Complete Last War Tank Squad Guide
Build the full Last War Tank formation from accessible early heroes to the five-UR squad, with positioning, skills, stars, gear, weapons and battle-report diagnosis.
The standard complete Tank formation is Murphy and Williams in the front row, with Kimberly, Stetmann and Marshall in the back row. This gives the five-Tank 20% lineup bonus, two proper defenders, two damage dealers and one team support. Kimberly is normally the first major damage investment. Murphy and Williams must then survive long enough for Kimberly and Stetmann to complete their tactics cycles. Position and upgrade decisions should always be checked against battle reports rather than copied blindly.

The complete five-UR Tank squad
Frontline · DefenceMurphyPhysical protection and front-row survival
Frontline · DefenceWilliamsBroad Defence and sustained protection
Back row · Main carryKimberlyPrimary energy burst and first offensive priority
Back row · Second carryStetmannCritical energy pressure and additional tactics damage
Back row · SupportMarshallTeam Attack buff and carry protectionDo not treat the diagram as an unbreakable left-to-right law. Front and back roles are fixed; horizontal lanes are a matchup decision. If one defender repeatedly collapses first, swap Murphy and Williams or move the most valuable attacker behind the stronger surviving lane, then repeat the same fight.
Why the formation works
| Hero | Battlefield job | What success looks like | Common mistake |
|---|---|---|---|
| Murphy | Absorbs pressure and raises front-row protection, with particular value against physical-heavy damage. | Both defenders remain active long enough for another back-row tactics cycle. | Buying offensive gear because his personal damage looks low. |
| Williams | Supplies durable Defence and formation protection through Iron Will. | The weaker frontline lane stops collapsing before Kimberly can cast. | Leaving him unfinished while continuing to overbuild a surviving defender. |
| Kimberly | Acts as the primary Tank carry through multi-target energy rockets. | She survives, completes repeated Barrage Strike cycles and produces one of the largest damage bars. | Spreading universal shards, skill medals and offensive gear across several attackers first. |
| Stetmann | Adds a second energy threat with critical and random-target pressure. | He survives alongside Kimberly and provides meaningful damage across repeated tests. | Judging one report even though critical hits and random targets create variance. |
| Marshall | Amplifies the whole squad and supports the highest-Attack hero. | Kimberly and Stetmann gain output while the formation remains balanced. | Judging him by his own damage bar or giving him Kimberly’s best gear. |
Tank squad progression by account stage
Stage 1: accessible early formation
This is a practical early formation, not the permanent competitive endpoint. Murphy provides the UR defensive anchor. Violet is an accessible monster-resistant defender. Kimberly is the carry, Mason adds strong monster damage, and Monica supplies useful world-map economy and PvE support.
- Give universal UR shards to the planned UR core, not to temporary heroes.
- Use natural SSR shards to develop Mason, Violet and Monica.
- Keep Mason for bosses and monster content even after he leaves the main PvP formation.
Stage 2: establish the permanent structure
Williams completes the permanent two-defender structure. Marshall adds team support. Mason remains a useful bridge until Stetmann is unlocked and developed enough to outperform him in the mode being played.
Stage 3: complete five-UR Tank formation
Five matching Tank heroes activate the full 20% lineup bonus to HP, Attack and Defence. The official lineup guidance confirms bonuses of 5% for three matching heroes, 15% for four and 20% for five. Do not replace a heavily developed bridge hero merely because a new UR hero has been unlocked at zero stars: develop the replacement to a functional breakpoint, compare reports, then switch.
Star and shard roadmap
There is no honest universal shard order that ignores the state of the account. Use the following decision sequence:
- Secure Kimberly’s carry breakpoint. Four stars is the first major target for most Tank accounts; five stars becomes the long-term carry finish.
- Stop immediate frontline collapse. Raise Murphy or Williams to the next meaningful star breakpoint when a defender dies before the back row can work.
- Complete rather than scatter. Finish one four-star project before creating several heroes at partial progress.
- Bring Stetmann online. A functional Stetmann replaces Mason for developed competitive Tank play; Mason remains valuable against monsters.
- Raise Marshall for team value. His importance grows with the attackers he buffs, but his personal damage is not the measure.
If the next star does not change a skill, expertise effect or actual battle outcome, compare it with the next breakpoint on the hero currently limiting the squad. Universal shards should complete a named objective.
Skill upgrade priorities
| Hero | First skill priority | Why |
|---|---|---|
| Kimberly | Barrage Strike | Her tactics burst is the main Tank win condition. Energy Assault and Energy Boost follow according to the live cost and breakpoint. |
| Murphy | Ironclad Barrier, then Stand Firm | Both skills create survival time for the formation. Cannon Fire is not the reason he is selected. |
| Williams | Iron Will, then All-Around Armor | Formation Defence and personal survival matter more than his attack damage. |
| Stetmann | Lightning Rush | His tactics skill drives his second-carry value; Orb Lightning and Critical Charge follow. |
| Marshall | Command Strategy, then Rapid Start | Upgrade the team buff and its useful cycle before chasing Triad Harmony damage. |
Do not raise every visible skill equally. Finish a useful tactics breakpoint on the main carry, then the defensive or support skill that enables the next tactics cycle. Confirm every live skill description because seasonal promotions and balance updates can change milestone value.
Gear: equip the job, not the colour
- Kimberly: strongest Gun and Data Chip. She normally receives the first major offensive promotions.
- Stetmann: the second offensive set after Kimberly’s meaningful breakpoint is secure.
- Murphy and Williams: Armour and Radar. Use the battle report’s physical-versus-energy damage evidence to decide which defensive piece moves first.
- Marshall: enough survival to keep his buff cycling. Do not take the main carry’s best offensive pieces to improve his personal bar.
Red Mythic promotion is not simply “five dots and then done.” Each gear slot can progress through its own Mythic tiers when the required blueprints are available. Promote the item attached to the squad’s actual bottleneck.
Exclusive Weapon order
Exclusive Weapons should be treated as formation projects, not collectibles. Availability is tied to server and season progression, so use the live weapon screen as the final authority.
- Kimberly: normally the first Tank weapon because she is the primary carry. Target formation-changing milestones rather than spreading levels.
- Frontline weapon milestone: choose Murphy or Williams when survival time is preventing another carry cycle.
- Stetmann: develop as the second-carry weapon once Kimberly and essential frontline survival are established.
- Marshall: prioritise the milestones that improve team support or uptime, not his personal damage.
Open the Exclusive Weapon Planner →
How Tank performs by mode
| Mode | Recommended approach | What to measure |
|---|---|---|
| PvP / Arena | Use the complete two-defender structure and respect troop counters. Tanks counter Missile but are countered by Aircraft. | First death, carry survival time, tactics cycles, damage dealt and damage taken. |
| Monster and boss damage | Test Mason against Stetmann because Mason’s monster-focused value can change the best PvE five. | Total damage under identical attempts, not displayed squad power. |
| Campaign / progression | Keep the stable full-Tank bonus unless a stage mechanic or counter clearly rewards a controlled substitution. | Whether failure is timeout, frontline collapse or insufficient damage. |
| Garrison / sustained defence | Prioritise frontline durability and hospital consequences rather than one attractive damage screenshot. | Losses, repeat-fight survival and which lane deteriorates first. |
Tank counters and hybrid substitutions
The official counter chain is Tank → Missile → Aircraft → Tank. A five-Tank formation is therefore naturally comfortable into Missile and vulnerable into Aircraft. Do not abandon a developed Tank squad for five unfinished Aircraft heroes. A controlled four-plus-one substitution can be tested, but it gives up the 20% five-type bonus for the 15% four-type bonus. The incoming hero must add more than the lost stats and Tank-specific synergy.
Read the report before changing the squad
| Report symptom | Likely problem | First controlled test |
|---|---|---|
| Murphy or Williams dies immediately | Wrong lane, weak defensive gear, star gap or unfavourable damage type. | Swap frontline lanes and repeat before spending. |
| Kimberly dies before meaningful damage | The defender in her lane collapses or she is exposed to burst. | Move her behind the stronger surviving lane; compare the replay. |
| Both defenders survive but the fight times out | Insufficient carry development or too much defensive investment. | Move the next resource milestone to Kimberly or Stetmann. |
| Marshall has a small damage bar | Possibly nothing—he is a support. | Compare total squad damage and carry output, not Marshall alone. |
| Mason beats Stetmann against monsters | Mason’s PvE kit is doing its intended job. | Maintain a boss preset instead of forcing one lineup into every mode. |
| A lower-power Aircraft squad wins | Aircraft counters Tank, possibly combined with better timing or development. | Inspect counter, lineup bonus, first death and tactics cycles before buying power. |
Common Tank-building mistakes
- Putting Kimberly, Stetmann or Marshall in the front row because their displayed power is high.
- Replacing a developed SSR bridge with an unfinished UR hero immediately.
- Spreading universal shards across every unlocked UR hero.
- Giving equal gear to all five instead of equipping roles.
- Judging Marshall by personal damage or Murphy by attack output.
- Using the PvP five for bosses without testing Mason.
- Ignoring the Aircraft counter and blaming every defeat on raw power.
- Changing formation, gear and heroes simultaneously, making the next report impossible to interpret.
Frequently asked questions
Should Mason replace Stetmann?
For developed PvP, Stetmann is normally the permanent second attacker. For monsters and bosses, Mason’s specialist PvE value deserves a direct same-condition test. Keep both presets if each wins a different job.
Should Violet or Scarlett replace Williams?
They are accessible frontline bridges and gain seasonal UR promotion paths. Williams remains part of the standard complete UR Tank formation, but a heavily promoted and better-developed alternative can outperform an unfinished Williams temporarily. Compare survival and formation results rather than rarity alone.
Which Tank hero should reach five stars first?
Kimberly is the usual first long-term five-star target because she is the main carry. An account whose frontline dies before she casts may need to finish a Murphy or Williams breakpoint first.
Where should Kimberly stand?
Always in the back row. Horizontally, place her behind the lane that keeps her alive longest in the specific matchup. There is no substitute for watching the replay and checking the first death.
Use the Academy tools
- Hero Upgrade Priority Planner — compare stars, skills, weapon levels and all four gear slots.
- Exclusive Weapon Planner — calculate weapon materials and target milestones.
- Squad Builder — test roles, positioning, lineup bonuses and counter relationships.
- Complete Hero Directory — open the full Murphy, Williams, Kimberly, Stetmann, Marshall and bridge-hero dossiers.
- Battle Report Analysis — learn how to prove which upgrade the squad actually needs.
References and evidence
- Official Last War Support — How to Build the Best Squad (front/back roles, counter chain, lineup bonuses, concentrated main-squad development and four-star priority; updated 30 March 2026).
- Game Zone Academy — Formations & Positioning (role placement and lane testing).
- Game Zone Academy — Hero Roles, Skills & Investment (role-based skill and resource decisions).
- Game Zone Academy — Battle Report Analysis (English report evidence, hero damage, damage taken, drone, technology, units and Wall of Honor).
- Last War Wiki — Kimberly, Murphy and Williams (community skill and role cross-checks).
Evidence reviewed 26 July 2026. Live hero screens, Exclusive Weapon descriptions, seasonal promotion rules and balance changes override historical values. GzOn battle reports are used to validate formation behaviour; account-specific recommendations must still be tested against the player’s own opponents.
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