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Octant

Wiki › Classes › Tier 4

Octant fires eight guns in every direction at once. It starts slow, but on this class every Reload point counts one and a half times, so the investment pays off harder than anywhere else.

Stats

Tier4
Unlock level45
Upgrades fromQuadrant
Barrels8, every 45°, all fire together
Reload (0 points)0.93 s per volley (1.08 volleys/s, 8.7 bullets/s)
Reload stateach point counts as 1.5 points (×1.144 fire rate per point)
Reload 7 pointsabout 2.7 volleys/s (22 bullets/s) after the 30 Hz tick rounding
Bullet speed368 px/s
Bullet Speed stateach point counts as half a point
Bullet rangeabout 331 px
Bullet damage7.36 per bullet (×0.92)
Penetration2
Recoilopposite barrels cancel, so firing doesn't move you
Health / movement×1 / ×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.

How it plays

At 0 points Octant is honestly weak in a fight. It fires eight bullets every 0.93 seconds, and only one of them points at the tank you're fighting. About 8 damage a second on your target is not a threat. What Octant does well from the start is cover everything around it: eight lanes, evenly spaced, clearing shapes and catching anything that comes at you from the side.

Its stat rule is what makes it grow. On Octant each Reload point is multiplied by one and a half before it's applied, so a point gives about 1.144× fire rate instead of the normal 1.094×. Three points gives about 1.58 volleys a second, five points 2 and seven points about 2.7, after the server's 30 Hz tick rounds each reload to a whole number of ticks. At seven points that's around 22 bullets a second in all directions. The price is that Bullet Speed points only count half, so your bullets stay short-ranged.

Opposite barrels cancel each other's recoil, so you don't drift while firing. You aim mostly by turning so a barrel lines up with your target; at close range the neighbouring 45° barrels connect too, which roughly triples what lands.

What it beats and what beats it

A built Octant is good against swarms. Bullets deal double damage to drones, and a Hivelord or Dreadnought swarm has to fly through fire from every side at once. It shuts down flanking bots, farms everything within 331 px, and stays calm when surrounded in team modes, because there's no blind side.

It loses to range. Horizon, Apex and the missile classes sit outside your reach, and Bullet Speed at half value means you can't really fix that. It loses to focused guns in a straight duel, because seven eighths of every volley go elsewhere: at 0 points a Trebler puts about six bullets on you for every one of yours. Treat Octant as a zone-control and farming class that punishes anything that comes close.

Building your stats

A 33-point build: Reload 7, Bullet Damage 7, Bullet Penetration 6, Movement Speed 6, Max Health 5, Health Regen 2.

Picking it over the other tier 4 options from the same parent

Quadrant leads to Octant and Penta Sentry. Octant keeps you a manual gun tank and scales hard with Reload. It asks you to put points into Reload early and play carefully until they land.

Penta Sentry replaces your guns with five auto-aiming turrets. It needs no aiming at all, which makes it better on mobile and for players who'd rather drive than aim, and its turrets can each pick a different target. Each turret can only swing 60° off its mount, so it puts at most two guns on one target, but that's still more than the single barrel you have facing an enemy at range. If you want the most bullets in the air in every direction, take Octant. If you want the gun to think for you, take Penta Sentry.

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