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Tyr Energy and Abilities

Abilities win fights. Energy is how you pay for them without griefing your own bar.

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Energy and Ability Guide

Every Tyr tank has one unique ability with its own Energy cost. The costs are not equal. Some hulls can fire the ability from the default 33 starting Energy; others need a farm first. The cap is 100 unless a node says otherwise. If you treat the ability key like a cooldown in an FPS, you will empty the bar at spawn and then drive a worse tank for eight minutes. This page is the farm math. Pair it with armor (bounces feed heavies) and spotting (assists feed lights).

Starting bar and first-cast rule

Default start: 33 Energy. Default cap: 100. Before you queue, know whether 33 is enough for one cast on your hull. If it is not, your first job is a blue Energy zone or a safe damage trade, not a highlight reel. Tempest Recall, Seeker Snitch, Atlas Sonar, Ark Bushes, and Ranger ramps all feel different at 20 Energy versus 80. Chassis notes: lights, mediums, heavies.

Energy zones

Zones appear as a blue circle with an Energy icon. Capturing one grants 50 Energy to every tank in the circle, including enemies. It is not split. Stack with allies. Do not contest a zone 1v1 against a heavy if you are a light — you are paying their ability. Zone locations shift with maps; learn the mid-zone on Ravine before you learn a flashy flank.

Damage convert

The common farm is damage. You gain 3.5% of damage dealt as Energy. A 200 damage shell is 7 Energy. Ramming counts. The damage-over-time from a penned fuel tanks module does not grant Energy. If you are building a bar for a second Snitch, shoot plates and tracks, not the DoT tick.

Energy shells

Energy Shells go in the tertiary shell slot. Damage with them grants +7 Energy on top of the usual 3.5% convert. The bonus is halved on clip tanks that load more than one shell: Ikarus (4), Kestrel (3), Deadeye (2), Tempest (5). That still matters on Tempest if Recall is your win condition, but do not assume the full +7 per pellet. Shell choices belong in builds.

Assists: spotting, tracking, bouncing

Whenever allies deal damage to a target you are uniquely spotting, a target you have tracked, or a target whose shot you bounced in the last five seconds, you gain assist points (the handshake icon). 3% of those points become Energy. Base-capture assist points do not convert to Energy.

  • Spotting assist: they cannot see the target, you can, they deal damage.
  • Tracking assist: you broke their tracks, allies dump in.
  • Bounce assist: you ate or bounced their shot, allies punish the reload.

Some light and medium nodes pay Energy for spotting with no assist required. That is why a Fuse that never fires can still cast more than a greedy Deadeye. Read spotting as an Energy page, not just a stealth page.

Taking hits and bouncing as a heavy

You gain 0.5% of damage taken or potential bounced damage as Energy. For lights this is noise. For heavies with the right nodes it is a second bar. Practical rule: if you keep bouncing shells off Fortis or Atlas, you are funding Sonar, rams, or whatever they brought. Stop shooting gray. The armor guide is the other half of this sentence.

Ability examples worth the bar

  • Ranger ramp — spend Energy to give a teammate (or yourself) a height they should not have. The official dev clip on this page shows a ramp used as an exit, not just an entry. Spend it to leave, not only to greed.
  • Tempest Recall — expensive in attention if not in Energy. Place the gate where you can reset, not in a spotted field. Enemies can capture the gate.
  • Seeker Snitch — vision for the whole team. A starved Seeker is a slow light with no identity.
  • Atlas Sonar — the heavy that sees first. Worth the farm even if you deal less raw damage than Maul.

Components and tech-tree nodes can swing these costs. Do not copy a tier list pick and then skip the Energy nodes that make the pick real. The build planner is the shopping list; this page is the physics.

First-hour habit

Start every match with a plan for the first 50 Energy: zone, one green pen, or a spotting assist. Do not open with an ability unless 33 covers it and the cast creates a numbers advantage. After the match, check the handshake column. If it is empty and you drove a light, you played a damage dealer with a scout’s HP pool.

For match rules and lives, return to how to play. For the bind that dumps the bar, see controls. Energy is the resource that ties those pages together.

FAQ

Frequently Asked Questions

Quick answers for new Tyr pilots and returning playtesters.

How much Energy do I start with?

33 by default, cap 100. Some tanks cannot cast at 33 — farm a zone or a pen first.

Do Energy zones split between teams?

No. Every tank in the circle gets 50, including enemies. Group with allies.

Why did my fuel-tank fire give no Energy?

Module DoT does not convert. Only the direct damage (and rams) use the 3.5% rule.

Is bouncing shots good for heavies?

Yes. 0.5% of bounced potential damage becomes Energy, and heavy nodes can multiply it. Do not feed them gray shells.