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The Tank or Defensive role is one of the four roles available in DC Universe Online.
This role generally focuses on keeping the group safe by attracting opponents, taking damage in place of other group members and providing control immunity to the group.
Tank armor tends to have high Health and Dominance as well as high Defense or Toughness.
The symbol that represents a tank is a Shield. 


In order to acquire the Tank Role, you must select Atomic, Earth, Fire, Ice or Rage as your power set. Once you reach level 10, you will automatically acquire the Tank Role. In the Tank role you will have increased defensive abilities.

Mail Messages[]

Upon reaching level 10, players receive a message from Oracle or Calculator, accessible from any mail terminal.


float:left From: Oracle Subject: Tanks Very Much
"Ready to move mountains? You can in your new Tank Role! It boosts your defense and reduces your damage output. Check out the descriptions in the the Traits tab of your Communicator for more on role Bonuses. Plus, if the action gets too heated, you can always switch roles out of combat by using the up button (T on the keyboard)."
Attachment: Defender's Loop of Steel


float:left From: Calculator Subject: Tanks Very Much
Attachment: Defender's Loop of Steel



Health measures the ability to withstand knockout.
While out of combat, you regenerate a percentage of your max Health every second.


Defense reduces damage from non-player enemies.


Dominance is combined with Restoration to determine the potency of healing and shield abilities.
At high levels, Dominance must be higher than enemy Willpower for crowd control effects to be effective.
The recommended Dominance for an Alert, Raid or Operation is needed to affect opponents in that content when using power based control effects.
Healing = Base Healing Multiplier * (30% Restoration + 25% Dominance)
Shield = Base Shield Multiplier * (112.5% Restoration + 150% Dominance)


Restoration is combined with Dominance to determine the potency of healing and shield abilities.
Healing = Base Healing Multiplier * (30% Restoration + 25% Dominance)
Shield = Base Shield Multiplier * (112.5% Restoration + 150% Dominance)


Power is required to use abilities in your Loadout and is drained as they are performed.
You passively regenerate a percentage of your max Power every second
Power regeneration is increased out of combat.

Tank Role Powers[]


Any active power cast by a Tank will Taunt opponents in a defined area.
Some powers Taunt in an area around the caster while other powers Taunt in an area around a target.
Most active powers can Taunt up to 8 opponents within the effect area.
Each Tank power set has a single target Taunt that will override a normal Tank Taunt.
A Taunt will raise the Tank to the top of an opponent's Threat table for twelve seconds and can not be normally overwritten. Taunts can not be renewed until ten seconds after the initial Taunt.
Active Iconic and Movement tree powers taunt opponents just as power tree powers.
Note that Boss level opponents have scripted attacks that target an opponent based on certain criteria during which any Taunt will be temporarily ineffective until the scripted attack is completed.

Single Target Taunts[]

A single target taunt can be useful to split a boss from a group of opponents when running two Tanks.

Power Set Powers
Atomic Particle Beam
Earth Pebble Blast
Fire Fireball
Ice Frost Snipe
Rage Rage Blast
Iconic Mesmerizing Lasso

Group Breakouts[]

Each Tank power set has a Group Breakout power that provides Control Effect Immunity to all group members.

Power Set Power
Atomic Neutrino Blast
Earth Soothing Sands
Fire Burnout, Eternal Flame
Ice Shatter Restraints
Rage Ire

Positioning Powers[]

Positioning or Pulling powers are useful to drag opponents toward the tank.
All positioning powers require a Dominance check to pull an opponent.

Power Set Powers
Atomic Atomic Reorganization, Atom Splitter
Earth Earthen Grip, Epicenter
Fire Backdraft, Engulf
Ice Inescapable Storm, Resonating Gale
Rage Eviscerating Chain, Ragebringer, Without Mercy
Acrobatics Grapple Line Attack
Flight, Skimming Low Pressure
Iconic Mesmerizing Lasso
Super Speed Tornado Pull

Damage Prevention[]

Power Set Powers
Atomic Density, Mass Density
Earth Gemstone Shield, Envelop
Fire Immolation
Ice Hibernation, Reflection, Shatter Restraints, Winter Ward
Rage Redirected Rage
Iconic Amazonium Deflection, Clown Box, Hard Light Shield
Acrobatics Perfect Poise
Flight, Skimming Dustoff
Super Speed Dash Attack, Phase Dodge

Self Heals[]

Power Set Powers
Atomic Energize, Proton Remedy, Neutrino Blast
Requires Molecular Charges 
Atom Splitter, Beta Surge, Neutron Bomb, Nuclear Burst, Thermochemical Explosion
Earth EnvelopSoothing Sands
Fire Absorb Heat, Backdraft, Burning Determination, Burnout, Eternal Flame, Reignition, Stoke Flames
Requires Burning
Ice Hibernation
Rage Ire, Severe Punishment, Vindictive
Requires Damage Out
Channel Hate, Infuriate, Rage Blast, Ragebringer, Remorseless Recovery, Without Mercy
Iconic Pheromone Bloom, Word of Power
Super Speed Metabolic Boost

Usable While Controlled[]

Power Set Powers
Atomic Density, Energize, Mass Density, Neutrino Blast, Proton Remedy
Earth Envelop, Gemstone Shield, Soothing Sands
Fire Backdraft, Burning Determination, Burnout, Immolation, Reignition, Stoke Flames
Ice Hibernation, Ice Elemental, Reflection, Shatter Restraints, Winter Ward
Rage Berserk, Infuriate, Ire, Redirected Rage, Severe Punishment, Vindictive


Atomic Tanking[]

See Also: List of Atomic Powers

Atomic Tanks gain a Defense bonus and may rotate Atomic Combos to provide Self Heals and activate a Quark-Gluon Aura.
In Tank role, Defense is increased by 90% while not blocking.
Powers that add Nuclear Pressure stacks have Atomic Combos that grant Molecular Charges. 3 Nuclear Pressure stacks and 6 Molecular Charges activates or refreshes a Quark-Gluon Aura which provides Damage Absorption, Self Heals and Group Control Immunity.   

Useful Atomic Powers[]


Earth Tanking[]

See Also: List of Earth Powers

Earth Tanks gain a Defense bonus and may Transfer damage to a Pet or further increase Defense with Aftershocks.
In Tank role, Defense increases equal to 65% of Dominance while not blocking.
Aftershocks from Jackhammer or Upheaval activate Stone Skin which increases Defense by 55% while not blocking.
A portion of incoming damage will transfer automatically to a summoned Brick Golem.

Useful Earth Powers[]


Fire Tanking[]

See Also: List of Fire Powers

Fire Tanks gain Health and Healing bonuses and may use multiple Self Heals to restore Health.
In Tank role, Health increases by 50% and incoming Healing increases by 50% while not blocking.
Fire Soul grants +30% Defense while not blocking and increases up to +50% as Burning enemies are directly damaged.
Fire has several Self Heals including Absorb Heat, Backdraft, Burning Determination, Burnout, Stoke Flames, Eternal Flame and Reignition.

Useful Fire Powers[]


Ice Tanking[]

See Also: List of Ice Powers

Ice Tanks gain Defense bonuses and may use multiple shields to prevent damage.
In Tank role, Defense increases by +65% while not blocking.
Using a Shield activates Ice Armor which increases Defense increases by +35%
Ice Shields include Reflection, Winter Ward, Shatter Restraints and Hibernation.

Useful Ice Powers[]


Rage Tanking[]

See Also: List of Rage Powers

Rage Tanks gain Health and Defense and may temporarily defer damage.
In Tank role, Defense increases by +50% and Health increases by +20% while not blocking. Scar Tissue grants Health as the Combo Meter increases up to a maximum of 100% of Dominance.
Severe Punishment activate a Enrage that defers damage into a Rage Crash.
Several Rage powers have mechanics that reduce or ignore the delayed Rage Crash damage.
Some Rage powers heal based on outgoing damage.

Useful Rage Powers[]

Skills and Iconic Powers[]

Movement Skills[]

Movement Innate Skills
Passive Movement Skills are important to Tanks as they provide additional Resistance to Control Effects and restore Power after a Breakout. 

Skill Movement Trees
Breakout Mastery Acrobatics, Flight, Skimming, Super Speed
Knockback Resistant Acrobatics, Super Speed
Restraint Resistant Flight, Skimming, Super Speed
Stun Resistant  Acrobatics, Flight, Skimming
Knockback Recovery Acrobatics, Super Speed
Restraint Recovery Flight, Skimming, Super Speed
Stun Recovery Acrobatics, Flight, Skimming

Movement Active Skills
Active Movement Skills will Taunt and activate Tank role bonuses just as super powers found in the main trees. Skill Points are used to purchase Movement Skills allowing additional Tank loadout options.

Function Powers
Targeted Pull

Acrobatics : Grapple Line Attack
FlightSkimming : Low Pressure
Super Speed : Tornado Pull

Control Breakout

Acrobatics : Launching Roll
Flight : Air Burst
Skimming : Typhoon Flip
Super Speed : Whirling Dervish

Control Breakout Supercharge

Acrobatics : Perfect Poise
FlightSkimming : Dustoff
Super Speed : Metabolic Boost

Crowd Control

Acrobatics : Forward Flip Attack, Throwing Knives
Flight : Downdraft Attack, High Pressure
Skimming : Cyclonic Burst, Spin Draft
Super Speed : Cyclone Push

Active Iconic Powers[]

Iconic Powers will taunt and activate Tank role bonuses just as super powers found in the main trees.

Weapon Styles[]

Weapon combos can be used as Crowd Control mechanisms as some Knockdown, Stun, Juggle or Push opponents. Weapon Interrupt and Block Break combos should be used to counter opponents granting you temporary immunity.

Equipment Mods[]

Placing Equipment Mods in slots can boost stats and improve performance.
Color Mods should match a socket color to gain bonus affinity stats.
Tactical Mods require Lair System access.

Slot Mod
Blue Slots Dominance & Health or Health
Yellow Slots Restoration & Health or Health & Power
Red Slots Precision & Health or Might & Health
Weapon Slot Absorption Adapter
Neck Slot Fortified Blocking
Back White Slot Breakout Protection or Breakout Regeneration
Feet White Slot Deadly Block
Chest White Slot Core Strength or Reserve Tank
Hands White Slot Regenerative Shielding

General Strategy[]

It is the job of a tank to reduce the overall damage a group takes. A Tank should disable and taunt enemies whenever possible with area effect powers that knockdown, juggle or stun. Pulling enemies and gathering them in one large group will make this easier. Powerful attacks should be dodged by moving out of range or breaking line of sight.

Blocking is extremely effective if done right. It will reduce incoming damage by 75%, interrupt most weapon combos by stunning the attacker and provide protection against most crowd control effects. A Tank should always block if overwhelmed, if the healer can't keep up with the damage or if a big attack is coming and can not be dodged. However, blocking too long may strain power generation and cause enemies to bypass the Tank as active powers are necessary to taunt opponents.


See also[]