The turret is the weapon mounted on top of your tank, and it defines how you deal damage. CyberTankz features the classic arsenal from the golden era — from the beginner-friendly Smoky to the devastating Shaft sniper rifle. Each turret has its own range, rate of fire, damage profile and special effect, so picking the right weapon for your playstyle and pairing it with the right hull is the heart of the game.
| Turret | Range | Damage | Role | Special effect |
|---|---|---|---|---|
| Smoky | Medium | Medium | All-rounder | Critical hit chance |
| Flamethrower | Short | High (DoT) | Close brawler | Burning over time |
| Freeze | Short | Low-Medium | Support / control | Slows enemies |
| Isida | Short-Medium | Low | Support / healer | Heals allies, drains enemies |
| Twins | Medium | Medium | All-rounder | Bouncing plasma |
| Ricochet | Medium | Medium | Skill shot | Shells bounce off walls |
| Hammer | Short | High (spread) | Shotgun brawler | Pellet spread, falloff |
| Vulcan | Medium | High (sustained) | Heavy gunner | Spins up, overheats |
| Striker | Long | High (burst) | Rocket launcher | Lock-on guided missiles |
| Thunder | Medium-Long | High (splash) | Artillery | Explosive splash damage |
| Railgun | Long | High (charge) | Sniper | Charged piercing shot |
| Shaft | Very long | Very high | Sniper | Scoped one-shot potential |
The first turret every tanker uses, and a weapon that stays competitive at every rank. Smoky fires single, accurate shells with a chance to land a critical hit for bonus damage. Reliable, cheap to upgrade and forgiving — the perfect place to learn the game.
Best with: any mid-weight hull. Counter: out-range it with Railgun or Shaft.
Sprays a cone of fire that sets enemies alight, dealing continuous burn damage even after you stop firing. Brutal in tight corridors and around corners, but useless at range. Pair it with a fast or tanky hull to close the gap.
Best with: Hornet or Hunter for the rush. Counter: fire-resistance paints and kiting.
A stream of cryogenic air that slows enemies the longer it hits them, eventually freezing them in place. Modest damage, but unmatched at locking down a target for your team. Excellent flag defence and great against fast rushers.
Best with: Viking or Titan. Counter: freeze-resistance paints, long-range weapons.
A unique beam weapon: aim it at an enemy to drain their health, or at an ally to heal them. The only dedicated support turret in the game and the backbone of coordinated team play. Low solo damage but invaluable in groups.
Best with: a durable hull so you can stay in the fight. Counter: burst weapons that kill before the heal matters.
Fires two streams of bouncing plasma bolts with a high rate of fire. Forgiving aim, strong sustained damage and useful trick shots off walls. A favourite for mid-range duels and aggressive play.
Best with: Wasp or Hunter. Counter: snipers at long range.
Fires energy shells that bounce off walls and floors, letting skilled players hit enemies behind cover. High skill ceiling and very satisfying — landing a bank shot around a corner is one of the best feelings in the game.
Best with: agile hulls for repositioning. Counter: open maps with little cover.
A pump-action shotgun that fires a spread of pellets. Devastating at point-blank range with heavy damage falloff over distance. Reward aggressive, in-your-face play and ambushes from corners.
Best with: Hornet or Viking. Counter: keep your distance and out-range it.
A rotary cannon that spins up to a punishing rate of fire, then risks overheating if fired too long. Enormous sustained damage once spinning. Manage your heat and you will shred anything in front of you.
Best with: Titan or Mammoth to soak damage while you spin up. Counter: hit-and-run before it spins up.
A rocket launcher that locks onto targets and fires guided missiles for a heavy burst of damage. Excellent against fast, evasive tanks since the missiles track. Reward patience while the lock charges.
Best with: mid-weight hulls for positioning. Counter: break line of sight before the lock completes.
An artillery cannon firing explosive shells that deal splash damage in an area. You do not even need a direct hit — near-misses still hurt. Great for clearing chokepoints and punishing grouped enemies.
Best with: Dictator or Titan. Counter: spread out and close the distance.
Charge up a piercing rail shot that passes through and damages every enemy in a line. Rewards positioning and timing. A staple long-range weapon that punishes anyone caught in the open.
Best with: Hunter or Viking. Counter: use cover and rush it down.
The ultimate sniper rifle. Enter scoped mode to charge a precision shot capable of enormous — sometimes one-hit — damage at extreme range. Also fires unscoped for quick shots. Demands aim and patience, but dominates open maps.
Best with: Wasp or Hunter for mobility between shots. Counter: close maps and constant movement.
Every turret has multiple upgrade levels (M0 to M3) plus micro-upgrades that fine-tune individual stats like damage, reload speed and accuracy. Fully upgrading a turret unlocks its overdrive — a powerful ultimate ability. Learn how to plan upgrades on the Garage page, and tweak weapon behaviour further with Alterations.