Sentry is a single strong gun that you aim, with an auto turret on top that aims for itself. It's reachable from Triad Sentry, or from Recruit if you never upgraded at all.
| Tier | 4 |
| Unlock level | 45 |
| Upgrades from | Triad Sentry, or Recruit if you skipped every earlier upgrade |
| Barrels | 1 manual gun on your cursor |
| Auto turret | 1 top turret that aims and fires on its own, at the same rate and stats as your gun |
| Reload (0 points) | 0.5 s per shot (2 shots/s), gun and turret each |
| Bullet speed | 368 px/s |
| Bullet range | about 331 px |
| Turret targeting | only what its bullets can reach; tanks first, then drones, then shapes |
| Bullet damage | 9.6 per bullet (×1.2) |
| Penetration | 2 |
| Health / movement | ×1.1 / ×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.
Sentry has two guns. The first is a normal barrel on your cursor: 9.6 damage every half second, about 19 damage per second. The second is a turret on top of your body that picks its own target and fires at the same rate with the same bullets, whether or not you're holding fire. When both are on the same target that's about 38 damage per second. When they're on different targets you're fighting two things at once.
The turret takes the nearest enemy tank or bot it can actually reach, then enemy drones, then shapes. Its reach is the same as your bullets', about 331 px at 0 Bullet Speed, and it ignores anything further out. In a fight it usually shoots what's closest, which isn't always what you're aiming at. When you're farming it clears shapes around you on its own. V (passive mode) stops it.
The hull is sturdier than most at 1.1× health. Combined with a gun that doesn't need aiming, Sentry is forgiving: you can focus on moving and still deal damage.
Sentry does well in close and mid-range fights against single targets, because two guns on one tank add up quickly. It's good on mobile, where aiming precisely is harder, and it handles flankers, since the turret covers you while your gun faces forward.
It has no range advantage: 331 px loses to every sniper and missile class. A cloaked Nightveil or Steward is invisible to the turret. Wide guns out-cover you, and a big swarm can keep the turret busy on drones while the owner attacks.
A 33-point build: Bullet Damage 7, Reload 7, Bullet Penetration 6, Bullet Speed 4, Movement Speed 5, Max Health 4.
From Triad Sentry, you choose between Sentry, Penta Sentry, Autovolley, Autosnare and Aegis. Sentry has the strongest single turret and a real gun you aim, on the toughest hull of the group apart from Aegis. Penta Sentry has five turrets but can only put two on one target. Autovolley fires far more bullets, each much smaller. Autosnare lays traps. Aegis is a rammer with a turret. Take Sentry if you want the best one-on-one damage in the Triad Sentry family without giving up automatic cover.
Honest take on the Recruit route: staying a Recruit from level 1 to 45 means skipping two upgrades and fighting as the weakest class in the game for most of a run. It exists, but taking Triad Sentry and choosing Sentry at 45 is almost always better.