World of Tanks armor and penetration: angles, shells and weak spots
Armor

World of Tanks armor and penetration: angles, shells and weak spots

Half of World of Tanks happens before the shell leaves the barrel: where you point your hull, which shell you load and which plate you aim at. This page explains the rules the game uses to decide penetration, with only the values Wargaming and the official wiki confirm, and turns them into habits you can use in your next battle.

By Mobile Games Guide EditorialUpdated
RicochetOver 70 degrees for AP and APCR, 85 for HEAT
OvermatchCaliber over 3x the plate: no ricochet
Penetration rollPlus or minus 25%
Best toolArmor Inspector, improved in 2.2

The rules on this page come from Wargaming's newcomer guide, the official wiki's battle mechanics page and the Update 1.13 and 2.2 announcements. Where two sources did not agree on a number, we left it out. For the rest of the game see the World of Tanks hub.

Nominal and effective armor

Technical blueprint of a tank turret and hull pinned to a drafting board
Every plate has a nominal thickness. What a shell actually meets depends on the angle.

The numbers in the Garage, such as 75/45/45 mm, are the nominal thickness of the main hull plates: front, side and rear. A shell rarely hits square on. The further the impact is from the normal (a line at 90 degrees to the plate), the longer its path through the steel. That path is the effective armor, and it is simply the nominal thickness divided by the cosine of the impact angle.

Impact angle from normalEffective thickness of a 100 mm plate
0 degrees100 mm
30 degreesabout 115 mm
45 degreesabout 141 mm
60 degrees200 mm
70 degreesabout 292 mm, and AP or APCR ricochets beyond this

The curve is steep at the end: the last 10 to 20 degrees add far more armor than the first 30. That is the whole idea behind angling and sidescraping. Wargaming's own beginner advice is short: do not face incoming fire directly, keep your armor slightly offset.

Ricochets, normalization and overmatch

Three rules sit on top of effective armor:

  • Ricochet. AP and APCR shells bounce off when they hit at more than 70 degrees, whatever their penetration. HEAT bounces only above 85 degrees. HE never ricochets: it explodes on the surface.
  • Normalization. AP and APCR turn slightly toward the normal on impact, which shaves a few degrees off the angle. APCR normalizes less than AP. HEAT and HE do not normalize at all, so for them the full angle counts.
  • Overmatch. If an AP or APCR shell's caliber is more than twice the nominal plate thickness, it normalizes more. If it is more than three times the plate, it cannot ricochet at any angle. A 130 mm gun against a 40 mm plate is the wiki's example. Overmatch does not grant penetration: the shell still needs enough to get through the effective thickness.
Why big guns ignore thin angled platesOvermatch uses nominal, not effective, thickness. A sharply angled 40 mm roof or side plate that bounces a 100 mm gun all day is no protection against a 130 mm or larger gun. Heavies with 130 mm and bigger guns punish lights and mediums that think angling saves them.

Penetration and damage also roll on every shot: the shell's penetration varies by up to 25% either way around the listed average, and so does damage. That is why a shot sometimes fails on a plate you penetrated a minute ago.

Heavy tank turret wrapped in slat armor overlooking a frozen river with an explosion in the distance
Cage and slat screens count as spaced armor. They eat HEAT and HE before the shell reaches the hull.
Heavy tank seen from behind on a rocky hill as an enemy tank is hit beside a ruined column
Rear and side plates are thinner on almost every tank. A flank is worth more than a better shell.

Shell types and what they do

Most guns carry three shell types. Most players run standard ammo and a stack of the premium round, with HE for special cases.

ShellRicochet aboveNormalizationPenetration over distanceDamage when it fails to penetrate
AP (armor piercing)70 degreesYesSmall lossNone
APCR (composite rigid)70 degreesYes, less than APLarger loss, except default APCR roundsNone
HEAT (shaped charge)85 degreesNoneNo lossNone
HE and HESH (high explosive)NeverNoneNo lossReduced damage at the point of impact, less on thick armor

AP is the all rounder. APCR is fast and hits hard on flat plates up close, but drops off over long range. HEAT keeps full penetration at any distance and bounces much less, but tracks, side skirts and spaced plates stop it more often than they stop AP, and it gets no help from normalization against angled plates. If a target shows you a screen, load AP or aim around it.

Several tanks fighting on a desert plain with shell explosions bursting around them
Know what your loaded shell does before you take the shot, not after the bounce.
Burning tank wreck in an autumn field with another tank in the smoke behind
HE still sets fires and knocks out modules, but since 1.13 it does it at the point of impact only.

HE after the rework

Update 1.13 rebuilt how HE does damage, and those rules still apply to tanks today:

  • Penetration: nothing changed. A penetrating HE shell does full damage.
  • No penetration: damage is calculated at the point of impact. The thicker the plate there, the less damage. Firing HE into the thick front of a heavy is now a poor trade.
  • No more splash on the outside. Shooting the ground under a tank no longer damages its floor. HE on tanks works like AP: it has to hit the vehicle.
  • Screens and tracks: HE can now pass through tracks, wheels, spaced armor and external modules, but loses three times their thickness in penetration. A 20 mm screen costs 60 mm. If it does not get through the screen, it does no damage at all.

Artillery shells still work under the older splash rules and can stun the crew. The Driver perk Reliable Placement now absorbs 15% of HE damage, which matters most on heavies (see crew perks).

Spaced armor, tracks and modules

Not every plate on a tank is part of the hull. Spaced armor (side skirts, mantlet screens, slat cages) and the tracks sit in front of the real armor, and they change what happens to the shell:

  • AP and APCR are normalized on the screen, lose penetration equal to the effective thickness of that screen, then are normalized again when they meet the hull. A shot that would have gone through bare side armor can fail after a thick skirt.
  • After penetrating, a shell keeps flying inside the vehicle for ten times its caliber, so a 100 mm shell travels about one meter. Anything in that path, modules or crew, can be hit as long as penetration is left.
  • Tracks and skirts are not part of the damage model. A shell stopped there does no hit point damage, which is why sidescraping tanks love to take shots on the tracks.
  • Modules are not all bad news for the shooter. When you cannot penetrate, track the enemy so stronger teammates can finish him; Wargaming's guide still recommends exactly that against heavier tanks. Wheeled vehicles lose wheels one by one and slow down with each, they rarely stop from a single shot.

Your own crew perks play into this too. Safe Stowage makes the ammo rack 25% tougher, Firefighting puts fires out 80% faster and Repairs gets broken tracks back sooner: Safe Stowage and Repairs are on our heavy tank list in the crew guide.

Angling, sidescraping and hull down

Twin barreled heavy tank climbing a snowy slope with its guns raised
Ridges and reverse slopes are where heavy armor works best. Your hull stays behind the crest, only the turret trades shots.
  1. Angle the front, a little. Turn your hull so the enemy's shot meets your front plate at an angle, while your side does not become flat to him. Turn too far and you show a side plate square on.
  2. Sidescrape around corners. Park with the front of your hull hidden behind a building or rock and show only a steeply angled side. Shells meet the side near or beyond 70 degrees and often hit tracks first. Back up to fire, then pull forward to hide again. Wargaming's Tank Coach series teaches the same move.
  3. Go hull down on ridges. Put the hull behind a crest so only the turret shows. This needs gun depression: the new German heavies of Update 2.4 have 9 degrees on the Versuchspanzer 57 and 11 on the tier XI Pz.Kpfw. Neu. Check your own tank's value in the Garage before you pick a ridge. The maps and positions guide lists ridge positions by map.
  4. Do not wiggle into a flat angle. Turning back and forth while reloading is fine; stopping square to an enemy at the wrong moment is how most heavies die.
  5. Mind overmatch. Angling only works against guns that cannot overmatch your plates. Against a 152 mm gun, a thin tank is better hidden than angled.
Studio render of the German Versuchspanzer 57 heavy tank with a long gun
Versuchspanzer 57, tier IX: Wargaming lists 9 degrees of gun depression, built for ridge fighting.
Studio render of the German Pz.Kpfw. 55 heavy tank with a large turret
Pz.Kpfw. 55, the tier VIII entry to the 2.4 German heavy line with strong armor and a large hit point pool.

Weak spots to aim at

Every tank is different, but the official newcomer guide names the same common weak spots: the lower front plate, the commander's cupola and the turret roof, plus the sides and rear. Add the driver's hatch, machine gun ports and flat turret cheeks on some designs. Do not assume: on some tanks the lower plate or cupola is thick, and the gun mantlet is usually among the strongest parts.

  • Hull down target: cupola or turret roof, and wait for him to rise up to shoot.
  • Sidescraping target: do not shoot the angled side. Wait for the corner of the front plate, the turret when it swings, or the moment he backs out.
  • Angled target: the far side, the lower plate under the angle, or tracks to keep him in place for teammates.
Sniper reticle overlaid on a heavy tank on a burning battlefield
In sniper mode the Armor Flashlight colors the plate under your reticle by penetration chance.

Armor Inspector and Armor Flashlight

The Armor Inspector in the Garage shows any vehicle in the game, owned or not. Hover over a plate to see its nominal thickness, its effective thickness along your view and the hit angle. Update 2.2 made it far more useful: you pick a specific attacking vehicle, its gun and its shell type, and you can rotate the turret and gun on the model. That lets you test both sides of the duel: where your tank holds against a specific gun, and where you go through a specific enemy.

In battle, the Armor Flashlight does a lighter version live. In sniper mode, press Y: the armor around your aiming point turns red (low to no chance), yellow (moderate) or green (high). It works out to 300 m, starts with a short delay and is off by default; turn it on in Settings, Reticle tab, if you want it every battle. Like the classic penetration indicator, treat it as a guide: the dispersion circle still decides where the shell lands.

  1. Open your own tank first. Pick the gun and shell of a common enemy at your tier and rotate the model to find the angles that bounce it.
  2. Then the tanks that kill you most. Five minutes on two or three common enemies pays off for hundreds of battles.
  3. Check after rebalances. Branch rebalances change armor too: the Ares changes in 2.2 refined armor in certain areas. Recheck a tank after its line is touched.
Master Your Armor (official World of Tanks channel)Master Your Armor (official World of Tanks channel)

Armor is half the game, and the other half is your gear and crew: Gun Rammer and Vertical Stabilizer in the equipment guide, and the class roles in tank classes explained. New players should read the beginner guide first.

FAQ

How does overmatch work in World of Tanks?

If an AP or APCR shell's caliber is more than three times the nominal thickness of the plate, it cannot ricochet at any angle. Above two times, it gets extra normalization. The shell still needs enough penetration to get through.

At what angle do shells bounce in World of Tanks?

AP and APCR shells ricochet when they hit at more than 70 degrees from the normal. HEAT ricochets above 85 degrees. HE never ricochets; it explodes on the surface.

How do you calculate effective armor in World of Tanks?

Divide the nominal thickness by the cosine of the impact angle. A 100 mm plate hit at 60 degrees is 200 mm effective, at 30 degrees about 115 mm.

Is HE good in World of Tanks after the rework?

Against thin armor and open topped vehicles, yes. Since Update 1.13 a non penetrating HE shell deals reduced damage at the impact point, less on thick plates, and screens or tracks cost it three times their thickness in penetration.

How do I use the Armor Inspector in World of Tanks?

Select a vehicle in the Garage and open the Armor view. Since Update 2.2 you can choose an attacking vehicle, gun and shell, rotate the turret, and see nominal armor, effective armor and hit angle for every plate.

What is sidescraping in World of Tanks?

Hiding the front of your hull behind cover and showing only a steeply angled side, so enemy shots hit near or above 70 degrees or land on the tracks.