Consumables
Most consumables can be used multiple times during a battle (With a few exceptions; see each nations premium food consumable, the various octane gasoline and oil consumables, and the passive effects of the Large Repair kit, Large First Aid kit and Automatic Fire Extinguisher), and are used to provide a bonus during the battle. Various types of consumables are used to repair tank modules, increase tank performance, and heal crew members.
With the release of the 9.18 update, the premium and standard versions of the Repair kit, First Aid kit and Fire Extinguisher are reusable; when activated, the consumable will be unavailable for a 90 second cool down with a timer underneath the consumable informing you how long the cool down will last. You will also only pay for the consumable once if you use the consumable more than one time throughout the battle; therefore you can use the consumable as many times as you like and only pay the standard price once.
Consumables come in two forms: Regular Consumables and Premium Consumables. You can carry up to three different consumables in a single tank. While you cannot carry two identical consumable items, you can carry a regular consumable and its premium counterpart, e.g., the small repair kit and large repair kit. By default, consumables are activated by pressing keys '4,' '5,' or '6,' depending on the consumable desired (unless the hot keys have been remapped). As of version 8.5 you can also purchase Premium Consumables with their same gold value in credits (e.g., 50 gold = 20,000 credits)
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Small Repair Kit | 3,000 credits | Repairs one chosen damaged module until the end of the match when activated by the respective button. The repaired module can still be damaged again after the repair. Both tracks can be repaired at the same time. |
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Small First Aid Kit | 3,000 credits | Heals one chosen injured crew member until the end of battle when activated by the respective button. The healed crew members can still be re-injured or perish.
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Manual Fire Extinguishers | 3,000 credits | If the tank catches fire this consumable extinguishes it when activated by the respective button. Regardless of reaction time the tank will suffer at least one "tick" of fire damage. |
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100-octane Gasoline | 5,000 credits | Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 5% for a single match. There is no activation for this consumable. This effect occurs and the item is consumed if it is equipped. Only available for American, British, German, and French vehicles when equipped with gasoline engines. |
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Lend-Lease Oil |
5,000 credits | Increases engine power (and therefore, vehicle acceleration) by 5% for a single match. There is no activation for this consumable. This effect occurs and the item is consumed if it is equipped. Lend-Lease Oil is available only for Soviet vehicles regardless of engine type. Effect stacks with Removed Speed Governor via multiplication (15.5% combined bonus). Quality Oil is available only for Chinese vehicles regardless of engine type. |
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Removed Speed Governor | 3,000 credits | This consumable is never actually "consumed" (in other words, it is permanent). The hot key for this consumable turns it on and off.
While activated, it adds 10% to engine power (and therefore, vehicle acceleration), but your tank's engine suffers damage while activated. That means your engine can break down during the battle. You will have to pay for repairs for the amount of damage that was caused to your engine by using this consumable. The costs depend on your engine and the amount of damage it has suffered. Effect stacks with Lend-Lease Oil/Quality Oil via multiplication (15.5% combined bonus). Available only for Soviet and Chinese vehicles. |
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Large Repair Kit | 50 Gold or 20,000 Credits | While equipped, passively adds 10% to crew's field-repair speed. When used, the kit repairs all currently damaged modules until the end of battle when activated by the respective button. Repaired modules can still be damaged again after the repair, and the passive effect is lost during the cool down phase. |
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Large First Aid Kit | 50 Gold or 20,000 Credits | While equipped, provides 15% passive resistance to crew injury from penetrating hits. When used, heals all currently injured crew members until the end of battle when activated by the respective button. Healed crew members can still be re-injured or perish, and the passive effect is lost during the cool down phase. |
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Automatic Fire Extinguisher | 50 Gold or 20,000 Credits | Activates automatically 0.5 seconds after the tank catches fire and passively reduces the chance to catch fire by 10%.
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105-octane Gasoline | 50 Gold or 20,000 Credits | Increases engine power (and therefore, vehicle acceleration) and turret traverse speed by 10% for a single match. There is no activation, this effect happens and the item is consumed if it is equipped.
Only available for American, British, German, and French vehicles when equipped with gasoline engines. |
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Extra Combat Rations Case of Cola Chocolate Pudding and Tea Strong Coffee Improved Combat Rations Onigiri Buchty Coffee with Cinnamon Buns |
50 Gold or 20,000 Credits |
Adds a flat 10% to the training level of all roles and crew skills for one entire match, so 75% would become 85%, etc. Perks are also affected, but only through diminishing returns. This bonus is still added to crews that have reached a 100% base training level (hence they would have a skill of 110%). There is no activation, the item is consumed automatically at the start of a battle, triggering the effect.
Case of Cola is only available for American vehicles. Chocolate is only available for German vehicles. Pudding and Tea is only available for British vehicles. Strong Coffee is only available for French vehicles. Improved Combat Rations are only available for Chinese vehicles. Onigiri is only available for Japanese vehicles. Buchty are only available for Czechoslovakian vehicles. Coffee with Cinnamon Buns are only available for Swedish vehicles. |