Tank Squad Guide (Season 4)
Tanks in Season 4
Tank squads enter Season 4 as the most complete squad type in the game. Scarlett has been UR since Season 3, all five core heroes have Exclusive Weapons, and the formation has had three full seasons to mature. There are no new UR promotions or weapons this season — the changes come from systems that affect every squad equally: T11 troops, Tactics Cards, and the Lighthouse darkness mechanic.
Tanks do not get new toys in Season 4 — they get new tools. T11 troop specialisation lets you choose between Armored Troopers for garrison defence and Assault Raiders for rally offence. Tactics Cards add another layer of stat customization. And the Copper War demands strong garrison squads, which is where Tanks have always excelled. Season 4 is a Tank-friendly season if you play to your strengths.
What Changed from Season 3
T11 Troops
T11 is the headline change for every squad, and Tanks benefit more than most from the type specialisation:
- Armored Troopers make Tank garrisons nearly impenetrable — stack defensive T11 troops with Murphy's Mitigation Master for the hardest garrison in the game
- Assault Raiders turn Kimberly's AoE into a PvE farming machine and increase rally damage output
- The 72-hour swap cooldown matters — plan around Copper War schedules
- See the T11 Troops Guide for full details on unlock requirements and swap strategy
Tactics Cards
Tactics Cards provide stat boosts that stack with your existing gear and Exclusive Weapons:
- PvP Tactics Cards should focus on Tank-specific ATK and DEF bonuses — these stack with Murphy's and Williams' defensive passives
- PvE Tactics Cards should prioritise damage-over-time and AoE bonuses to amplify Kimberly's Rocket Shadow output
- Cards that boost energy damage are particularly strong for Kimberly
- See the Tactics Cards Guide for loadout building
Darkness and Lighthouse
The perpetual darkness on Evernight Isle directly affects Tank squad performance:
- -20% march speed in dark zones means your rallies arrive late and reinforcements are slow — devastating for a squad type that often leads rallies
- -30% resource generation makes troop replacement more expensive
- Stay inside your Lighthouse zone at all times — the Light Buff removes these penalties and adds bonus stats
- See the Lighthouse Guide for electricity management
Scarlett UR (Established)
Scarlett's UR promotion from Season 3 is now fully established. If you have not finished investing in her by now, she remains a strong defensive option but is not mandatory for the core five.
The Squad: Season 4 Formation
The Season 4 Tank formation is unchanged from late Season 3. There are no new hero additions or formation shifts — the focus is on optimising existing heroes with T11 troops and Tactics Cards.
T11 Troop Strategy for Tanks
Tank squads benefit uniquely from the Armored/Assault specialisation because Tanks already lean defensive:
Tactics Card Loadout for Tanks
PvP Loadout (Copper War)
- Tank-specific ATK cards — class bonuses outperform generic stat cards
- DEF and HP cards — your squad's identity is durability; reinforce it
- Anti-player burst damage — Copper War city fights are decided in the opening exchanges
- Energy damage bonuses — Kimberly's Rocket Shadow scales from energy damage cards
PvE Loadout (Zombie Farming)
- AoE and damage-over-time cards — Kimberly's playstyle rewards sustained AoE
- Monster damage bonuses — any card with "bonus damage to monsters" belongs here
- March speed cards — offset the darkness penalty and speed up farming cycles
- Troop survivability — reduce healing costs across hundreds of farming runs
Copper War Role
Tanks are the premier garrison squad for Copper War city defence:
- Murphy with Armored Troopers in garrison is the hardest city to crack in the game
- Your alliance should assign Tank players to hold key copper-producing cities
- Williams' damage reduction scales with attacker strength — stronger opponents get less value from their investment
- Swap to Armored Troopers 72 hours before expected Copper War pushes — do not get caught in Assault mode during a defensive siege
In Copper War, your job is to sit in cities and not die. Every hour you hold a copper-producing city, your alliance earns copper. Every rally the enemy has to send to break your garrison is troops and time they cannot use elsewhere. Tank players with Armored Troopers and Tactics Cards optimised for defence are the foundation of a winning Copper War strategy.
Blood Night Considerations
Blood Night affects Tank squads in specific ways:
- Do not solo farm zombies during Blood Night — even with a strong Tank squad, the zombie power spike wastes troops
- Rally Doom Elites with your alliance — Murphy-led rallies provide survivability for the whole group
- Use Armored Troopers for Blood Night content if you are fighting during the window
- Mason's zombie bonus helps during Blood Night but does not compensate for the difficulty spike alone
Common Season 4 Tank Mistakes
- Not swapping to Armored Troopers before Copper War defence — the 72-hour cooldown means you must plan ahead
- Ignoring Tactics Cards — the stat boosts compound with your Exclusive Weapons and gear
- Operating in darkness — the -20% march speed cripples your rally leadership. Stay in Lighthouse range
- Using the same Tactics Card loadout for PvE and PvP — zombie farming and city garrison need different stats
- Solo farming during Blood Night — even Tanks cannot efficiently fight powered-up zombies alone
- Not contributing to Generator fuel — Mason's zombie bonus makes Tank squads excellent zombie farmers. Use it
Related Guides
- Season 3 Tank Guide — previous season reference
- Season 4 Overview — full season mechanics
- Lighthouse & Electricity Guide — staying in the light
- Tactics Cards Guide — card loadout optimization
- T11 Troops Guide — Armored vs Assault decision
- Season 4 Alliance Squad Coordination — Copper War role assignments