The ‘BrandScore’ Explained

That’s right – the BrandScore. This is an all new way that I can rank tanks in World of Tanks as accurately as possible – by pros and cons – all whilst making it easier for you (and me) to compare tanks no matter their tier. It is a measure of Power:Tier. The score will be ranked out of 100, and there will be 10 categories, some with 2 Sub-Categories. The categories and their score allocations are as follows:

  1. Damage Per Minute (DPM – Using Standard Rounds): 10 Score-Points
  2. Penetration (Using Standard Rounds): 10 Score-Points
  3. Gun Handling: 10 Score-Points
    1. Shown Dispersion Value: 5 Score-Points
    2. Hidden Dispersion Values (Average of) : 5 Score-Points
  4. Aim-Time: 10 Score-Points
  5. Gun Vertical Movement: 10 Score-Points
    1. Elevation: 5 Score-Points
    2. Depression: 5 Score-Points
  6. Survivability: 10 Score-Points
  7. Mobility: 10 Points
    1. Tank + Turret Traverse (Displayed Values) : 5 Score-Points
    2. Power-to-Weight (Displayed Values) : 5 Score-Points
  8. View Range: 10 Score-Points
  9. Concealment Whilst Stationary (Camouflage): 10 Score-Points
  10. Value: 10 Score-Points
    1. For Real Money (Cost) OR For Grind (Time): 10 Score-Points

For each of these categories, I will go into more detail now. First however, a disclaimer. A lot of these scores are subjective, I understand that. You may also not like the way I have allocated marks, I also understand that. But, this is the BrandScore, this is my opinion and if you disagree with the way that I  If you would like to make your own score, go ahead.

  1. DPM – Damage Per Minute, or how much damage output a tank cannon firing continuously can deal, is a major influencer on the battlefield. The ability for a tank to output a lot of damage per minute versus a tank which cannot will more often than not influence a game very greatly. Below is my chart with the mark allocations per DPM range.
DPM Value (Bigger = Better) Score (Out of 10)
0-399 1
400-799 2
800-1199 3
1200-1599 4
1600-1999 5
2000-2399 6
2400-2799 7
2800-3199 8
3200-3599 9
3600+ 10
  1. Penetration – The penetration value of a cannon – using standard rounds – is the likelihood that a shell will enter (meaning penetrate) its target’s armour. Higher penetration standard rounds are very desirable, as not only will this lead to higher potential damage output in a game and lowered credit spending (when compared to premium rounds), it will also greatly reduce loathing and anger towards RNGesus when his holiness grants a low-role penetration value. Below is my chart with the mark allocations per Penetration range.
Penetration Value (Bigger = Better) Score (Out of 10)
0-39 1
40-79 2
80-119 3
120-159 4
160-199 5
200-239 6
240-279 7
280-319 8
320-359 9
360+ 10
  1. Gun Handling – Cheeky WarGaming show the hard values of the cannon handling stats (ie a Dispersion value of 0.32 meter deviation per 100 meters), but do not show the soft values of the cannon handling stats which effect the hard value of the cannon handling stats SIGNIFICANTLY! This is why there will be two sub-categories for gun handling; the Shown Dispersion Value, and the Hidden Dispersion Values (Average of):
Shown Dispersion Value (Smaller = Better) Score (Out of 10)
0.59-0.7 1
0.45-0.59 2
0.30-0.45 3
0.15-0.29 4
0-0.14 5
Hidden Dispersion Values Average (Smaller = Better)
0.40-0.49 1
0.30-0.39 2
0.20-0.29 3
0.10-0.19 4
0-0.09 5
  1. Aiming Time – The aiming time of a tank, in tandem with the Gun Handling, will determine the accuracy of the cannon and its ability to stay out of the enemies line of fire when aiming at the target. Below is my chart with the mark allocations per Aiming Time Value:
Aiming Time (Seconds) (Smaller = Better) Score (Out of 10)
4.61+ 1
4.21-4.60 2
3.81-4.20 3
3.41-3.80 4
3.01-3.40 5
2.61-3.0 6
2.21-2.60 7
1.81-2.20 8
1.41-1.80 9
1.0-1.4 10


  1. Gun Vertical Movement – The gun vertical movement, or elevation angles, are pivotal to gameplay, as they dictate what aspects of a map a tank should use to its advantage versus where it should stay away from. Below is my chart with the mark allocations per angle range, split into two categories:
Depression (Degrees) (Bigger = Better) Score (Out of 10)
1-3 1
4-6 2
7-10 3
10-13 4
13+ 5
Elevation (Degrees) (Bigger = Better)
1-9 1
10-19 2
20-29 3
30-39 4
40+ 5
  1. Survivability – This sub-category I’m leaving as subjective. Although there are definitely armour values, some tanks could have high armour values and yet be riddled with weak-spots. On the other-hand, some tanks may have low armour values yet have such insane angles and shaping that the armour is very good. A very well armoured tank (for its tier) will be given a 10, and conversely a very poorly armoured tank (for its tier) will be given a 1.
  2. Mobility – Speed is a crucial element of any tank. Speed can have an immense impact on gameplay. Say the enemy is capping out your team’s base, and you need to reset the cap. A tank with high mobility will be much more able to rush back to their base and reset the capping points versus a… HMS TOG II*. I will be breaking this category down into two-subcategories; Power-to-Weight Ratio and the Average of the Turret and Tank Traverses (Base Values):
Power-to-Weight Ratio (Bigger = Better) Score (Out of 5)
0.00-8.00 1
8.01-16.00 2
16.01-24.00 3
24.01-32.00 4
32.01+ 5
Average of the Turret and Tank Traverses (Base Values) (Bigger = Better) Score (Out of 5)
0.00-19.99 1
20.00-29.99 2
30.00-39.99 3
40.00-49.99 4
50.00+ 5
  1. View Range – This is a notorious category. For instance, there are many instances where high-tier heavy tanks have EVEN MORE spotting range then their medium and light tank counterparts. Despite it’s inconsistency and confusion among what should have larger view-ranges, this category is very important. With it, you can earn more credits and experience through assistance damage. Without it, the enemy team can spot and destroy you without you even knowing where they are. Below is my chart with the mark allocations per Spotting Range Value.
Spotting Range (Meters) (Bigger = Better) Score (Out of 10)
0-49 1
50-99 2
100-149 3
150-199 4
200-249 5
250-299 6
300-349 7
350-399 8
400-449 9
450+ 10
  1. Concealment Whilst Stationary (Camouflage) – the Camouflage rating of any tank is how easily it can be spotted whilst sitting still (or in the case of light tanks, whilst also moving). If a tank has a good camouflage rating, then it can spot the enemy team without being spotted itself – increasing it’s assistance damage and also greatly increasing tank survivability. Below is my chart with the mark allocations per Concealment Value Whilst Stationary:
    Camouflage Value Whilst Stationary (Bigger = Better) Score (Out of 10)
    0%-2.5% 1
    2.6%-5.0% 2
    5.1%-7.5% 3
    7.6%-10% 4
    10.1%-12.5% 5
    12.6%-15.0% 6
    15.1%-17.5% 7
    17.6%-20% 8
    20.1%-22.5% 9
    22.5%+ 10
  2. Value – Similar to a tanks Credit Making Ability, the value of the tank in terms of your payment or time invested is very important to the rank of a tank. Value will again be very subjective to the tank itself, and will depend on values such as experience/gold costs compared to its statistics, as well as how easy the ‘grind’ to the tank is (if non-premium of course). A very valuable tank (subject to the tank and it’s tier) will score a 10, whilst a non-valuable tank (subject to the tank and it’s tier) will score a 1.

If you are wondering why some values are included, even though they aren’t implemented in the game yet (for example, a view range of 450+ Meters), it is because I want there to be room to grow in-case WarGaming implements an unexpected change in the values of tanks in-game.

Reviews for tank using the BrandScore can be found by heading over to Matt Brand’s YouTube Channel: