GUIDE: Ammunition

A tank would be pretty useless in-game without ammunition, so you should resupply beforehand when the tank is in the Garage by using the ammunition tab in the centre, below your selected vehicle.

In this tab, use the sliders to select how many of each shell type you wish to take into battle. The cost is displayed to the right-hand side. For Premium ammo, you can toggle between paying in Credits or Gold. You also have the option to select to resupply the current arrangement automatically after every battle. Be sure to click Apply before exiting.


The number and type of shells that you can load depend on the vehicle and may differ in cost and type.

By cost, shells are divided into:

  • Standard shells – bought for relatively few Credits per shot. Most Armour-Piercing and High-Explosive shells fall into this category.
  • Premium shells – shells with improved characteristics which can be purchased either for Credits or for Gold. These kinds of shell are able to more effectively penetrate armour compared to standard shells but cost significantly more as a result. Most Armour-Piercing Composite Rigid (APCR) and High-Explosive Anti-Tank (HEAT) shells fall into the premium category. Be aware that nothing is a substitute for good aiming – even premium ammunition does not guarantee hits if you are not paying attention to angles and the enemies you are facing.


Shell Types – what’s the difference?

There are four classes of shells:

Armour-Piercing (AP) shells are the most common type and are usually the default ammo for any in-game gun. This shell causes damage only if it penetrates* the enemy's armour.

Armour-Piercing Composite Rigid (APCR) shells have higher penetration and velocity than AP shells. As a rule, APCR shells are a tank’s premium ammo variant but some Tier X medium tanks have them as their standard ammunition.

High-Explosive (HE) shells have the highest potential damage but the lowest penetration. If an HE shell does manage to penetrate the armour, it will explode inside the tank, inflicting a serious amount of damage while usually destroying modules and knocking out crew members. HE shells don’t need to penetrate in order to damage the target: if the shell does not penetrate, it will explode on the exterior of the tank’s armour. This can cause only minor damage depending on the armour and the surface it hits. In some cases it will be enough to knock out a tank with low HP or reset a tank capturing a base – better than risking a non-penetration by firing AP rounds. HE damage to the outside of an enemy vehicle is absorbed by things like tracks and spaced armour – so you still need to aim carefully or risk having little to no effect.

High-Explosive Anti-Tank (HEAT) shells are encountered as premium ammunition on certain tanks. HEAT has the best penetration in the game, and, most importantly, does not lose penetration value over distance (unlike AP and APCR). Penetration is achieved not by the kinetic energy of the shell, as is the case with AP and APCR, but by the energy of a particle stream arising during the explosion. Thus, HEAT shells actually do not penetrate but burn through armour. This peculiarity also explains the main disadvantage of HEAT shells: they are almost useless against spaced armour and are unable to damage tracks. As always, careful aiming is key.

*You may find it useful to watch our video – “How does armour penetration work?”


Pros and Cons
of Ammo Types:








General purpose ammunition. This should form the most part of your ammunition for most tanks and most guns.


Very high penetration but loses effectiveness over long distances.


Useful against vehicles with thin armour or tank destroyers with open cabins (like the M10 Wolverine).They may even fully penetrate and cause full damage.  

Can blaze through even the thickest armour – as long as the surface is flat and not spaced or tracks.

Effective against similar-tier vehicles


Can help a low-tier tank punch above its weight.


Effective at finishing off tanks with very low HP or resetting a tank capturing a base as they even cause damage without penetrating.


Almost no performance when fired and spaced armour or tracks

Has to penetrate to do damage so aim carefully and be aware of the enemies you are facing.


Do not overuse as it is only does the same damage as regular AP but costs more.


Poor performance when fired and spaced armour or tracks


Carry several in case of emergencies.

The most effective ammunition
type (other than premium ammo)
for small-calibre guns.


Carry several in case of emergencies.


Consider making these your main ammunition if you have a very high calibre gun or a howitzer.*



* E.g. The
ISU-152 tank destroyer has a large-calibre (152-mm), short-barrelled gun. The larger the shell’s calibre, the more explosive it contains and the more damage it can inflict. But due to the short barrel of the gun, the shell has a low velocity that results in low penetration, poor accuracy, and short range. For a gun like this, theArmour-Piercing shells (which require accuracy and velocity) are not very useful; High-Explosive shells are a better idea.