This guide is going to be quite straight to the point (broken up by a handful of screenshots here and there, but thats all).
I chose to make this as a guide rather than putting it on the wiki simply because this would probably be a bit too large for a page and it would be somewhat awkward to place, im not really sure where it would go!
Xp figures take a “glass half empty” approach and assume that RnG will not be very nice. Based on a level 80 player with good weapon XP growth.
Overview of game types.
By Default with a regular 8 player lobby each mode will provide…
Rebound: 1.94x XP + 5xp per shot landed.
Marksman: 1.77x XP+ 1-3xp per target hit, +5xp per shot landed
Assassin: 1.63x XP + 5xp per target killed.
Deathmatch: 1.45x XP
Juggernaut: 1.45x XP +10% xp for winning as juggernaut or 5xp for killing the juggernaut
Charge: 1.21x XP
Points: 1.09x XP
Shoccer: 1.21x XP +10xp per goal, shots do not give xp, hitting the ball gives 1xp per turn.
Each mode will be covered in its own section in order with rebound first and points last, shoccer is strange and is covered at the end.
Turn XP is calculated as 1 individual player turn = 1xp, for every full *1 xp (subject to normal rounding rules), this means you get…
> 0.49 or less: no passive xp
> 0.5-1.49*: 1 passive xp per turn
> 1.5-2.49*: 2 passive xp per turn
> 2.5-3.49*: 3 passive xp per turn
> 3.5-4.08*: 4 passive xp per turn
On game modes where for some reason you are not on all shot, this means each “turn” will give this amount of xp per tank that is alive and takes a turn.
There are also caps to this however, it is not fully understood how these work though, but the above is a general guide to what you should expect.
you WILL NOT get this xp if you leave the lobby before the game ends.
Note: Calling your lobby “Xp” “XP” “xp”, “Farm” or “farm” will reduce xp gains from multi hit attacks.
Rebound
Rebound is the game of choice for many seeking xp and its not surprising, not only does it give the best XP multiplier but all shots give 5 bonus XP if they land.
For all configurations of rebound, generated maps are more likely to give better results as certain “odd” maps like arcs or narrow peak cannot generate and ruin the flow.
Common Configurations:
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1v1 Rebound
The Classic XP grinding setup, two players fighting over bumpers, but is it really the best way to get xp? Probably.
2 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
2.98x XP multiplier, average of 5xp per turn (15 after multipliers)
Expected Gain: 3,240xp per hour
[3600 / 20 = 180 turns per hour]
[180 * 15 * 1.2 = 3240xp]
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Mosh Pit FFA
Another classic, this time in an 8v8 format, best played with 150hp rather than 300 to avoid giving players big wait times (as they might leave! which makes the next match take longer to start)
8 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
3.34x XP multiplier, average of 15xp per turn (50 after multipliers)
Expected Gain: 3150xp
[3600 / 20 / 2 / 1.5 (wait time penalty) = 60 turns per hour]
[60 * 50 * 1.05 = 3150xp]
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The 4.08 rebound
One of the most popular game modes going, it is woefully time inefficient however it is so inactive you could do something else inbetween shots, which makes it popular for padding out study/reading/watching or other low focus activities on a second monitor.
8 players, high wind, Single Shot, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
4.08x XP multiplier, 10xp per shot average (41xp after multipliers)
Expected Gain: 507xp*
[3600s / 8 players / 20s / 2(turns dead, assuming 50%) = 11.25 turns per hour.]
[XP = 461.25 * 1.1 bonuses.]
*Results will vary drastically. Turn bonus is not accounted for and the way it works in rebound is largely an unknown however this passive bonus can be as high as 30xp per turn for the first player that dies.
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Marksman
A test of patience and skill, marksman can keep pace with rebound in terms of XP gains but is very limited in execution, additionally the XP gain is directly linked to the skill of ALL players in the lobby, each player that dies will reduce XP gains for everyone until the game ends, with that said, skill comes with a reward and this game mode can lead to impeccable xp gains.
Unlike other modes, it is reccomended to exclusively play on the stadium map as this will prevent players from getting dug into pits (as the main arena floor is quite low) and it makes for easy damage each turn, which in term provides xp.
In order to farm xp from this mode, players will also need to hit at least one tank after the target, this is also why playing with wind on can significantly damage xp returns as players dying, being unable to hit targets or simply having their shots blow away after hitting the target will cost them any xp they would gain from their shots.
Common Configurations:
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Perfect Fifths
The standard marksman, one player in the centre of the arena and four players spread, two on the edges and two in the middle, players should be able to somewhat consistently hit the target and also another tank.
This mode is best thought of as a co-operative mode for farming xp and the main goal of this setup is for everyone to get lots of xp 🙂 Grind away people!
5 players, no wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Stadium Map}
2.1x XP multiplier, average of 10xp per turn (21 after multipliers)
Expected Gain: 665xp
[3600 / 25 / 5 = 28.8 turns per hour]
[28.8 * 21 * 1.1 = 665xp/h]
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Classic Marksman
The most common marksman setup, while obviously marksman is not a popular gamemode, this one is the classic two player shootout, no friends, sabotage when available and nail those targets.
2 players, High wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Throwback/Generated}
2.28/2.73x XP multiplier, average of 5xp per turn (12/14 after multipliers)
Expected Gain: 1080<->1260xp
[3600 / 20 / 2 = 90 turns per hour]
[90 * 12 OR 14 = 1080xp OR 1260xp]
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Classic 8s
Identical to the above but with 8 players instead, average shot xp increases as you are far more often going to be able to hit a player after the target however overall xp per player decreases as players have to wait after dying.
8 players, High wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
{Throwback/Generated}
2.55/3.06x XP multiplier, average of 10xp per turn (26/31 after multipliers)
Expected Gain: 585<->698xp
[3600 / 20 / 4 / 2 = 22.5 turns per hour]
[22.5 * 26/31 = 585/698xp]
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Assassin
Kill your target, try not to be the target though!
All kills give double xp and you cannot damage any other enemy tanks except your target.
Common Configurations:
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Trojan Whispers
A fun 8 configuration that avoids unpleasant maps and ends up playing out like cluedo except the murder weapon is a nuke and the people are tanks? perhaps not.
8 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes. [100hp]
{Stadium Map}
2.35x XP multiplier, average of 5.3xp per turn (13 after multipliers)
Expected Gain: 1170*
[3600 / 20 / 2(waiting time) = 90 turns per hour]
[90 * 13 = 1170]
*Xp gains can be as high as 2340xp/h if you have players ready to play!
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Blade Farm
A 3 player getup that isnt really meant to grind xp but instead to help farm for hidden blade, but how much XP does it actually give?
3 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? No.
{Stadium Map}
1.56x XP multiplier, average of 10xp per turn (16 after multipliers)
Expected Gain: 2016xp
[3600 / 20 * 0.7 (Loading Screens and end screens!) = 126 turns per hour]
[126 * 16 = 2016]
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Deathmatch
The Default gamemode and probably one of the least effective in terms of xp returns due to deadtime.
I dont really need to explain this one do i? just use a ruler like sarah shoot at the enemy tanks until they explode.
Common Configurations:
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1v1 with wind
2 players, high wind, 40s turn timer, chose wep? Off, Nudge? On, One Weapon? No.
1.49x XP multiplier, average of 8xp per turn (12 after multipliers)
Expected Gains: 1728xp
[3600 / 30 = 120 turns per hour]
[120 * 12 * 1.2 multiplier = 1728xp]
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2v2 without wind
4 players, high wind, 40s turn timer, chose wep? Off, Nudge? On, One Weapon? No.
1.44x XP multiplier, average of 10xp per turn (14 after multipliers)
Expected Gains: 1848xp
[3600 / 30 = 120 turns per hour]
[120 * 14 * 1.1 multiplier = 1848xp]
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4v4 one weapon
8 players, high wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
2.5x XP multiplier, average of 6xp per turn (15 after multipliers)
Expected Gains: 990xp
[3600 / 30 / 2 = 60 turns per hour]
[60 * 15 * 1.1 multiplier = 990xp]
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Juggernaut
A rather unpopular game mode that involves one thicc tank trying to destroy other small tanks, it is not particularly well balanced, at high levels the J-naut tends to die and at low levels its sheer health pool is too high.
Given its weird getup and lack of players, only the mode which can grant its achievement is considered.
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Beast Hunt
8 players, high wind, 30s turn timer, chose wep? Off, Nudge? Off, One Weapon? No.
1.85x XP multiplier, average of 5xp per turn (9 after multipliers)
Expected Gain: 378xp
[3600 / 30 / 3 = 40 turns per hour]
[40 * 9 * 1.05 = 378xp]
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Charge
A strange sub genre of points, to win you need to get ahead of the crowd and fully charge your battery.
Gain charge when dealing damage, lose charge when taking damage, first to reach the desired amount wins!
Common Configurations:
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Battery Bash
8 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
2.09x XP multiplier, average of 13xp per turn (27 after multipliers)
Expected Gain: 2551xp
[3600 / 20 / 2(wait times) = 90
[90 * 27 * 1.05 = 2551xp]
=====
Charge Duel
2 players, high wind, 20s turn timer, chose wep? Off, Nudge? Off, One Weapon? Yes.
1.86x XP multiplier, average of 6xp per turn (11 after multipliers)
Expected Gain: 2376xp
[3600 / 20 = 180 turns per hour]
[180 * 11 * 1.2 = 2376]
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Points
A sadly mis-used mode where low level players seem to think making a big pile of tanks in the middle of the map will actually give them lots of xp, no, it wont.
Points lasts as long as the turn limit does and can with the right setup output an extortionate gain however this requires people to actually play the game and not stack in the middle.
Common Formats:
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xP fArM gO mId
8 players, no wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? no.
1.09x XP multiplier, average of 5xp per turn (5 after multipliers)
Expected Gain: 945xp
[3600 / 20 = 180 turns per hour]
[180 * 5 * 1.05 = 945xp]
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Team barrage
Requires all player to stand still rather than move to the middle, most weapons can still bag two tanks here and since they are adequately spaced apart you still get the xp for hitting multiple tanks.
8 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
{Stadium Map}
1.56x XP multiplier, average of 15xp per turn (23 after multipliers)
Expected Gain: 2277xp
[3600 / 20 / 2(wait time) = 90 turns per hour]
[90 * 23 * 1.1 = 2277xp]
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Points Duel
2 players, high wind, 20s turn timer, choose wep? Off, Nudge? Off, One Weapon? Yes.
1.68x XP multiplier, average of 8xp per turn (13 after multipliers)
Expected Gain: 2574xp
[3600 / 20 = 180 turns per hour]
[180 * 13 * 1.1 = 2574xp]
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Shoccer and Endnotes
Shoccer is the last game mode and by far the least effective for getting xp, it was first seen as and still is a joke game mode.
I am not sure how to measure this one but know that its expected gain is somewhere between 200 and 300xp, any other mode is better.
If you have any suggestions or know of a configuration that gives good xp please leave it below in the comments.