Play

Penta Sentry

Wiki › Classes › Tier 4

Penta Sentry replaces your guns with five auto-aiming turrets mounted around the hull. It fires without you aiming at all, and the turrets decide their own targets.

Stats

Tier4
Unlock level45
Upgrades fromQuadrant or Triad Sentry
Guns5 rim-mounted auto turrets, 72° apart; no manual barrels
Turret traverseeach can swing ±60° off its mount, turning at up to 360°/s
Reload (0 points)0.73 s per turret (1.38 shots/s each, 6.9 bullets/s total)
Bullet speed368 px/s
Bullet rangeabout 331 px
Turret targetingonly targets within its bullets' reach (about 331 px at 0 Bullet Speed)
Bullet damage8 per bullet (×1)
Penetration2
Target priorityenemy tanks and bots first, then enemy drones, then shapes
Health / movement×0.968 / ×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

Penta Sentry's five turrets sit on the rim of your body, 72° apart, and each can swing 60° either side of its mount. Every direction is covered by at least one turret and at most two. When you're not holding fire, each turret picks the nearest target inside its own cone and shoots it, so the five guns naturally split across enemies around you. They fire whether or not you're holding the button.

When you hold fire, every turret turns toward your cursor instead. The one or two whose cone includes your cursor aim straight at it. The rest swing to the edge of their cone and fire there, which usually means into empty space. For that reason, not holding fire is often the better way to play: the turrets spread their fire more usefully on their own than when you force them all one way.

A turret only picks targets its bullets can actually reach, which at 0 Bullet Speed is about 331 px. Within that circle it prefers enemy tanks and bots, then enemy drones, then shapes, so a bot inside your reach pulls a turret off the shape beside you. Anything further out is ignored until you or it moves closer. That makes Bullet Speed the stat that decides how much of the screen your turrets cover. Press V (passive mode) to stop the turrets entirely when you need them quiet.

What it beats and what beats it

Penta Sentry is good at not being surprised. Bots and drones that flank you get shot without you turning. It farms passively while you drive, and it handles weak targets all around at once. On a phone, where aiming is hard, it's one of the most effective classes you can reach.

It loses focused duels. At most two turrets can point at one target, so against one tank you're firing 8 damage bullets at about 2.75 per second, roughly 22 damage per second. Trebler, at about 31, out-damages you directly. Snipers like Horizon outrange you. Swarms of drones can soak your turrets: they're second in the priority list, so a swarm keeps your guns busy while the owner does what it likes.

Building your stats

A 33-point build: Bullet Damage 7, Reload 7, Bullet Speed 6, Bullet Penetration 5, Max Health 4, Movement Speed 4.

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

From Quadrant, your other choice is Octant. Octant puts far more bullets in the air in every direction once its Reload is built, but only one barrel faces a target at range. Penta Sentry can put two turrets on one target, picks its own targets, and works even when you're not looking.

From Triad Sentry, you have five choices. Autovolley keeps four manual barrels plus one turret. Autosnare lays traps and adds a turret. Aegis puts a turret on a rammer body. Sentry is a manual gun plus a turret on a tougher hull. Penta Sentry is the pure turret choice: the most automatic guns, and no manual aiming at all. Take it if you liked Triad Sentry's turrets and want more of them.

Common mistakes