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Shooting & Sports · GAME GUIDE

Kaya's Pocket Tanks guide

Command Kaya's tank in a turn-based artillery duel, trading single shots with a rival tank across rolling hills. Set an angle and power and the shell flies under gravity and that turn's wind, carving a crater where it lands and damaging any tank inside the blast. Both tanks start with 100 health, and because the wind is rerolled every turn, an aim that worked last turn is no guarantee for the next.

Kaya's Pocket Tanks game artwork
Genre
Shooting & Sports
Difficulty
Normal
Players
Solo vs computer
Controls
Drag to aim · angle/power buttons · Fire · ←→ ↑↓ Space · Q weapon · A/D move · Gamepad

How to play

  1. Pick a stage and start. Stage 1 is a windless hill field, and each win unlocks the next stage up to stage 12.
  2. Drag on the field: the direction from your tank sets the angle and the drag distance sets the power. The angle and power buttons fine-tune by one, and power runs from 10 to 100.
  3. Check the wind marker at the top (→/← with a number), then press Fire. The shell is pushed in the wind's direction for its whole flight.
  4. A direct hit on a tank deals the shell's full damage, while a near miss deals less the farther away it lands. Bring the rival's health to zero first to win.
  5. The heavy shell (2 rounds) unlocks at stage 3 and the triple shot (2 rounds) at stage 5. Switch with the weapon button, and use Move to shift your tank as far as your fuel allows.
  6. Winning awards stars by remaining health: 70 or more for three stars, 35 or more for two. Clearing stage 4 opens the daily field, whose terrain changes every day.

Strategy tips

  • The standard shell deals up to 34 damage; the heavy shell deals 52 with a blast about 1.5 times wider. Save it for a rival hiding behind a hill or for the finishing blow.
  • In strong wind, the longer a shell is airborne the farther it drifts. A lower angle with more power shortens the flight and reduces the wind's effect.
  • Once your health drops to 60 or below, the rival starts using its heavy shells. Push for damage while your health is still comfortable.
  • Moving shifts you only a short step at a time, cannot climb steep slopes and cannot bring you right next to the rival. Fuel is 4 steps on stages 1-3, 3 on stages 4-8 and 2 on stages 9-12.
  • Your score is 1,000 per star plus 5 per remaining health point, plus a bonus that grows the fewer than 20 shells both tanks fired. Faster wins score higher.

Common questions

Why is the aiming line so short?

The dotted line only shows the first part of the path as the shell leaves the barrel. You learn where it lands, wind included, by firing and adjusting.

Can my own shell hurt my tank?

Yes. Explosions damage every tank inside the blast, so hitting the hill right in front of you or landing close to yourself costs your own health.

How accurate is the rival tank?

Each turn the rival finds the angle and power that land closest to you, then deliberately adds aiming error. That error shrinks with every stage and is smallest on stage 12.

Can I continue a duel later?

The duel is saved whenever it becomes your turn, and reopening the game resumes it in a paused state. A daily field can only be resumed on the same date.

← All game guidesLast updated 2026.10.23