Driver
Tank & APC crew
Built for the tighter maps — spearheads a push in a tank, soaks fire, and carries a squad into contested ground.
Vehicle CannonThe role
Armor spearhead — rolling firepower that moves the whole squad.
A tank is a moving objective. In the Driver's hands it spearheads a Conquest push, soaks the fire that would shred infantry, and cracks the dug-in holds nothing else can. Played right, the vehicle isn't a kill machine you park — it's the ground the whole squad advances behind, right up until you dismount on the flag.
Armor without infantry is scrap waiting to happen. You need eyes on your flanks and an Engineer on your hull, and you need the discipline to chase objectives instead of frags. The Driver who takes flags wins games; the one who farms kills in a corner loses them slowly.
Rolling firepower. Spearhead a Conquest push, soak fire while infantry take ground, and break dug-in holds. A tank is a moving objective — use it to move the whole squad, then dismount on the point.
- Heavy armor
- Breakthrough push
- Crew transport
Class tactics
Chase flags, not frags
The tank's job is ground. Roll toward the next objective and bring your infantry with you — a farmed killstreak in a dead corner does nothing while the point falls. Take space, hold it, move up.
Keep an Engineer close
Unsupported armor is one mine or one rear-shot from the scrapyard. Fight where a friendly Engineer can reach your hull, pull back to repair before you're cracked, and never push a tight lane you haven't had scanned for infantry.
Angle the armor
A flat face eats every round; a slight turn bounces them. Keep your strongest plate toward the threat, jink after you fire, and pop smoke the instant a launcher pings you — a broken lock buys the seconds you need to reposition.
An Engineer keeps you alive; you clear the path for the whole push. Treat the squad as your infantry screen — they spot the flankers and mines you can't see from the hull, and in return you delete the bunker that's been pinning them for the last two minutes.
Special equipment
Keeps your vehicle in the fight.
Pull back and patch between pushes, not mid-trade.
Blinds incoming fire and breaks locks.
The instant a launcher pings you.
Reveals nearby infantry ambushers.
Before you roll into a tight urban lane.
Field upgrades
Earn the specialization path across a life — each tier unlocks as you keep contributing without dying.
Back in the fight sooner.
Main gun cycles faster.
Extra smoke / defensive charge.
Soak one more hit.
Reload-boost and lead the push, angling your armor into the trades.
Fall back and Fast Repair between pushes; trade only from cover.
Unlock progression
What the kit earns as you climb its career — every tier opens by contributing to the win, not by paying for it.
- StartMain gun + repair tool
Firepower plus the means to stay in the fight.
- Rank upSmoke screen
Break incoming locks and cover a reposition.
- Keep contributingProximity scan + reload-boost path
See infantry ambushers; cycle the main gun faster.
- Class veteranCountermeasure charge
An extra answer to guided fire.
- MasteryReinforced-armor field upgrade
Soak one more hit before you have to break off.
Matchups
Driver · Tank typeHow this class trades against the others, from the shared type chart — the same logic the card game and the 2D battle use.
Beats infantry and bunkers; loses to Drone pilots, mines, and Missile Operators.
An Engineer keeps you alive; you clear the path for the whole push.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.

