What is a perk. How to choose perks (skills and abilities) in World of Tanks? With the last bit of strength

And especially free users with a choice of skills and abilities can not be mistaken! In this article, I will give several valuable recommendations on the selection of perks for different classes of vehicles in the World of Tanks.

The most important skill in World of Tanks!

To begin with, I would like to immediately decide on the first perk for the crew commander. This, of course, is the "Sixth Sense", which is also called a "light bulb". This skill allows the tank commander to feel the light of what is called the "spinal cord". In this case, after 3 seconds from the moment of illumination, the lamp on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART-ACS.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to skate for a very long time with the "non-working" first perk, or choose some other skill for the commander and then, after the first skill is pumped to 100%, retrain the commander.

Actually, if you are a donor, it is recommended to choose some other skill (for example, "Repair" or "Disguise") and then retrain the commander. If you do not have 100-200 gold for retraining, choose the "Sixth Sense" for the commander and wait until he pumps it to 100%.

Video guide on the selection of perks from IsoPanzer

Video guide on the selection of perks from VSPISHKA

General subjective characteristics of different skills and abilities in World of Tanks

Below is a general description of the skills and abilities. I draw your attention to the fact that the characteristic is subjective. My opinion may not coincide with your subjective opinion. It should also be remembered that skills act in World of Tanks as they are learned, while skills begin to take effect only after 100% of learning (it is usually recommended to learn skills, and then reset skills and teach the tank's crew new skills). Be careful!

World of Tanks Skills and Skills Overview

General skills and abilities

Repair: The first skill for the crews of heavy and medium tanks, it allows you to quickly repair internal and external modules, especially when repairing downed tracks.

It should be remembered that the "Repair" skill is considered as average for the crew, ie. to get 100% repair, all crew members need to fully pump it. So, if you pump "Repair" to the Gunner, Driver-Mechanic and Loader, and pump the "light bulb" to the Tank Commander, then the average repair rate for the crew will be equal to 75%.

Skills such as "Disguise" and "Firefighting" work in a similar way.

Disguise: The first skill for the crews of light tanks and small tank destroyers. It is considered as the average for the crew.

Firefighting: is pumped out on heavy and medium tanks on a leftover basis. It is considered as the average for the crew.

The Brotherhood of War: the skill increases the characteristics of the crew by 5%, thereby increasing the characteristics of the tank by 2.5%. Usually pumped out on tanks to reduce the reload time of the gun and increase the rate of fire. It is recommended to use it together with the "Fan" equipment (which gives another 2.5% to the tank's characteristics). Please note that this skill begins to operate only if it is deflated 100% from all, without exception, crew members.

Skills and skills of the Tank Commander

Mentor: a moderately useless skill that gives bonus experience to other tank crew members (that is, if the skill is 100% the most "backward" tank crew member gets experience = experience earned for a battle). Useful on tanks with a small crew (like MS-1 or ELC AMX), because allows you to significantly speed up the pumping of the crew. However, since the Commander is already full of useful perks, it is generally not recommended to take.

Eagle Eye: it makes sense to take for fireflies with a high view. It is generally not recommended to take tanks with low visibility.

Handyman: according to the description, almost imba, in fact - about nothing. If you want - see for yourself.

Expert: nafig not the right skill.

Sixth Sense: the most useful, the first skill in World of Tanks.

Skills and skills of the Radio Operator

A radio operator using high-level equipment is practically never found in its pure form. Typically, this specialization is combined with the Tank Commander.

Radio interception: the action is similar to the "Eagle Eye" of the Tank Commander. The recommendations are also similar. By the way, this is the only really useful skill of the Radio Operator.

With the last bit of strength: in theory, this skill gives a chance to get some experience and credits for dealing damage and destroying enemy tanks at your spot. In practice, about nothing.

Inventor and Repeater:- about nothing.

Gunner Skills and Skills

Smooth tower rotation: reduces dispersion when turning the turret, it makes sense to take on all tanks, without exception, including reckless tank destroyers and ART-ACS. Their spread decreases when changing the gun traverse angle. A very useful skill.

Master gunsmith: almost always the gunner can upgrade some other, more useful skills or abilities. And so, quite a useful skill.

Sniper: literally by a few percent increases the probability of a critical hit for a module or crew. Begins to act only after 100% training, i.e. you will have to retrain the gunner for this skill! In general, about nothing.

Vindictive: Considering that in the game it is possible to shoot blindshots quite effectively (i.e., without lightning at the known coordinates of the tank that came out of the lightning), the skill can hardly be classified as really useful. In addition, like any skill, it takes effect only after 100% training.

Skills and skills of the Mechanic-driver

King of the off-road: increases the speed of movement on soft soils. A useful skill. First of all, it makes sense to take on light and medium tanks.

Virtuoso: increases the turning speed of the tank. A useful skill. First of all, it makes sense to take on tank destroyers and ART-ACS.

Smooth running: Reduces spread when firing on the move. A very useful skill for light and medium tanks, which are written to shoot on the move.

Ram Master: a very useful skill for tanks with a large mass and good dynamics (or at least high speed when moving downhill, like the KV-5).

Cleanliness and tidiness: reduces the likelihood of engine fire. Must have on tanks with front transmission / engine.

Charger Skills

All loader skills (as, indeed, any other skills) are valid only after they are 100% learned, which significantly reduces their value. Be careful! It makes sense to choose any of the skills in the event that you will still put the second perk "Combat Brotherhood" and retrain the crew. Then the first perk is one of the following skills. However, their value is rather dubious in any case.

Intuition: it makes sense to take only the fourth or fifth skill, and even then, if you often use gold ammunition.

Desperate: accelerates gun reloading if the tank has less than 10% durability. Not a bad skill if you take it on a leftover basis.

Non-contact ammo rack: increases H.p. internal module "Ammunition". It makes sense to take on tanks on a leftover basis, and even then only if the ammo rack of this tank is really often criticized.

Skill selection for light tank crews

Light tanks, which have the same low visibility in a stationary state and in motion, need to download "Disguise". This skill, and nothing else, should be chosen first for light tanks.

It makes no sense to take the first skill "Repair": light tanks do not have good armor and a lot of HP, in addition, they easily have internal modules and crew crit. It is better to repair a knocked-down caterpillar with a repair kit, and not with a "Repair".

After pumping out the "Disguise" it makes sense to retrain the commander on the "Sixth Sense" and start pumping "Disguise" again. Well, the third skill is "Eagle Eye", which increases the viewing range.

  • Commander: Sixth Sense, Disguise, Eagle Eye, Repair
  • Gunner: Disguise, Smooth tower rotation, Repair
  • Driver mechanic: Disguise, Offroad King, Virtuoso, Smooth Ride, Repair
  • Radio operator: Disguise, Radio interception, Repair
  • Charging: Disguise, Repair

Skill selection for medium tank crews

Further, you can retrain the tank's crew to "Combat Brotherhood" (after all, it is better for the commander to take the first perk "Sixth Sense", ie, retraining is best done when the second perk is completely deflated from the tank crew). Or pump individual skills like "Smooth tower rotation" and "Smooth ride".

  • Commander: Sixth Sense, (Brotherhood of War), Repair, Disguise, Eagle Eye
  • Gunner: Repair, (Brotherhood of War), Disguise, Smooth turret rotation
  • Driver mechanic: Repair, (Brotherhood of War), Disguise, Smooth Ride, King of the Off-Road, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Disguise, Radio Intercept
  • Charging: Repair (Brotherhood of War), Disguise

Skill selection for heavy tank crews

Heavy tanks differ little from medium ones in terms of skill and skill leveling. The main difference is in the size of the tanks - since heavy tanks are usually larger than medium ones, and their guns are mostly equipped with muzzle brakes, it often makes no sense to take "Camouflage" on them. As with medium tanks, it is recommended to upgrade heavy tanks first of all "Repair". Further, after the opening of the third perk, the crew can be retrained for "Combat Brotherhood".

If the tank is on fire often, it makes sense to take "Fire extinguisher", or wait until the gold "Automatic fire extinguishers" appear in the game for silver.

If the tank has a forward-mounted transmission / engine, the driver should pump out Clean and Tidy.

  • Commander: Sixth Sense, (Brotherhood of War), Repair, Eagle Eye
  • Gunner: Repair, (Brotherhood of War), Smooth Tower Turn
  • Driver mechanic: Repair, (Battle Brotherhood), King of the Off-Road, Virtuoso
  • Radio operator: Repair, (Combat Brotherhood), Radio Intercept, Disguise or Firefighting.
  • Charging: Repair, (Brotherhood of War), (Disguise, Firefighting, or any of the available special skills)

It turns out that the crews of heavy tanks have nothing special to teach ?! It turns out - yes! Those. of the really useful skills, the ones above should be chosen. So I, after all, recommend not to neglect the "Combat Brotherhood" skill. The rest of the perks are to your taste.

The choice of skills for tank destroyers

If the tank destroyer is compact enough, the first perk makes sense to take "Disguise" and sit in the bushes. If a monstrous, like Ferdinand, it makes sense to take the "Repair" and tank. In general, it makes sense to upgrade even "Ferdinand-like" tank destroyers in "Disguise", because tank destroyers have a class bonus to stealth while stationary.

It makes sense to upgrade even for "inconspicuous" tank destroyers in any case, for example, with the second perk (or the third, if you download "Combat Brotherhood"). Those. for conventional tank destroyers, the first perk is to take "Disguise", then "Repair", retrain (or not) the crew to "Combat Brotherhood" and again take "Repair".

For huge, heavily armored tank destroyers, you can take "Repair", then "Camouflage", retrain the crew for "Combat Brotherhood" and start pumping "Camouflage" again. That's the whole difference.

  • Commander: Sixth Sense, (Brotherhood of War), Disguise, Repair, Eagle Eye
  • Gunner: Disguise, (Brotherhood of War), Repair, Turret Smooth Turn
  • Driver mechanic: Disguise, (Brotherhood of War), Repair, Virtuoso, King of the Offroad
  • Radio operator: Disguise, (Brotherhood of War), Repair, Radio Intercept
  • Charging: Disguise, (Brotherhood of War), Repair

The choice of skills for the crews of ART-ACS

The first perk makes sense to take "Disguise". In any case, it makes sense for the commander to download the Sixth Sense, even on the ART-ACS, the "light bulb" gives a quite tangible advantage. "Repair" on the ART-ACS can not be downloaded at all.

  • Commander: Sixth Sense, (Brotherhood of War), Disguise
  • Gunner: Camouflage, (Brotherhood of War), Smooth Turret Rotation
  • Driver mechanic: Disguise, (Brotherhood of War), Virtuoso, King of the Off-Road
  • Radio operator: Disguise, (Brotherhood of War), Radio Intercept
  • Charging: Disguise, (Brotherhood of War)

Mini-FAQ on skills and abilities in World of Tanks

Question: Will the Sixth Sense skill work if I transfer the commander to a new tank and he loses 10% (or even 20%) of his main specialty?
Answer: incredible, but true - it will be!

Initially, each character has all skills developed by 35 points, which allows him to deal 85% of the damage from the standard weapon damage (see the Weapons section). For each shot / hit, the skill increases (even if there was a miss), and, accordingly, the percentage increases the damage done by this type of weapon. The maximum skill value is 200.
Thus, by developing a certain skill in a character, specialization in a certain type of weapon is achieved.

There are 6 skills in total, corresponding to 6 classes of weapons.

Close combat

Melee weapons can only be used while close to the enemy. It does not too much, but stable damage. It is extremely difficult to pump this skill as the main one, however, after level 5 it will be possible to put on Tank Armor, which immediately adds 25 units to this skill.

Light weapon

All light weapons in the game are all kinds of pistols. They also do not differ in high damage, have an average range, but with proper skill development, pistol pistols can well compete with their heavier counterparts.

Heavy weapon

Heavy weapons are primarily shotguns, which must be used primarily at close range. At close range, the damage from such weapons is the highest, so the tactics of using it are quite understandable - to sneak up to the enemy as close as possible and inflict tangible damage.

Long-range

The skill of possession of long-range weapons determines the sniper in the fighter. It is he who can shoot at distances exceeding his field of vision, causing the greater damage, the further the target is from him. It is also recommended for the sniper to use parallel weapons for protection at close ranges, for example, melee or heavy.

Automatic

Automatic weapons are the most common in the game, as they provide a wide range of tactics for combat both at close range and at the edge of the line of sight. Therefore, a fighter with a developed automatic skill can be considered, in fact, a universal fighter for any city.

Throwing

This skill is extremely rarely used as the main one for fighters, since its development requires a huge investment in the purchase of appropriate weapons, primarily grenades. Therefore, you should focus on it after you get good results in the game, experience in fighting and, of course, a decent amount of money.

At each level of character development, there is a limit on the development of a skill. Such a system is called an anti-roll system, designed to prevent a character of a certain level from gaining a significant advantage in the percentage of damage done over players of the same level, having developed the skill to the maximum. Also, the anti-roll system limits the sum of all skills so that it is not possible to develop all skills to the maximum, thereby making a perfect fighter.

Reaching the maximum value of a skill (sum of skills) at a certain level, further development of this skill (all skills) is frozen. Pumping will continue only after moving to the next level. You can also artificially lower certain skills (relevant in the case of reaching the maximum amount of skills), reducing their total amount, and giving the opportunity to develop the main skill further.

But at some levels, the skill can be higher than these limits through the use of implants. More information about implants can be found in the corresponding section.

Skill anticrolling table

Level Max. sum
Max. skill
1 235
59
2 245
69
3 255
78
4 265
88
5 280
97
6 295
106
7 320
116
8 340
125
9 365
134
10 390
144
11 415
153
12 435
163
13 455
172
14 475
181
15 495
191
16 515
200
17 535
200
18 555
200
19 575
200
20 595
200

All perks for a person are passive, that is, they work automatically and give any positive effect. Some perks have several levels of development, distributed according to the level of the character. That is, to study level 1 of a certain perk, a character must be level 1, and to study level 2 of this perk, a character must study level 1 and develop himself to 2.

Each next level does not stack the effect with the previous ones. For example, at level 1 Vitality gives +5 to health, at level 2 +10, at 3 +15. Although we can say that at each level +5 is given to the previous one. But to avoid confusion, we can assume that the effect of the previous level is "canceled".

Each subsequent level of the perk slightly increases the cost of all other perks. Each next level of the perk costs significantly more. Unnecessary perks can be "forgotten" for money, although this feature is rarely required.

Of course, the development of all common perks is useful, but it should be borne in mind that it costs very large sums of money, so most often you have to choose between them, which one to learn and which one is not necessary. Some specific perks are required only for fighters of specific specializations, such as for pistols and melee weapons, they increase the accuracy of the weapon.

Vitality

Level
1 (level 1)
2 (level 2)
3 (level 3)
4 (level 4)
the effect
+5 health
+10 health
+15 health
+20 health

Each level of this ability increases the maximum number of health units by 5.

Heavy truck

Level
1 (level 1)
2 (level 2)
3 (level 3)
4 (level 4)
the effect
+40 to carrying capacity
+80 to carrying capacity
+160 to the carrying capacity
+320 to carrying capacity

Each level of this ability allows you to lift an additional 80 units of weight.

Best critical

Level
1 (level 1)
2 (level 2)
3 (4 level)
4 (7 level)
the effect

Sturdy

Melee strikes are more accurate.

Pistol master

Level
1 (level 1)
2 (level 2)
3 (level 3)
the effect
+ 5% accuracy
+ 10% accuracy
+ 15% accuracy

Your light weapon attacks are more accurate.

Cybernetics

Allows the use of implants. Each level opens 1 new slot.

The dog has almost all specific perks. In addition, she has quite a few active perks, which allows her to apply various tricks during the battle. Just like in humans, some perks are widely scattered across the levels, and you can learn new ones up to level 8.

Vitality

Level
1 (level 1)
2 (level 2)
3 (4 level)
4 (6 lvl.)
the effect
+5 health
+10 health
+15 health
+20 health

Best critical

Level
1 (level 1)
2 (level 2)
3 (4 level)
4 (7 level)
the effect
+ 1% to critical strike chance
+ 2% to critical strike chance
+ 3% to critical strike chance
+ 4% to critical strike chance

Increases the chance of critical damage.

Precise bites

Strong body brings an additional bonus to the amount of armor.

Door opening

Level
1 (level 2)
the effect
Door opening

The dog is trained to open doors.

Closing doors

Level
1 (4 lvl.)
the effect
Closing doors

The dog is trained to close doors.

Flair

The ability to smell the enemy, even if he is behind a wall. Will give a signal by barking.

Treatment

Level
1 (level 2)
2 (level 3)
3 (5 level)
4 (6 lvl.)
Effect: Active
Heals 12 health points
Heals 20 health points
Heals 27 health points
Heals 35 health points

Licks wounds and heals himself.

Deadly bite

Level
1 (level 1)
2 (level 3)
3 (5 level)
4 (7 level)
Effect: Active
80 damage
Deals 100 damage
Deals 120 damage
Deals 140 damage

The dog bites the opponent strongly.

The miner, in addition to passive perks, also has one active - Hammer Slash. When studying the perks for a miner, you must first decide who he will be in possession of weapons, and in which cities to fight. This is due to the fact that, for example, if the miner does not fight in the MO, then he does not need the Basic Defense perk at all. Also, if the miner does not use the hammer, Slash's perk is useless to him. However, Vitality and Heavy Truck is strongly recommended to swing.

Vitality

Level
1 (level 1)
2 (level 1)
3 (level 1)
4 (level 1)
the effect
+20 health
+28 health
+36 health
+44 health

The ability increases the maximum number of health units.

Heavy truck

Level
1 (level 1)
2 (level 1)
3 (level 1)
4 (level 1)
the effect
+60 to carrying capacity
+110 payload
+160 to the carrying capacity
+210 to carrying capacity

The ability allows you to lift more weight.

Slash

Level
1 (level 1)
2 (level 1)
3 (level 1)
4 (level 1)
Effect: Active
Deals 125% damage in a circle
Deals 145% damage in a circle
Deals 160% damage in a circle
Deals 170% damage in a circle

Blow in a circle with a hammer.

Basic protection

Level
1 (level 2)
2 (level 3)
3 (4 level)
4 (5 level)
the effect
+52 defense without armor
+67 defense without armor
+83 defense when unarmored
+99 to defense without armor

Adds protection in the absence of armor.

Additional skills and abilities are available for study by a crew member after mastering the main specialty by 100%. When this mark is reached, a "plus sign" will appear in the menu, by clicking on which, you can select the first additional skill or skill. After studying it, it is given the opportunity to learn the second, third and other skills. In theory, a tanker can learn all the additional skills and abilities available to him. But to learn each subsequent skill, you need twice as much experience as the previous one, so the average crew usually has no more than 3 skills and abilities. For this reason, the question of which perks to download on the tank should be approached wisely.

Skills

The skill begins to operate from the very beginning of training. Its effect gradually increases from minimum to maximum.

Repair

Description: Speeds up the repair of damaged modules. The effectiveness of the skill increases with learning. The average skill level of the crew is taken into account. The effect is enhanced when combined with the Toolbox equipment.

Digital Action: Maximum value: + 100% to repair speed

Limitation: -

Summary: Repair is required primarily for heavy and medium tanks operating under enemy fire, as well as for heavy tank destroyers with high visibility (Ferdinand, Jagdtiger, T28, T95). For them, the ability to quickly make repairs under enemy fire is very critical. Secondly, repairs are needed for almost any vehicle in the game, except perhaps for artillery.

Disguise

Description: Reduces the overall visibility of the tank. The effectiveness of the skill increases with learning. The average skill level of the crew is taken into account. The effect is enhanced when combined with the "Cloaking Net" equipment.

Digital Action: Maximum value: + 100% to the original concealment.

Limitation: -

Summary: This skill is absolutely necessary for light tanks because of the class bonus (visibility in motion is equal to the visibility while standing), as well as for most tank destroyers and self-propelled guns, with the exception of the most bulky ones (for example, SU-14-2). Therefore, the answer to the question of what perks to download on tank destroyers is quite obvious.

For more details see Overview and disguise

Firefighting

Description: Accelerates fire extinguishing. The effectiveness of the skill increases with learning. The average skill level of the crew is taken into account.

Digital Action: Maximum value: + 80% to the rate of extinguishing the fire.

Limitation: -

Summary: The skill has lost its importance - a fire extinguisher copes well with one fire, and two fires in one battle rarely happen.

For more details see Fire and fire fighting

Repair, camouflage and firefighting are most effective at 100% leveling for all crew members, so it is best to pump one of these skills for all crew members at the same time.

For example, with four crew members, of whom only two have learned camouflage, the tank receives only 50% of the camouflage (that is, the average is taken over the crew).

Handyman

Description: Allows the commander to master all specialties and replace disabled crew members. Only the main specialties are being replaced. The replacement efficiency drops when the next crew member is disabled.

Digital Action: The level of proficiency in the main specialty of a shell-shocked crew member increases by 50% of the percentage of mastery of the main specialty lost as a result of the concussion (in case of a concussion, the possession of the main specialty is reduced by 50% from the initial level). In other words, if the "Jack of all Trades" skill is pumped to 100%, then if a crew member with the main specialty is pumped up to 100%, then his mastery will drop to 75% (50% + (100% - 50%) / 2) ...

Limitation: Commander.

Summary: A useful skill with frequent crew crits, useful for some heavy and medium tanks, as well as French tanks with an automatic loader. The skill is useless if the commander himself is incapacitated.

Mentor

Description: Grants additional experience to all crew members, except for the commander. The amount of experience increases as the skill improves.

Digital Action: The coefficient is 0.1 for each percentage of the skill. Maximum value: + 10% to experience gained.

Limitation: Commander.

Summary: The increase in experience is not great, but the skill can be used to boost the leveling of the crew. Later, it makes sense to replace the skill with something else.

For more details see Training and retraining

Eagle Eye

Description: Increases maximum view range. The effectiveness of the skill increases with learning. With faulty observation devices, the effectiveness of the skill is higher. The effect is enhanced in combination with the skill "Radio Intercept", equipment "Enlightened Optics" and "Stereotube".

Digital Action: The coefficient is 0.02 for working devices and 0.2 for broken ones for each percentage. Maximum value: 2% for workers and 20% for broken ones.

Limitation: Commander.

Summary: A useful skill for tanks with good vision - especially for light tanks, for which it is critical to spot the enemy at maximum distance.

For more details see Overview and disguise

Master gunsmith

Description: Reduces the spread of the damaged weapon. The effectiveness of the skill increases with learning. If the skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is enhanced when combined with the "Vertical Stabilizer" equipment.

Digital Action: The coefficient is 0.2 for each percentage. Maximum value: -20% to the spread of the damaged weapon.

Limitation:

Summary: It makes sense to take only with frequent crits of the guns (typical for tanks playing from the turret armor). In other cases, it is better to take something else.

Smooth tower rotation

Description: Reduces spread when turning the turret. The effectiveness of the skill increases with learning. If the skill is acquired by two gunners, the maximum skill level for the crew is taken into account. The effect is enhanced when combined with the "Vertical Stabilizer" equipment.

Digital Action: The coefficient is 0.075 for each percentage. Maximum value: -7.5% to dispersion when turning the turret.

Limitation: Gunner (including a part-time worker, for whom this role is secondary).

Summary: A good choice for just about any tank, except for those that take less than 2 seconds to fully convert. It can also be useful for self-propelled guns and tank destroyers, especially with a large traverse angle (eg G.W. Panther).

Virtuoso

Description: Increases the turning speed of the tank. The effectiveness of the skill increases with learning. The effect is enhanced in combination with the equipment "Additional lugs", equipment "Lend-Lease oil", "Tightened engine speed regulator" and "100-, 105-octane gasoline". Increases the spread of the gun when turning.

Digital Action: The coefficient is 0.05 for each percentage. Maximum value: + 5% turn rate.

Limitation: Driver mechanic.

Summary: An important skill for those who are forced to take active action in maneuvering combat - first of all, light and medium tanks, although it can also be useful for all other classes.

King of the off-road

Description: Reduces the resistance of soft and medium soils when moving the tank. The effectiveness of the skill increases with learning. This skill increases the tank's maneuverability and reduces the time it takes to reach maximum speed. The effect is enhanced when combined with the Additional Grousers equipment.

Digital Action: Coefficient of 0.1 for soft soil or 0.025 for the average for each percentage. Maximum value: + 10% to passability on soft and + 2.5% on medium soil.

Limitation: Driver mechanic.

Summary: The choice for fast vehicles or tanks with problematic maneuverability, such as the Pz.Kpfw. S35 739 (f).

Smooth running

Description: Reduces gun spread on the move. The effectiveness of the skill increases with learning. The skill does not affect the spread when turning and on the spot. The effect is enhanced when combined with the "Vertical Stabilizer" equipment.

Digital Action: The coefficient is 0.04 for each percentage. Maximum value: -4% to dispersion when firing on the move.

Limitation: Driver mechanic.

Summary: Contrary to popular belief, this skill is useful not only for vehicles actively firing on the move. "Smooth running" reduces the aiming circle and, as a result, after stopping, it takes a little less time for full aiming, which is useful for almost all machines.

Battering ram master

Description: When ramming, it reduces the damage of its own tank and increases it from the enemy. The effectiveness of the skill increases with learning. The skill affects only moving tanks and is not taken into account when colliding with allied tanks.

Digital Action: The coefficient is 0.15 for each percentage. Maximum value: + 15% to damage by ramming for the enemy and -15% damage by ramming for the player.

Limitation: Driver mechanic.

Summary: An excellent option for heavy, but mobile machines (IS-7, T14, E 50, E 50 Ausf. M, KV-5, AMX 50 B, AMX 50 120, FCM 50 t).

Inventor

Description: Increases the communication range of the radio station. The effectiveness of the skill increases with learning. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account.

Digital Action: The coefficient is 0.2 for each percentage. Maximum value: + 20% to the communication range.

Limitation:

Summary: This skill makes sense either for tanks with a weak radio, and even then, mainly at low levels, or for light tanks that go far behind enemy lines.

Radio interception

Description: Increases the view range. The effectiveness of the skill increases with learning. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account. The effect is enhanced when combined with the Eagle Eye skill.

Digital Action: The coefficient is 0.03 for each percentage. Maximum value: + 3% to the view range.

Limitation: A radio operator (including a part-time worker, whose role is secondary).

Summary: The only truly useful skill of the radio operator, it will come in handy on almost any tank.

For more details see Overview and disguise

Repeater

Description: Increases the communication range of allied tanks within the radius of the player's radio station. The effectiveness of the skill increases with learning. If the skill is acquired by two radio operators, the maximum skill level for the crew is taken into account.

Digital Action: The coefficient is 0.1 for each percentage. Maximum value: + 10% to the communication range of allied tanks.

Limitation: A radio operator (including a part-time worker, whose role is secondary).

Summary: It makes sense to learn the skill only when playing at low levels.

Skills

Skills take effect only when they are 100% learned.

The Brotherhood of War

Tankman! Learn this skill for all crew members at the same time. Studying the Brotherhood of War for not all crew members does not make sense. The Combat Brotherhood works regardless of the gender of the crew.

Description: Improves the level of mastery of the main specialty and all skills of all crew members. Begins to act when improved by all crew members up to 100%. The effect is enhanced in combination with the equipment "Improved ventilation", equipment "Extra. ration ”,“ Chocolate ”,“ Coke Box ”,“ Strong Coffee ”,“ Improved Diet ”,“ Tea Pudding ”and“ Onigiri ”.

Digital Action: All crew members receive + 5% to their main skill and to all additional skills. The skill is not lost when the crew members are concussed.

Limitation: Works only when pumping for all crew members.

Summary: Quite a useful skill, but it has too many contraindications for its use. It is most advisable to use in conjunction with Improved ventilation and in combination with skills aimed at strengthening a specific parameter of the tank.

Sixth Sense

Description: Allows the commander to determine if his tank is spotted by the enemy. Begins to act when improving up to 100%. In the event of a concussion, the commander stops working.

Digital Action: Information about the detection of a tank appears with a delay of three seconds.

Limitation: Commander.

Summary: An excellent choice for any tank, since knowing that the enemy has revealed the player's location is very important in any situation. Knowing this, you can with relative ease get away from the attacks of artillery and ambush snipers.

Expert

Description: Allows the commander to determine the critical damage of tanks in the scope by my own light... Begins to act when improving up to 100%.

Digital Action: Starts working 4 seconds after continuously aiming at an enemy tank.

Limitation: Commander.

Summary: A good choice for ranged combat or coordinated platoon / company play. In other cases, it is difficult to realize the advantage. Useless skill for SPGs. You can learn more about this perk by watching the video about the Expert skill in WoT on the Internet.

Sniper

Description: Increases the probability of inflicting damage on modules and the crew of an enemy tank. Begins to act when improving up to 100%. For AP, APCR and HEAT shells only.

Digital Action: Bonus 3%.

Limitation: Gunner (including a part-time worker, for whom this role is secondary).

Summary: One of the most useful skills of a gunner, especially good for rapid-fire guns, guns with an automatic loader and guns with a relatively small caliber for their tier and class (AMX 50 B, T110E5, Object 263).

Vindictive

Description: Allows you to see the enemy tank in a small sector relative to the gun for two seconds longer after it leaves the "spotlight". If the skill is acquired by two gunners, the effect does not stack. Works in the event that the player sees the enemy himself, and not by someone else's "light". That is, it will be practically useless on an SPG.

Digital Action: Effect duration: 2 seconds in a sector of 10 degrees.

Limitation: Gunner (including a part-time worker, for whom this role is secondary).

Summary: It makes sense to learn this skill for ambush tank destroyers, or for ranged vehicles in combination with the skill Expert... Moderately useful for light tanks using passive spotting tactics. It is completely useless for artillery, since it almost never shoots at its own light.

Note: can be used by active scouts, for this the most important targets are taken on the auto-sight, after which the driver's attention is concentrated on the road.

Cleanliness and tidiness

Description: Reduces the likelihood of engine fires by keeping oil and fuel out of the engine compartment. Begins to act when improving up to 100%. This effect is enhanced when combined with the Automatic Fire Extinguisher consumable.

Digital Action:−25% to the chance of a tank engine catching fire. For example, for an engine with an initial fire probability of 40%, the final chance will be 30%, for 20% - 15%, for 15% - 11.25%, for 12% - 9%, for 10% - 7.5%.

Limitation: Driver mechanic.

Summary: A good choice for tanks with a very high engine fire hazard and a short hull.

"Contactless" ammunition stowage

Description: Increases the durability of the ammo rack: the shells are stacked in such an order that they do not touch each other. Begins to act when improving up to 100%. If the skill is acquired by two loaders, the effect is not cumulative. The effect is enhanced when combined with the Wet Ammo Rack equipment.

Digital Action:+ 12.5% ​​to ammo rack durability.

Limitation:

Summary: For vehicles with the risk of frequent ammo rack crits, i.e. to detonate an undamaged ammo rack from the first shot, a weapon with high module damage is required.

Intuition

Description: Creates the likelihood that when changing the type of shells, the desired one is already loaded. Begins to act when improving up to 100%. To reuse the skill, you must fully reload the weapon. If the skill is acquired by two loaders, then the probability of triggering will double and will be 34%, and if with three (French crews), then it will triple and will amount to 51%.

Digital Action: The probability is 17%.

Limitation: Charger (including a part-time worker, in whom this role is secondary).

Summary: It can be useful for tanks with frequent changes in the type of projectile (E 100 for example), for players who rationally use their ammunition in battle.

Desperate

Description: Accelerates gun reloading if the tank has less than 10% durability. Begins to act when improving up to 100%. If the skill is acquired by two loaders, the effect is not cumulative. The effect is enhanced when combined with the "Cannon Rammer" equipment. For drum techniques, speeds up the reloading of the entire drum, but not the shells inside it.

Digital Action: If the tank's durability is less than 10%, reloading takes 90.9% of the initial value of the time.

Limitation: Charger (including a part-time worker, in whom this role is secondary).

Summary: It makes sense to pump for vehicles with very strong armor and a large supply of hit points (Maus, E 100). Will give a noticeable effect on the drum technique.

With the last bit of strength

Description: Allows the radio operator, who was not disabled at the time of the destruction of the tank, to transmit the positions of enemy tanks for another two seconds. Begins to act when improving up to 100%. If the skill is acquired by two radio operators, the effect is not cumulative.

Digital Action: Additional 2 seconds of "light".

Limitation: A radio operator (including a part-time worker, whose role is secondary).

Summary: A very useful skill for light tanks - "fireflies".

Links

"Light Bulb" - "Sixth Sense

This skill allows the tank commander to feel the light of what is called the "spinal cord". In this case, after 3 seconds from the moment of illumination, the lamp on the screen lights up. This is the most valuable perk in World of Tanks. It must be downloaded on all tanks, including tank destroyers and even ART-ACS.

However, like all skills, Sixth Sense only starts working after 100% learning. Therefore, you will either have to skate for a very long time with the "inoperative" first perk, or

choose some other skill for the commander and then, after the first skill is pumped to 100%, retrain the commander, which, however, does not solve the problem of long suffering from driving without a "lamp", but there is one budgettrick for speeding up the skill leveling 2+ times:

We train the commander in the necessary skill and transfer him to any other suitable elite tank, preferably a premium one, we transfer only the commander, we do not touch the rest of the "nubo" team

Since the commander's overall "driving" experience will lag behind the rest of the team, then according to the rules of game mechanics, it is he who will receive x2 crew experience each battle, regardless of victory or defeat, the bonus of the premier tank will also be at least + 61% to the experience , total for exampleif you earned 1000 experience in battle, then the captain will receive not 1000, but 2610 experience, the fastest is even more, but even so, this is an acceleration of pumping more than twice! Well, if you additionally turn on personal reserves to accelerate the leveling of the crew ... :) In reality, this is how you can open the light bulb in one evening of the game.

"BB" - "Combat Brotherhood"

This skill increases the characteristics of the crew by 5% and the tank itself by 2.5 (in fact, by 2.15, but everything is rounded for simplicity), and also increases the level of mastery of the skills taken by the same 5%, that is, you may not have disguise 100% and 105% (By the way, any increase in the level of crew training by 1% increases the characteristics of the tank by 0.43%) For some reason, we unreasonably offend this skill by many "water makers" ventilation or additional rations, which is actually just illogical. Perhaps this is the second most important skill that needs to be pumped out on any tank, because it is:

increases:

by 2.5% Reload speed and average damage per minute

2.5% Aim Speed

2.5% hull traverse speed

by 2.5% Turret traverse speed

by 2.5% The maximum accuracy of the gun (no, this is not a mistake! the accuracy can be increased)

by 2.5% Camouflage of the tank when firing, standing, driving, jumping and swimming.

by 2.5% Speed ​​of module repair

by 2.5% Tank view

by 2.5% Passage on all soils and hence the overall mobility of the tank

by 5% the effects of all learned skills of the crew (Smooth ride, Disguise, etc.)

reduces:

2.5% spread from driving

by 2.5% Spread on a shot

by 2.5% Dispersion on turret traverse

by 2.5% Dispersion on hull rotation

I probably forgot something, but I think it's already clear

Of course, 2.5% seems a little, and the effect is difficult to immediately notice, but after all, the effect of other skills is not much greater: for example, the "eagle eye" gives only 2% to the review, the smooth ride, loved by many, -4% of the penalty to scatter when driving, and BB is only -2.5% but from all penalties! Virtuoso + 5% to the sharpness of the body rotation, etc. In reality, if you count the theoretically possible bonuses from a set of the best other skills (except for camouflage and repair), then they do not stand next to the BB. But of course there is a big and fat minus - it is that the skill works only with 100% mastering by the entire crew, which means that you cannot take it first - after all, the first to study the "Sixth Sense" and the second study of it for many players can take six months, but you want everything and desirable right now ...

A LITTLE OF THEORY

TT - Heavy tanks

In terms of pumping perks, heavy tanks differ little from medium tanks. The main difference is their size - since heavy vehicles are larger than average, it is pointless to mask them for pumping in most cases. the Brotherhood of War.

Commander

It may not be useful at the beginning of the TT battle, but at the end, when only half a team remains alive and the enemy is not clear where, it will save your life more than once.

2) "Combat Brotherhood". Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5, and also increases the level of mastery of the skills taken by the same 5%.

3) "Repair". Repair The most important skill for the crew of medium and heavy tanks. The repair time for modules is different for all tanks, and for heavy ones it is maximum, and no matter how tempting other skills may look, you must not forget about it.

4) "Jack of all trades"... The most useful skill is on “thick” vehicles, which can be of benefit to the team for a long time even with a wounded crew. It is also recommended to take it with the learned skill "BB" - with it, the "BB" is not interrupted by injuries to the crew.

5) "Eagle Eye"- Increases vision by 2%. Although you can take other skills depending on the tank (Mentor, Firefighting, Disguise)

Gunner

1) "Repair"

2) "Combat Brotherhood".

3) "Smooth tower rotation"

4) "Master gunsmith"- Reduces the spread of a broken gun by 20%, it is recommended to put on tanks "tanking" with a turret, T34, ST-1

5) "Sniper" - By 3% increases the probability of causing critical damage to the module or shell shock to a crew member. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that are guaranteed to fire several shots at one point.

Driver mechanic

1) "Repair"

2) "Combat Brotherhood"

3) "Smooth running"

4) "King of the off-road"- A very useful skill that increases the speed and maneuverability of the car on medium and soft soils. (+ 10% on the swamp, + 2% on the ground). Most suitable for LT and ST, but it will not interfere with other tanks.

5) "Virtuoso" - increases the traverse speed of the tank chassis by 5%. No comments.

6) "Ram Master"- a useful skill for tanks that have a large mass combined with good dynamics (KV-5, AMX-50-100). Reduces damage to your own tank when ramming by 15% and increases enemy damage by the same amount.

Radio operator

1) "Repair"

2) "Combat Brotherhood"

3) "Radio interception"

4) "Disguise" is the main skill of all LT and small st / fs. Since the bonus is in percentage, it makes no sense to bet on tanks with low camouflage, because + 50% of zero will still be zero! On the other hand, the radio operator simply has no other good options.

5) "Firefighting"

Charging

2) "Combat Brotherhood"

3) "Repair"

Increases ammo rack durability by 12.5%. For tanks like T110e5, AMX CDC, T44 is very useful, but it will not hurt others either.

5) "Disguise" We take from hopelessness ....

ST - Medium tanks

The crew of medium tanks, up to level 7 inclusive, are first of all recommended to pump over disguise, and after that repair. After level 7 (8+), the crew of most STs teaches repairs first, then disguise. After that, the crew can be retrained to combat brotherhood. For the commander, of course, it is better to take the sixth sense as the first perk, that is, it is better to retrain when the crew has a completely deflated second perk. If the tank has a forward-mounted transmission / engine, the driver should pump out Clean and Tidy. Below is an option for the top tiers.

Commander

1) The Sixth Sense Light.

2) "Combat Brotherhood"... Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5, and also increases the level of mastery of all skills taken by the same 5%.

3) "Repair".

4) "Disguise" -the smaller in size (the more “flat”) a medium tank is, the more relevant “Disguise” is for it.

5) "Eagle Eye"- Increases vision by 2%.

Gunner

1) "Repair"

2) "Combat Brotherhood"

3) "Smooth tower rotation"- Decreases the spread of the gun when turning the turret by 7.5%.

4) "Disguise"

5) "Sniper" - By 3% increases the probability of causing critical damage to the module or shell shock to a crew member. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that are guaranteed to fire several shots at one point, confidently breaking the internal module.

Driver mechanic

1) "Repair"

2) "Combat Brotherhood".

3) "Smooth running"- Reduces spread when firing on the move by 4%. Damage and maneuverability are our everything!

4) "Disguise"

5) "King of the off-road"- A very useful skill that increases the speed and maneuverability of the car on medium and soft soils. (+ 10% on the swamp, + 2% on the ground).

6) "Virtuoso" - increases the traverse speed of the tank chassis by 5%.

Radio operator

1) "Repair"

2) "Combat Brotherhood"

3) "Radio interception"- increases the vision of vehicles by 3%. The best special skill of a radio operator, due to the fact that the rest are generally useless.

4) "Disguise" is the main skill of all LT and small st / fs. Since the bonus is in percentage, it makes no sense to bet on tanks with low camouflage, because + 50% of zero will still be zero! On the other hand, the radio operator simply has no other good options.

5) "Firefighting"- Speeds up fire extinguishing by 50% (fully explored by all crew). An almost useless skill if you carry a fire extinguisher with you, take it in the absence of other normal options.

Charging

1) "Desperate" - when your HP falls below 10%, it accelerates reloading by 9.1%. A very useful skill for vehicles capable and able to survive for a long time even with a small amount of HP. Since it starts to work only at 100% development, it makes sense to take one of the first.

2) "Combat Brotherhood"

3) "Repair"

4) "Contactless ammo rack"- Increases the durability of the ammo rack by 12.5%. For tanks like the AMX CDC, the T44 is very useful, but it won't hurt others either.

5) "Disguise"

Tank destroyer

(anti-tank self-propelled artillery mounts)

Due to the fact that tank destroyers have a class bonus to stealth while stationary, any vehicle of this type can be upgraded with disguise. Therefore, if the PT is quite compact, then the first perk is undoubtedly we swing the disguise and play in the bushes, the repair is one of the last, but if its dimensions are "ferdinand", then it makes sense to swing the repair instead of masking and go to tank in the first rows.

Commander

1) The Sixth Sense Light.

2) "Combat Brotherhood"

4) "Repair"

5) "Eagle Eye"- Increases vision by 2%.

Gunner

1) "Disguise"

2) "Combat Brotherhood"

4) "Repair"

Driver mechanic

1) "Disguise"

2) "Combat Brotherhood"

3) "Smooth running"- Reduces spread when firing on the move by 4%.

4) "Virtuoso" - increases the traverse speed of the tank chassis by 5%. For "shed" PTs, it makes sense to take them before the PX.

5) "Repair"

Radio operator

1) "Disguise"

2) "Combat Brotherhood"

3) "Radio interception"- increases the vision of vehicles by 3%. The best special skill of a radio operator, due to the fact that the rest are generally useless.

4) "Repair"

5) "Firefighting"

Charging

1) "Desperate" - when your HP falls below 10%, it accelerates reloading by

9.1%. A very useful skill for a vehicle capable and able to survive for a long time with a small amount of HP. Since it starts to work only at 100% development, it makes sense to take one of the first.

2) "Combat Brotherhood"

3) "Disguise"

4) "Repair"

LT - Light tanks

For light vehicles, which have low visibility both in a stationary state and in motion, first we pump the disguise. Highly Recommended!

As for the repair, pumping it in the first skill does not make any sense. This is due to the fact that light vehicles have weak armor and quite a bit of HP, literally two shots of a good heavy or AT, and if LT knocked down a caterpillar, then it is better to quickly repair it with a repair kit, without waiting for repairs. Well, the firefly simply won't survive the second hit of the caterpillar, and the skill is not needed.

Commander

1) The Sixth Sense Light.

2) "Combat Brotherhood"... Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5, and also increases the level of mastery of the skills taken by the same 5%.

3) "Camouflage" - Increases the native camouflage of the tank by 50-100% (with full study by the entire crew). Since the bonus is in percentage, it is pointless to bet on tanks with low camouflage, + 50% of zero will still be zero!

4) "Eagle Eye"- Increases vision by 2%.

5) "Repair"

Gunner

1) "Disguise"

2) "Combat Brotherhood"

“Smooth turret rotation” - Decreases the spread of the gun when turning the turret or a tank destroyer, artillery gun, by 7.5%.

3) "Sniper" - By 3% increases the probability of causing critical damage to a module or a contusion to a crew member. Due to the mechanics of the game, it is almost useless. The sniper is most effective for tanks with low damage per shot and for drum tanks that are guaranteed to fire several shots at one point, confidently breaking the internal module.

4) "Repair"

Driver mechanic

1) "Disguise"

2) "Combat Brotherhood"

3) "Smooth running"- Reduces spread when firing on the move by 4%.

4) "Virtuoso" - increases the traverse speed of the tank chassis by 5%.

5) "Repair"

Radio operator

1) "Disguise"

2) "Combat Brotherhood"

3) "Radio interception"- increases the vision of vehicles by 3%. The best special skill of a radio operator, due to the fact that the rest are generally useless.

4) "Repair"

5) "Firefighting"- Speeds up fire extinguishing by 50% (fully explored by all crew). Quite a useless skill to take in the absence of other normal options.

Charging

1) "Disguise"

2) "Combat Brotherhood"

3) “Desperate” - when your HP falls below 10%, accelerates reloading by 9.1%. A very useful skill for a vehicle capable and able to survive for a long time with a small amount of HP. Since it starts to work only at 100% development, it makes sense to take one of the first.

4) "Repair"

5) "Non-contact ammunition stowage" or "Firefighting"

Art-SPG Artillery

It's simple: first of all, we learn all the skills that improve firepower - mixing and reloading - the rest is optional. The only controversial question - is it necessary to teach the tank, which spends the entire battle in the rear, the first skill "Light Bulb"? If "Yes" - then together with the light bulb we take the first set: "smooth turn of the tower", "smooth ride", "desperate", if not - then immediately teach the Combat Brotherhood.

Commander

1-2) The Sixth Sense Light. For fast and unobtrusive ART we teach the first skill, for the "shed" - the second.

1-2) "Combat Brotherhood"... Detailed description at the beginning of the article. This skill increases the characteristics of the crew by 5% and the tank itself by 2.5, and also increases the level of mastery of the skills taken by the same 5%.

3) "Disguise"

Gunner

1-2) "The Brotherhood of War"

1-2) "Smooth tower rotation"- Decreases the spread of a gun when turning a turret, or an artillery gun, by 7.5%.

3) "Disguise"

DO NOT LEARN: "Sniper"- Increases the chance of critical damage to a module or a contusion to a crew member by 3%. Doesn't work with land mines!

Driver mechanic

1-2) "Combat Brotherhood"

1-2) "Smooth ride" - Decreases the spread when firing on the move by 4%. And hence the speed of mixing after the move.

3) "Disguise"

4) "Master Battering"- surprise the enemy before dying!

Radio operator

1-2) "The Brotherhood of War"

1-2) "Disguise"

Charging

1-2) "The Brotherhood of War"

1-2) "Disguise" or“Desperate” - when your HP falls below 10%, accelerates reloading by 9.1%. Very rarely, but art can help.

An undeniable conclusion can be drawn: the more experienced the crew, the more your tank will influence the battle. This will give you sometimes an unconditional, and at times a minimal advantage, thanks to which you can decide the outcome of the battle in your favor.

Undoubtedly, skills and abilities enhance most of the qualities and parameters of the machine. Giving specific or even general advice regarding a particular tank or all vehicles in a row is still difficult, since everyone has their own style of play. Skills and skills are even more complicated than the choice of gear and equipment. Just try to be smart about your choice, think over exactly what exactly your crew needs, plan the leveling, focusing on your model of behavior in battle. Take your time with the choice. Read the forums, see VODs.

Consider hard-to-implement skills such as:

Expert” - shows damage to modules and crew of an enemy tank. But! Provided that you pointed the gun (sight) at the enemy and you see (“shine”) it yourself, and also hold the sight on it for more than 4 seconds. All this makes using the skill inconvenient, but even knowing its crits or their absence, this knowledge can rarely be realized - what's the difference to destroy a tank with a critical gunner or a healthy one? - In any case, it is more correct to play as if there was a healthy sniper sitting there, from God.

Vindictive- allows you to see the tank in its field of view in the scope for an additional 2 seconds, provided the gun is pointing at it.

Works only on tanks that you pointed the barrel at and which you shine for yourself.

This means that it is useless for artillery and all support equipment, a little less than completely. Usefulness for the rest of the technique, on most of the cards, is also questionable. But it can be useful for fireflies, especially on main battlegrounds, since together with them the rest of the team will see the enemy for 2 seconds longer (the duration of a simple flash is 5-10 seconds, that is, with the skill it will be 7-12 on the tank at the LT in the sight )

Sniper- Increases the crit chance of modules by 3%. Apparently it means that these 3% are added to the standard chance of inflicting damage on the module (equal to 33% for the crew, and 45 for equipment), that is, instead of 33% there will be 36% - not super in any case, but if you remember that the modules are in the tank there is not everywhere, and you first have to get into it, but after hitting there is still a 64% chance that the damage will not be counted, but if it does, it probably will not cause enough crit. damage damage .... In general, the rationality of studying it is highly questionable. And also this skill does not apply to land mines - all "land mines" pass by ...

Internal module damage probability table

"Inventor", "Repeater"- improve radio communication. Well, who in our game after level 3 lacks the radio range? I have not met such people. But if you have a favorite tank for bending level 1-3, then you can learn for it.

"With the last bit of strength"- go shine and die ... and after death shine for 2 seconds longer .. pffff .......

"Ram Master"- a skill loved by many, the problem of which is not in the complexity or in the small effect of the application, but in the fact that a competent player, in principle, as a rule, as a rule, avoids even such an exchange of his hp, and in general, situations where it could be applied. Exceptions: the end of the battle and there is nothing to lose, the need to ram the LBZ, or just you - "KV-5".