Tyr Heavy Tanks
Five loud hulls that win by bouncing shells, holding caps, and seeing with Sonar instead of camo.
Heavies are honest. The five hulls — Atlas, Fortis, Helio, Maul, Tricera — sit at the bottom of the camo table: Fortis 7%, Maul 6%, Helio 5%, Tricera 4%, Atlas 0%. If an enemy has line of sight inside 400 m, you are probably spotted. You do not win by sneaking. You win by presenting a gray face, converting bounces into Energy, and making the enemy waste a clip they needed for the cap. Parent hub: tank roster. Vision rules: spotting. Armor rules: armor.
Atlas (0%) — Sonar
Atlas is the blindest hull and the one that cheats vision anyway. Sonar pings a little past 400 m and drops markers on unspotted tanks that start as Atlas-only. You are the heavy who sees first if you can afford the cast. Starting Energy is 33; know whether that covers Sonar before you spawn. Atlas is also one of the four tanks whose turret can keep up with hull rotation (with Alecto, Fuse, Tempest), so you can actually track while you angle. Skins like Kingmaker are cosmetic.
Fortis (7%)
The bounce wall. Fortis wants to be the gray rectangle in a Scorch lane. Nodes that magnify Energy from taken and bounced damage are the reason Fortis abilities come back in long fights. If your team keeps shooting the Fortis front, they are loading the bar. Tell them to wait for a track shot from a light.
Maul (6%)
Maul is the heavy that wants to hit things. Ram and overcharge-style tools live in this neighborhood of the design (Stoke’s store copy literally cites overcharging an engine to ram). Mass favors the heavier hull in a collide. Do not ram a Maul in a light. Do not Maul-charge a Tempest that still has Recall. Skins like Reentry showed up in the July cosmetics drop.
Helio (5%) and Tricera (4%)
The remaining two heavies sit in the same “you are lit” band. Helio’s name and kit lean support-adjacent in community discussion; until you have the current tooltip, play it as a heavy first: angle, bounce, cap. Tricera is the silhouette people clock as a wide, stubborn hull — treat the extra width as a gift to enemy greens if you do not angle. Confirm live stats in Sandbox; Early Access will move numbers.
What heavies owe the team
You are overtime HP. The third tiebreaker is remaining hit points among survivors. A living Fortis with 40% cap progress is a win condition even if your damage is modest. You are also the body that can stand in a base ring and not evaporate. Capture math is on how to play. Three heavies in a ring with no light is still a wipe if the enemy Fuse is watching; bring vision.
You are not a scout. If the squad has no Fuse, Ikarus, Seeker, or Ark, say so in chat and pick Atlas for Sonar instead of a fourth Maul.
Energy as a heavy
0.5% of damage taken or bounced potential becomes Energy. Nodes can turn that into a second resource bar. Energy zones still give 50 to everyone in the circle — if a light contests you on a zone, they are often wrong. Your first cast should be the one that creates a numbers advantage (Sonar before a push, not a ram into five greens). Energy.
Maps that like you
Scorch’s long lanes let a gray face exist. Ravine’s crest is good if you do not dive the ditch. Divide’s open sand is a misery without allied spots — you will be the first ping. Maps. The Scorch dev-battle video on this page is a heavy-friendly lane study: watch who crests first and who dies.
When you want stealth, go lights. When you want a getaway button, go Tempest. When you want to be the reason overtime exists, stay here. Rank snapshots belong on the tier list; this page stays on the job: be loud, be gray, be alive.
Frequently Asked Questions
Quick answers for new Tyr pilots and returning playtesters.
Why am I always spotted in a heavy?
Camo is 0–7%. Anyone with LoS inside 400 m can light you. Play for bounce and cap, not stealth.
What does Atlas Sonar do?
It pings past normal spotting range and marks unspotted tanks, starting as Atlas-only markers.
Should I ram with Maul?
Heavier mass takes less ram damage. Ram lights, not a Recall-ready Tempest or a stacked hill.
Do heavies need a light on the team?
Yes. Without spots you walk into bushes. Take Atlas if nobody else brought vision.