Play

Pentad

Wiki › Classes › Tier 4

Pentad is the middle option of Trident's three endings: five barrels in a 90 degree fan that all fire at once. It's for players who want to own the space right in front of them and don't mind giving up reach to do it.

Stats

Tier4
Unlock level45
Upgrades fromTrident
Barrels5, at 0°, ±22° and ±45°, all fire together
Reload (0 points)0.60 s per volley (1.67 volleys/s, 8.4 bullets/s)
Bullet speed368 px/s
Bullet rangeabout 331 px (bullets live 0.9 s)
Bullet damage5.6 per bullet (×0.7), 28 per full volley
Penetration2
Bullet sizeradius 8.5, spread ±2°
Recoil0.7 of a Recruit's kick per barrel, all five facing forward
Health / movement×1 / ×1
Body damage20 (×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

Pentad throws a fan, not a line. The centre barrel points where you aim, the next pair sits 22° off it and the outer pair 45° off. That geometry decides everything about the class. Against a normal-sized tank, the 45° bullets stop landing once the target is more than about 40 px from your muzzle, and the 22° pair stops landing at roughly 75 px. Past that, only the centre bullet connects, and a single 5.6 damage bullet every 0.6 seconds is not a threat to anyone.

So Pentad is a close-range class that happens to fire bullets. Up close, a full volley is 28 damage and you put out close to 47 damage per second if everything lands. That is well above Trebler's 31, spread over a quarter of a circle instead of packed into one lane. The width is the point: you hit things you weren't aiming at, you catch tanks that dodge sideways, and you clear shapes in a sweep.

Every volley pushes you backwards, because five forward barrels each kick at 0.7 of a Recruit's recoil. That drift is useful when you're backing away from a chaser and annoying when you're trying to push. Plan your movement around it instead of fighting it.

What it beats and what beats it

Pentad is good against anything that has to come close: rammers, drone swarms and bots that charge. Bullets deal double damage to drones, and a fan crosses the path of a swarm from several angles at once, so a Hivelord that dives its drones straight at you loses a lot of them. It's comfortable against Caltrop and Ambush too, because a rammer has to cross the whole fan to reach you and the recoil keeps opening the gap.

It loses to anything that fights outside 331 px. A Horizon hits for 20 from about 926 px and you cannot answer it. Missile tanks like Bombardier and Sailfin outrange you by miles. Bullet trades against big shells go better than you'd expect: a shell loses penetration equal to the damage of every bullet it runs into, and loses damage in proportion, so a fan of small bullets in front of you eats a Cataclysm shell before it arrives. Keep firing when one is coming.

Building your stats

You get 33 points by level 45 and each stat caps at 7. A build that works: Reload 7, Bullet Damage 7, Bullet Penetration 7, Movement Speed 5, Max Health 4, Bullet Speed 3.

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

Trident offers three endpoints and they're genuinely different. Pentad is the middle ground: the most total damage of the three at close range, in a fan wide enough to be forgiving.

Fanblade goes wider still with seven barrels, but each bullet only does 4.4 and it reloads in 0.77 s, so its best-case output is about 38 damage per second against Pentad's 47. Take Fanblade if you mostly farm and fight groups, and Pentad if you want to kill one tank at a time.

Trebler puts three barrels side by side facing the same way. Its total output is about two thirds of Pentad's (31 against 47), but all of it lands on one target at any range, because the three lanes are only 10 px apart. If you can aim, Trebler is the stronger duelist. If you'd rather cover space than aim precisely, Pentad is the better pick.

Common mistakes