Tool
Shell loadout picker
Every shell shares the same range table, so the choice is all about effect and blast radius. Tell it what you're shooting and it picks the round — or compare all nine side by side.
What are you shooting?
Hardened or armored targets (bunkers, the palace, armored units) shrug off blast. You need penetration on a precise point.
Your pick

Armor-Piercing (AP)
Only round with damage above 1 and a pinpoint blast — built for bunkers and armor.
blast 0.15 · dmg 2
All nine shells — blast radius to scale
| Shell | Blast | Damage | Disp. H/V | Radius (to scale) |
|---|---|---|---|---|
![]() Pyro / Incendiary (PYRO) PYRO | 1 | 0 | 0/0 | |
![]() Smoke (SMK) SMK | 1 | 1 | 0/0 | |
![]() Tear Gas (TGAS) TGAS | 1 | 1 | 0/0 | |
![]() Empty (EMPTY) EMPT | 1 | 1 | 0/0 | |
![]() Phosgene Gas (PGAS) PGAS | 0.75 | 1 | 0/0 | |
![]() High-Capacity HE (HCHE) HCHE | 0.55 | 1 | 0/0 | |
![]() High-Explosive (HE) HE | 0.25 | 1 | 0/0 | |
![]() Star / Illumination (STAR) STAR | 0.2 | 0 | 0/0 | |
![]() Armor-Piercing (AP) AP | 0.15 | 2 | 0/0 |
Damage is the raw value from the shell data; AP is the only round with a damage value above 1 and the smallest blast, making it the armor-cracker. The wide-radius rounds (smoke, gas, pyro) trade direct damage for area effect.







