 or higher.

The new rating system is now available. Check it out and share your impressions. It’ll help us flag areas that call for improvement and fine-tune the two leading to the launch!

The Personal Rating will be available during the testing, too. Once we fine-tune the new tool, the current Rating will go away, replaced by the new system.

NOTE: The new rating will be integrated in the XVM mod and its services. If you like it, you can trust it to deliver the latest data using these enhanced algorithms. Don't forget to update the mod!

Visit the Hall of Fame