Tyr Shell Types and Ammo
Seven ammo types in three slots — pick the right shell for the job, not the one that looks biggest.
Every Tyr hull carries three ammo slots. The first two are for your primary and secondary shell types. The third is a tertiary slot that most players fill with Energy Shells or Silenced rounds depending on their role. This page covers what each shell type does, which slot it belongs in, and when to swap mid-match. Master this and you will stop watching your clip vanish into gray armor.
Standard Shells
Slot: Primary or secondary Effect: No bonus. Unlimited.
Standard AP-style rounds are the green-paint teachers. They teach you where to shoot before you spend SLVR on something that trades damage for utility. Use Standards until you can name a green pixel without thinking. Every other shell type is a specialist tool, not a default.
Gargantuan Shells
Slot: Primary or secondary Effect: 20% more damage, poor accuracy
The blunderbuss option. You trade accuracy for punch. Gargantuan shells belong on close-range Hull-Down Tempest or Maul at point-blank range where accuracy does not matter and the 20% bonus makes a real difference. On a sniper like Arbalest at range, Gargantuan is a liability — you are already aiming at small weak spots, and the spread makes one of those shots miss. Do not fill your primary slot with Gargantuan on a medium you also use for long-range peeking.
Momentum Shells
Slot: Primary or secondary Effect: Slow shell, 30% more damage the further it travels
The sniper specialist. Momentum shells gain damage over distance, so the further your target is when the shell lands, the harder it hits. This makes Momentum ideal for Arbalest, which already wants to sit at range and punish heavy armor. The slow velocity also means you need to lead moving targets more than you would with Standard rounds. On a fast light tank like Seeker or Alecto, Momentum is awkward because you rarely hold still long enough for the damage bonus to stack.
Silenced Shells
Slot: Primary or secondary Effect: Much harder to spot when you fire
The scout’s best friend. A silenced shot does not trigger the camo-bloom warning that appears on enemy screens. On a Fuse at 45% camo sitting in a bush, silenced shells let you shoot without immediately dumping the 50% foliage bonus. On a light that needs to stay invisible while repositioning after a shot, Silenced is the answer. The tradeoff is lower velocity and less raw damage on some hulls. You are trading lethality for information control.
Siphon Shells
Slot: Tertiary Effect: Heals you on hit
Siphon rounds convert damage into health. On an Alecto with a fast reload and decent sustained damage, Siphon lets you outlast opponents in extended duels. On a heavy like Fortis that wants to hold a lane and trade punches, Siphon can sustain you through engagements where you would otherwise need to retreat. The catch is that Siphon does not grant Energy on hit — you are trading the 3.5% Energy convert for healing. On a Tempest or Deadeye that needs every cast, Siphon is usually wrong.
Energy Shells
Slot: Tertiary Effect: Refunds Energy on hit
The most common tertiary choice for a reason. Energy Shells give you +7 Energy on top of the 3.5% damage convert every time you land a shot. On a hull like Ranger or Rook whose abilities are the win condition, keeping the bar fed is worth more than the healing from Siphon. The bonus is halved on clip tanks — Ikarus, Kestrel, Deadeye, and Tempest all get a reduced return per shell, not a zero return. That still matters on Tempest if Recall is your plan; it just is not the full +7 per pellet.
Unstable Shells
Slot: Primary or secondary Effect: High damage, restricts your max speed
The speed trap. Unstable rounds hit hard but slow your tank while the shell is loaded. On a heavy like Atlas that already sits at 30 km/h, the speed penalty can be the difference between escaping a crossfire and eating the full clip. On a fast light like Ikarus, you might absorb the penalty and still have enough mobility to reposition. The high-damage application makes Unstable interesting on a flanking Rook or a Hull-Down Tempest that can set up before engaging. For most Hulls and most situations, the speed cost is too high to justify the damage gain.
How to Choose: The 90-Second Rule
Before every match, confirm your shell setup:
- Primary slot — Standard unless you are a dedicated sniper (Momentum on Arbalest) or a dedicated CQB brawler (Gargantuan on Maul or Tempest).
- Secondary slot — Keep Standard unless your role demands Silenced (Fuse, Phantom, any light that scouts).
- Tertiary slot — Energy unless you are a dedicated duelist on a hull with good sustain (Siphon on Alecto or Fortis).
Swap Silenced in for Standard on Divide and Fields where bushes are everywhere. Swap Energy for Siphon in the late game when you are holding a cap and need to outlast the push.
For the full build picture including components and nodes, see the builds guide. For the energy implications of each shell type, see Energy. For the hulls these shells live on, see light tanks, medium tanks, and heavy tanks.
Frequently Asked Questions
Quick answers for new Tyr pilots and returning playtesters.
What shell type should I use as a beginner?
Standard shells until you can name green pixels without thinking. Every other type is a specialist tool.
When should I use Momentum shells?
On Arbalest at long range. The damage bonus scales with distance and Arbalest already wants to sit far back.
Are Siphon shells worth it on Tempest?
No. Tempest needs Energy for Recall and the halved clip bonus means poor Energy return. Use Energy shells instead.
Why would I take Unstable shells?
High damage on a slow hull that sets up before engaging, like a Hull-Down Tempest or flanking Rook. The speed penalty hurts fast tanks most.