🛡 Tank Set
Concept
The Tank is the damage-soak role. He carries the highest resistances against melee, trauma and shock — surviving boss combos and frontline PvP longer than any other set. The price: maximum encumbrance and reduced stamina economy. He is not made for hit-and-run. Running with the Tank wastes its strength.
Slot Bonuses
| Slot | Bonus | Poor | Normal | Epic | Corrupted | Penalty |
|---|---|---|---|---|---|---|
| Helmet | Schock- & Hirnerschütterungs-Resistenz | 5 % | 8 % | 12 % | 15 % | −5 % Ausdauer-Regen |
| Vest | Nahkampf-Resistenz | 8 % | 11 % | 15 % | 18 % | −8 % Max-Ausdauer |
| Jacket | Blutungs- & Wundresistenz | 5 % | 8 % | 12 % | 15 % | +8 % Hunger / Durst |
| Pants | Trauma-Resistenz | 5 % | 8 % | 11 % | 14 % | −5 % Bewegung |
| Gloves | Verletzungs-Kontrolle | 4 % | 7 % | 10 % | 13 % | +5 % Waffen-Schwanken |
| Boots | Knochenbruch-Resistenz | 5 % | 8 % | 12 % | 15 % | +6 % Ausdauer-Verbrauch |
Set Bonuses (stacking)
- 2 Pieces: +5 % Schmerz-Resistenz
- 3 Pieces: +8 % Hämatom- / Trauma-Resistenz
- 4 Pieces: +11 % Wund-Resistenz
- 5 Pieces: +15 % Schock- & Hirnerschütterungs-Resistenz
- 6 Pieces — 🛡 Juggernaut: (Full-Set, see below)
Full-Set Ability
🛡 Juggernaut
Trigger: A single hit deals 5 or more shock damage
Effect: 80 % of the shock damage is instantly refunded + 4 s active window. Example: Knight hit 12 shock → only 2.4 shock lost instead of 12. In PvP this saves you from instant knockout on sniper headshots.
Cooldown: 90 seconds (with Hazmat items mixed in: 76.5 s)
Combat Bonus Layer (full 6-piece set required)
| Bonus | Value | Details |
|---|---|---|
| Effective HP | +70 % | Incoming damage reduced to ~0.59× (de-facto +70 % HP) |
| Damage Reduction | +15 % | Incoming damage additionally × 0.85 |
| LMG Damage | +30 % | PKM, M249, MK48 — all belt-fed MGs |
Combined (~0.59 × 0.85 ≈ 0.50): Full Tank Set takes only half the damage. LMG hits deal 30 % more damage. No headshot or rifle bonus — focused intentionally on the MG-tank role.
Corrupted Variant
Full Corrupted gives a bulky brute-force build with miserable stamina and slow movement — but maximum damage-soak. Ideal for stationary boss defense, terrible for anything mobile.
Drop Probability per Boss Tier
Each boss kill rolls one set item. Quality distributes as follows:
| Boss Tier | Poor | Normal | Epic | Corrupted |
|---|---|---|---|---|
| Row 1 — Knight, Tagilla, Shturman, Glukhar, Birdeye | 80 % | 18 % | 2 % | 0 % |
| Row 2 — Grimlock, Havoc, Overseer, Reaper, Scarecrow | 70 % | 25 % | 5 % | 1 % |
| Row 3 — Deadeye, Executioner, Phantom, Viper, Warhound | 55 % | 35 % | 10 % | 3 % |
| TheKing — Final Boss | 40 % | 40 % | 15 % | 5 % |
Tips & Synergies
- Don’t run Tank solo — you need teammates who cover for your slow tempo.
- Vest and Helmet have the strongest slot bonuses — Corrupted versions pay off the most here.
- Tank builds can’t kite bosses — plan fixed defensive positions instead.
- Heavy weapons (PKM, MG3) fit the Tank tempo better than assault rifles.