Tools

Tyr Build Planner

A written loadout checklist you can run in the garage before the map door opens.

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Build Planner and Loadouts

Stoke ships per-tank tech trees, ammo slots, and component slots. Community sites add compare views. This page is the checklist you can run without a third-party overlay. Theory lives on builds. Ranks live on the tier list. Do not use this as a reason to skip Sandbox practice.

Garage routine (ninety seconds)

The playtest garage looks out onto the selected map. Use that view:

  1. Name the map: Ravine, Scorch, Divide, Wind Valley, or Fields. Maps.
  2. Pick the hull whose job matches the art (bush Ark on Divide, hull-down Tempest on Ravine, gray Fortis on Scorch).
  3. Confirm shells: silenced if you are a scout, pen if you are a heavy, Energy tertiary only if the ability is the plan.
  4. Confirm one component that matches the job: spotting Energy for lights, bounce Energy for heavies.
  5. Confirm you can afford the first ability at 33 Energy. If not, your opening path is a blue zone, not a flank. Energy.

If you cannot finish that list, you are not ready to skip-unlock another tank with SLVR.

Slot template by class

Light (Fuse → Alecto): Primary silenced. Tertiary optional Energy (halved on Ikarus/Kestrel clips). Node: spotting Energy. Never a ram-first component. Roster: lights.

Medium (Tempest, Ark, Ranger, …): Primary pen. Recall/ramp/bush hulls may take halved Energy shells. Node: whatever keeps the ability on a two-cast budget. Arbalest is not a stealth kit — do not put Fuse parts on a 9% camo sniper. Roster: mediums.

Heavy (Atlas → Tricera): Primary pen. Tertiary tracks or standard. Node: bounce/taken Energy. Atlas must be able to fire Sonar; if the cost is above 33, zone first. Roster: heavies.

Keystone gate

Keystone tech unlocks at max level and can change the hull’s identity. Planner rule: write one sentence (“I die after the five-shell dump because I cannot leave”) before you spend. If you cannot write the sentence, the Keystone is a cosmetic tree node. Vehicle Mastery titles after 20 are not Keystones.

What Gold cannot plan

Gold buys Tank Styles, charms, kill VFX, and the Founder’s Pack bundle (3,000 Gold, founder title, golden charm at $14.99 during Early Access). It does not buy camo, clips, or spotting range. Planning a “gold build” is a category error.

Compare without a website

On paper, compare at most two hulls:

  • Camo %
  • Clip size (1, 2, 3, 4, or 5)
  • Ability job (vision, relocate, ramp, bounce, ram)
  • Turret-can-keep-up? (only Alecto, Fuse, Tempest, Atlas)

If hull B is worse on three of four, you do not need a 3D compare tool. If they tie, drive both in Sandbox for ten minutes and keep the one whose Alt armor layout you understand. Armor.

After the match

Open the replay if you enabled it. Ask: did the tertiary shell do the thing I planned? Did I cast on cooldown or on purpose? Did I spend SLVR this session? If you spent SLVR and still lost to vision, the next purchase is not another hull — it is a reread of spotting.

This planner will go stale when Stoke adds slots. Until then it is enough to keep Early Access garages from looking like a museum. For the first-hour rules, how to play still comes first.

FAQ

Frequently Asked Questions

Quick answers for new Tyr pilots and returning playtesters.

Is this an in-game Tyr planner?

No. It is a written checklist for the in-game tech tree, ammo slots, and components.

What should I change first in a build?

Shells, then one job-matching component, then Keystone. Not a new tank.

Can Gold buy better ammo?

No. Gold is cosmetics. SLVR is shells and components.

Where is the theory for these slots?

On the builds page, with Energy math on Energy.