Sailfin launches a missile that accelerates harder and faster than any other, with two small thrust guns firing out of its tail. The tank itself is quicker than the rest of the Sledge family.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Sledge |
| Barrels | 1 launcher |
| Reload (0 points) | 2.09 s per missile (0.48 missiles/s) |
| Missile | 20.8 damage, penetration 4, radius 11 |
| Missile speed | launches at 404 px/s, accelerates at 520 px/s² up to 1,000 px/s |
| Missile flight | 1.5 s, about 1,140 px |
| Thrust guns | 2 on the missile's tail, 45° either side of straight back, firing together about 7.5 times a second |
| Thrust bullets | 3.7 damage (18% of the missile), 180 px/s, 0.35 s, penetration 1, radius 3 |
| Recoil | a Recruit's kick per missile |
| Health / movement | ×1.023 / ×1.2 |
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.
Sailfin's missile leaves at 404 px/s and accelerates at 520 px/s every second until it reaches 1,000 px/s, which takes just over a second. It flies for 1.5 seconds and covers about 1,140 px, the furthest reach of any class at 0 points. By the end of its flight it's moving almost as fast as a Horizon shot.
The two thrust guns on the missile's tail point backwards and outward, 45° either side, and fire together about seven and a half times a second from the moment of launch. Their bullets are small, 3.7 damage, and they only live 0.35 seconds, so they land within about 60 px of the missile. They're a light trail, not a weapon to plan around. The missile is the damage.
The tank moves 20% faster than base, the only Sledge ending with a speed bonus. That matters, because like the other missile classes Sailfin has almost no recoil, so you don't get Sledge's escape jump. Your own speed is your safety.
Sailfin beats anything slow or stationary at very long range: snipers, trappers, Cataclysm and Octant, and players standing still to farm. Because the missile arrives at up to 1,000 px/s, it's very hard to dodge once it's up to speed. The extra movement speed lets you reposition after each shot and stay out of short-range fights entirely.
It's weak up close, where the missile is slow and the gap between shots is over two seconds. A single missile does little to a swarm. Afterburner and Interceptor can still catch you. Light bullet streams can shoot the missile down, since it only has 4 penetration.
A 33-point build: Bullet Damage 7, Reload 7, Bullet Penetration 6, Movement Speed 5, Max Health 5, Bullet Speed 3.
Sledge leads to Amalgam, Cataclysm, Skipjack, Bombardier, Sailfin and Starburst.
Sailfin's closest sibling is Bombardier. Both fire accelerating missiles about the same distance. Sailfin's missile is a little weaker (20.8 against 22.9) but faster at the end, and Sailfin itself moves 20% faster and has slightly more health. Bombardier reloads a touch quicker and hits a touch harder.
Skipjack and Starburst are area classes. Cataclysm and Amalgam keep the short-range cannon. Take Sailfin if you want the longest base reach of any class and a body that can keep its distance.