Hexfire fires twin guns in three directions at once. It's for players who expect to be surrounded, not for players who want to win a straight duel.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Crossfire |
| Barrels | 6: a parallel pair at 0°, 120° and 240°, all fire together |
| Reload (0 points) | 0.56 s per volley (1.78 volleys/s, 10.7 bullets/s total) |
| Bullet speed | 368 px/s |
| Bullet range | about 331 px |
| Bullet damage | 6.0 per bullet (×0.75), 12 per pair |
| Penetration | 2 |
| Bullet size | radius 8.5, spread ±2° |
| Recoil | the three pairs cancel, so firing doesn't push you |
| Health / movement | ×0.954 / ×1 |
| Body damage | 20 (×1) |
Every number here is at 0 stat points, before the per-level health bonus and the per-level speed penalty that every tank gets. The automatic balancer can nudge a class's damage and health over time, so treat these as the roster's base values.
Hexfire has three twin guns spaced a third of a circle apart. Each pair is two parallel barrels 20 px apart, so a pair works like a short-range Duet pointed in its own direction. You aim one pair; the other two fire behind you at 120° and 240° whether anything is there or not.
The honest number is this: only one pair points at the tank you're fighting. That's 12 damage every 0.56 seconds, about 21 damage per second. The other two thirds of your output go into whatever is behind you. If nothing is, those bullets farm shapes and do nothing else. If something is, you're fighting three directions at once, and that's the situation Hexfire exists for.
Because the three pairs point evenly around the body, their recoil cancels out. You can hold fire constantly without drifting, which makes Hexfire easy to position. It's the opposite of the forward-fan classes, which get shoved backwards by every volley.
Hexfire is strong when things come from several sides. Drone swarms that split and flank run into a pair wherever they go, and bullets hit drones for double damage. It's good against bots that orbit you and in team modes where you get caught between enemies. It's a steady farmer because two pairs are always clearing shapes you aren't looking at.
It loses one-on-one duels against focused classes. Trebler lands about half as much again as your forward pair. Snipers such as Horizon and Apex outrange you by more than double. Rammers are a real problem: Caltrop has 64 body damage at 0 points and your forward pair alone won't stop it in time, while your health multiplier of 0.954 makes you slightly squishier than the base hull.
A 33-point build that suits it: Reload 7, Bullet Damage 7, Bullet Penetration 5, Max Health 6, Movement Speed 5, Health Regen 3.
Crossfire leads to Hexfire and Dreadnought. They are completely different classes.
Hexfire keeps you a gun tank: you aim, you shoot, and you get even coverage around your body. Take it if you enjoyed Crossfire's all-round fire and want more of it, or if you don't want to learn drones this late in a run.
Dreadnought turns you into a drone class with a constantly refreshing swarm of small, fast drones. It's stronger at overwhelming single targets and weaker at protecting you from things that get inside your swarm. Remember your stat points carry over: a Crossfire build heavy on Bullet Damage and Reload fits Hexfire well. On Dreadnought, Reload still helps, since it shortens the gap between drone waves, but your Bullet Damage and Bullet Penetration points become Drone stats.