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
| Tank | Slot 1 | Slot 2 | Slot 3 |
|---|---|---|---|
| Brawler heavy | Vents (survivability) | Vertical stabilizer | Rammer / Improved hardening |
| Ridge medium | Stabilizer | Vents | Rammer |
| Sniper TD | Camo net | Binoculars | Rammer |
| Assault TD | Hardening | Rammer | Supercharger/turbo (mobility) |
| Active scout light | Coated optics | Vents | Low-noise exhaust / stabilizer |
| Passive scout | Binoculars | Camo net | Exhaust system |
| SPG | Rammer | Vents | Aim/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.