How Equipment 2.0 works

Since the Equipment 2.0 rework, every tank has three slots in up to two categories (firepower, survivability, mobility, scouting). Equipment placed in a matching category slot gains a category bonus (stronger effect), so the art of fitting a tank is matching its natural strengths. Equipment is now tiered (class 1 for high tiers, class 2 for low) and most of it can be demounted for gold or bonds during sales — cheap enough that you should always experiment.

The loadouts everyone should know

TankSlot 1Slot 2Slot 3
Brawler heavyVents (survivability)Vertical stabilizerRammer / Improved hardening
Ridge mediumStabilizerVentsRammer
Sniper TDCamo netBinocularsRammer
Assault TDHardeningRammerSupercharger/turbo (mobility)
Active scout lightCoated opticsVentsLow-noise exhaust / stabilizer
Passive scoutBinocularsCamo netExhaust system
SPGRammerVentsAim/Gun laying drive

Class-by-class reasoning

Heavy tanks

Heavies live in sustained trades: vertical stabilizer + rammer + vents is the default trinity. In the survivability slot, improved hardening (track repair and module HP) outperforms most alternatives for sidescrapers; spall liner only against heavy HE spam.

Medium tanks

Mediums fire on the move — stabilizer is mandatory. Rammer and vents round it out. On vision-map mediums, coated optics in the scouting slot is a legitimate swap for vents (spotting guide).

Light tanks

Scouting gear scales with your camo and view range: coated optics (always active) for active play, binoculars (stationary bonus) for bushes. Mobility slot turbocharger helps escape yolo-checks.

Tank destroyers

Pick one identity and commit. A Grille with hardening is wasted; a T110E3 with a camo net is cowardice. Sniper: camo + binocs + rammer. Assault: hardening + rammer + turbo.

Common equipment mistakes

  • Enhanced suspension “to save the engine.” Slot it only for carry-weight problems or specific turn builds.
  • Toolbox on everything. Repairs skill does the job; the slot is usually better spent on DPM or survival.
  • Filling mobility slots on slow heavies. A turbo Maus is still slow; buy hardening instead.
  • Never demounting. Equipment sales (bonds/gold) are frequent — refit per map archetype at high tiers.
  • Forgetting class tiers. A class-1 rammer does not fit a tier VI tank; check compatibility before buying.

Equipment and your credits

Full equipment for a high-tier tank costs roughly 600–900k credits — more than the tank itself in some cases. Buy during 25%-off equipment sales, demount rather than sell when reconfiguring, and remember: credit farming sessions at tier V–VIII premiums fund all of it.

Finally, equipment stacks with crew skills — optics + view-range skills on a medium is how you out-spot same-tier opponents who skipped the effort.