If you are looking to learn about all the different types of equipment in World of Tanks and on what vehicles to use them, you have come to the right place. But, before we get into discussing what each type of equipment does, we must first discuss the importance of using equipment on your tanks, and the different classes of equipment.
Knowing how to use the right equipment for your vehicle and playstyle can really give you the edge that you need to gain an advantage over your opponents. This allows you to be more impactful in your games, and in turn win more, and drive your WN8 rating higher. And personally, I know that I enjoy the game more when I feel I am actually able to have an impact on my battles.
Now, there are also several different classes of equipment. Standard equipment is grouped into classes 1 through 3. The only difference between these classes of equipment is how much they cost and what tanks you can use them on. Other than that they all provide you the exact same bonuses.
And for those more invested in the game, there are different “tiers” of equipment you can get. Standard equipment is the normal equipment that you buy for credits in the garage. This is the most common type of equipment. The next tier up is Bounty Equipment which are earned from the Battle Pass each season. The catch with Bounty Equipment is that unless you spend 3,000,000 credits to upgrade it, it only gives you the same effectiveness as standard equipment. When upgraded Bounty Equipment typically gives you an extra 25% bonus over standard equipment. The best equipment in the game is Improved Equipment, this can only be bought with bonds or earned as rewards from ranked battles and typically is an extra 50% better than standard equipment.
Finally, with equipment 2.0 Wargaming added specialized equipment slots in the game. These slots give bonuses to the equipment in that slot if its type matches the type of equipment specified on the slot. For example, gun rammers are considered firepower equipment, and are boosted if used in a firepower slot.
That’s enough talking about the basics of equipment, now let's get onto talking about each individual piece of equipment.
This is one of the more straightforward pieces of equipment, but is also arguably the best use of an equipment slot in the game. A gun rammer simply decreases your reload by 10%. This is extremely valuable as it gives you an extra 10% dpm, and there is no situation in the game where having extra dpm is not an advantage. Gun Rammers come in both Bounty and Improved versions, with them decreasing your reload by 12.5% and 13.5% respectively.
This is one of the more powerful pieces of equipment in the game but it is also one of the more complex ones to understand. Basically, each tank has a hidden value which is a ratio of how much the dispersion blooms out for 4 different reasons. These being movement forward and backwards, hull traverse, gun/turret traverse, and the after firing penalty. You can find out this value on a website like tanks.gg. To calculate the exact dispersion, the dispersion values get plugged into an equation-won’t get into for the sake of this explanation-and that is how much the dispersion increases by. What vertical stabilizers do is decrease this dispersion value by 20%. This is great for any tanks that have horrible gun dispersion values and less important for tanks that have great dispersion values. A big help for anyone who likes to snapshot, and also indirectly helps with your aim time by decreasing the starting size of the reticle. Bounty Vert Stabs give your -25% reduction, and Improved Vert Stabs give you -27.5% reduction.
Gives your tank +5% to all crew skills. This is one of those pieces of equipment that would be nice to have, but unfortunately most tanks require more specialized loadouts to get all aspects of the tank to be in a usable range. I would only recommend using this equipment on tanks that can max out their view range without using coated optics, or on light tanks in combination with coated optics and a CVS to give increased view range/camo. Bounty Vents give +7.5%, and bonded vents give +8.5%.
Decreases your aiming speed by 10%. This is useful for tanks that have very long reloads and sit in place for extended periods of time or autoloaders that can not aim fully between shots. It does not have any effect on aiming circle size when you are moving the tank or gun, so for tanks that require a lot of movement you should always take Vertical Stabilizers as you will still aim in faster with vert stabs than a gun laying drive. Bounty gun laying drives reduce aim time by 12.5%, and bonded gun laying drives reduce aim time by 13.5%.
Reduces aim circle size by 5%. Useful on tanks where you want to be super accurate, like TDs or sniper mediums, and will also give you more benefit than a gun laying drive on autoloaders that can fully reload in between shots. Generally I feel like there are better pieces of equipment out there, so improved aiming is more of a luxury than a necessity. There is only bounty aiming, giving -8% to aim circle size, but no bonded version of this equipment.
This is an extremely complex piece of equipment. It increases gun traverse and hull traverse by 10%, and decreases dispersion during linear tank movement, hull traverse, gun traverse, and after firing by 10%. The increase of hull traverse/gun traverse actually for the most part cancels out the decrease in dispersion during traverse, leaving you with a 1% decrease. This is due to the way World of Tanks calculates dispersion. But you still get the positive effects during linear movement and after firing. Essentially this is a worse Vertical Stabilizer, so you should always use vert stabs over IRM. But on tanks with slow traverse speeds(casemate TDs) or tanks that do not get vert stabs(Cromwell) you should consider using IRM. On a select few tanks, the option is also there to stack vert stabs and IRM to create a tank that barely blooms out during gun traverse/hull traverse, I did this with my TVP T50/51, and it is insane. Bounty rotation mechanism gives you -15% to dispersion and +15% to traverse speeds. There is no bonded version.
Gives -50% to HE/Ramming damage, +50% to crew protection, -10% to stun duration, and -20% to additional stun duration. This is really only useful in your super heavies that would get targeted by arty a lot. But I would still recommend bringing other pieces of equipment than this. There is no bounty or bonded version of this equipment.
Gives +8% to vehicle HP, +50% to suspension durability, +15% to suspension repair speed, +10% to suspension load capacity, and -50% to hull damage caused by suspension impact. Useful for your super heavies, after all who would want to have a maus with 4k HP. Also useful to skip the tracks when upgrading vehicles due to the increase in suspension load. There are both bounty and bonded versions of this equipment.
Prevents one fuel tank fire, ammo rack explosion, and engine destruction in battle. Also +25% to repair speed, +100% to ammo rack, fuel tank, and engine durability, -50% to penalty from damaged ammo rack or engine, -50% to chance of engine fire. Seems pretty decent but there are other things that can be used to get most of these results, so sacrificing another piece of equipment to install modified configuration is not worth it in my opinion. There are both bounty and bonded versions of this equipment.
Gives +15% to vehicle traverse speed, and +10% to maintaining speed over terrain. This is arguably the worst piece of equipment in the game, don’t ever use it. Turbo is way better. There is no bounty or bonded version of this equipment.
Gives +7.5% to engine power, +4km/h to top forward speed and +2km/h to top reverse speed. Since it gives a flat top speed increase, this is extremely powerful for slow heavily armored vehicles and especially case mate TDs, as the boost of engine power also increases traverse speed. Generally one of the better pieces of equipment, but no always the most useful, heavily tank dependent. Bounty turbo gives +12% to engine power, +5km/h top forward speed, and +3km/h top reverse speed. Bonded turbo gives +12.5% to engine power, +6km/h top forward speed, and +4km/h top reverse speed.
+25% to view range when stationary. Takes 3 seconds to activate, so it is generally not considered to be as good as Coated Optics, but if you can’t max out view range using optics, use Binos. General rule of thumb is: if your view range with Optics is 450-460 meters minimum, use optics, anything less, use Binos. While the max spotting range is 445 meters, any increase in view range above that makes it easier to spot targets. You should always max your view range in any tank you play. If you can outspot your opponent it gives you a massive advantage. There is no bounty or bonded version of this equipment.
Gives a bonus to camo to stationary vehicles depending on class: +5% for heavies and SPGs, +10% for mediums and lights, and +15% for TDs. This is only really useful for players going for a camo build on an already stealthy passive scout or TD. For all other tanks, do not use a camo net, you will get more benefit from using other types of equipment. There is no bounty or bonded version of this equipment.
Gives a bonus to camo depending on class: +3% for heavies and SPGs, +6% for mediums and lights, and +5% for TDs. This is an always active camo boost. Again only really useful for passive scouts and TDs going for a camo build. You will get better results using other equipment on other types of vehicles. There is only a bounty version(+5% for heavies and SPGs, +9% for mediums and lights, and +7% for TDs) of this equipment and no bonded version.
Gives +10% to view range at all times. Use this if you can get 450-460 meter view range minimum with optics, if you can’t, use Binos. If you can get 460 meters view range without optics, drop them in favor of other equipment, like vents. Bounty optics give you +12.5 view range, and bonded optics give you +13.5% to view range.
Gives +1.5s to the duration enemy tanks are visible, and -1,5s to the time you are visible to the enemy. Just don’t use this, it is next to useless. There are crew skills that can do half of this without losing an equipment slot. There is no bounty or bonded version of this equipment.
Gives -15% to concealment of enemy vehicles behind foliage, and -10% to concealment of moving enemy vehicles. This is necessary for any spotting builds on light tanks. With the way camo and view range works in this game, it allows you to spot enemy vehicles much further away than you could with just buffing your view range. I would, however, only recommend this for light tanks. Other classes can get more use out of other pieces of equipment. There is no bounty or bonded version of this equipment.
I hope this gives you an idea of what pieces of equipment are good for whatever tank you are trying to make a loadout for. If you want to see what my loadout recommendation is for each individual tank in the game, head over to the Tank Encyclopedia to see my recommendations. But in general, you can not go wrong with a load out of Gun Rammer, Vert Stabs, and Optics. Thank you for reading, Happy Tanking!