114 SP2

Page last updated on 06 December, 2025.

The 114 SP2 is a tier 10 Chinese superheavy. It features high HP and decent armour, good DPM relative to its high 620 alpha, but unimpressive accuracy and top speed. What this tank is good at/specializes in is very niche, which is flexibility & favourable hull layout.

Click the table of contents below to access the section you want:

  1. Armour
  2. Playing against a 114 SP2
  3. Gun
  4. Mobility
  5. Provision & consumable loadout
  6. Equipment Loadout
  7. Gameplay advice
  8. Tank gameplay
  9. Overall
  10. Is it worth it?
  11. Camo cost:
  12. Historical info:

Armour

(The 114 SP2 in the images is using Improved Assembly)

Image slider may take a few seconds to load

Drag slider right -> to view 252mm AP
Drag slider <- left to view 330mm HEAT

When flat and facing head-on:
Upper plate 288-300mm
Hull shoulders 380mm
Mid bar 150-255mm
Lower plate 215mm

Turret face 365-375mm
Turret cheeks 355-375mm
Cupola 200mm
Gun mount 290mm

vs 272mm AP (top image) 373mm HEAT (bottom image)
Using -7 gun depression:

Upper plate 370-385mm
Turret face 395-405mm
Turret cheeks 400-420
Cupola hidden (you can see it in the image, but there’s essentially no hitbox)
Gun mount 310mm

Armour effectiveness:
Following quite a lot of testing with penetration at tier 10, the 114 SP2’s upper plate was concluded to be:

-Effective up to 257mm AP penetration without any angling. 257mm AP has a roughly 50% chance to penetrate the upper plate, when un-angled. This is when using Improved Assembly, which improves HP but not armour.

-Effective up to 270mm AP penetration, when using enhanced armour, and without any angling. 270mm AP has a roughly 50% chance to penetrate the upper plate, when un-angled. This is when using enhanced armour, which improves armour but not HP.

Side armour:

Like the WZ-114, the 114 SP2 has inverse angle sides covered by spaced armour.

The base side armour itself is 90mm, and tracks are 20mm.

Also like the WZ-114, this armour is not a reliable area, both for bouncing shells off it, or for penetrating it as an enemy.

Shells often penetrate this area even though it shows red, but they can sometimes still bounce off (explained more below). Its best to just not take the risk of shooting that area, just shoot the flat side armour below it.

Also note how, even though you can’t angle the turret like an E 100, it still has pretty strong turret side armour, at 160mm. Sometimes you may bounce an enemy shell due to this.


Armour vs tier 9 tanks:
The upper plate is strong and will bounce most standard ammo from enemy tanks. Only very few tanks have 257mm of AP penetration or more (explained above why this thickness is important). The upper plate can be angled to bounce even the tanks with 257mm or higher penetration.

The turret is very strong and will be able to bounce most premium ammo. Only a few tanks with exceptional penetration at tier 9 (such as tanks with 330mm or 340mm HEAT) will be able to penetrate the turret cheeks. When using gun depression the turret is basically completely impenetrable.

On flat ground, the lower plate and cupola are both weakpoints.

Armour vs tier 10 tanks:
Against tier 10 tanks, the armour performance is essentially the same.

The lower plate and cupola are both weakpoints to all enemies while on flat ground, the upper plate is strong, but penetrable by high penetration standard ammo. 

The turret is impenetrable to any or MT or LT, even if using calibrated shells; and is only penetrable to HT which have premium HEAT and are using calibrated shells. Note that if turning the turret at all, the angled cheeks become very easy to penetrate.

When using gun depression, the turret is impenetrable to all tanks except TDs using calibrated shells.

Playing against a 114 SP2

Shooting the upper plate:
It was discussed above that the upper plate of this tank is fairly weak, however, its best to not shoot the upper plate of this tank with standard ammo.

Its so easy for the 114 SP2 to use slight gun depression or turn its hull just slightly and increase the armour to a level which even high penetration standard ammo cannot reliably penetrate. 

Of course, if the upper plate shows up as grey, with barely any red highlight, you can shoot it, but don’t rely on your tank’s penetration level to shoot the upper plate, as the enemy could very easily angle the armour to increase the thickness.
(However in a facehug, don’t hesitate to use standard ammo on the upper plate, as its just so weak when you remove its angling, which is what facehugging does.)

Shooting the sides:

When shooting the side armour, just avoid shooting the red highlighted area.

This area isn’t nearly as strong as on an IS-7, but its still a very troll area which will often cause shots to bounce off, so its still best to avoid shooting it.

The tank is at slightly different angle in these 2 images

Facing a hulldown 114 SP2:
If the enemy 114 SP2 is not using gun depression, then you can easily just use premium ammo on the upper plate or the turret cheeks (not turret front). The cupola can be penetrated by standard ammo.

If the 114 SP2 is using gun depression, then its basically impossible to penetrate.
The cupola is hidden, and thus not a weakspot anymore, and the turret are upwards of 365mm thick.
The only weakpoint you can hope to penetrate is the gun mount, which is roughly 310mm of spaced armour. This weakpoint is also very hard to aim for, due to the large size of the gun which will block most of your shot, and the gun itself being 70mm thick (so it will stop your shot from penetrating if you hit it).

Gun

The 114 SP2 mounts a 152mm gun.

Firepower:
-Ammo: AP/HEAT/HE.
-Penetration: 255/325/69mm.
-Alpha damage: 620/520/870
-Reload time: 14.6s
-DPM: 2544

Handling:
Estimated aim time is 4.3/4.6s
Base aim time is 2.7s, but it can be improved to 2.07s.
-Dispersion is 0.389/0.331
Gun handling is 0.2/0.21/0.15, or 0.18/0.18/0.13 with Vertical Stabilizer.

Usability:
-Shell velocities are 870/790/760 m/s
-Gun depression is -7 degrees around the entire tank, except the rear where its -4 degrees.

Overall this gun is average. Compared to similar tier 10 HT guns, the 114 SP2 has good DPM, 100-200 more than similar tanks. The penetration is fairly average for a heavy on AP & HEAT, with HE being below-average.

Accuracy & gun handling are slightly worse than similar tanks, with average aim time. The gun’s feel of overall accuracy & reliability is very similar to the E 100’s gun.


Gun depression is actually very good, as unlike the VK 72 with a rear turret, or the E 100 which is just enormous, the 114 SP2 is rather low profile. Its also better than the 60TP’s gun depression, as the wide hull and mid mounted turret of the 60TP cause it to be more awkward, with its hull often propping up the gun when approaching ridges.

The 114 SP2 has very nice gun depression due to its frontally mounted turret, lower height, and its narrower hull. This means you have to expose less of the tank to use the -7 gun depression, and are a bit more flexible in gun depression positions.
(Note that this is something you can’t see on paper, you can only really tell by playing the tanks. The 114’s gun just feels more flexible and less clunky in terms of its gun depression.)

Mobility

Raw stats:
-Forward speed is 35km/h.
-Reverse speed is -13km/h.
-Raw acceleration rate is 12.6 hp/t.
-Engine power is 1035hp for its 82 ton weight.

Hard terrain mobility:
-Actual acceleration is 12/6 hp/t.
-Traverse speed is 35.3 deg/s.

Medium terrain mobility:
-Actual acceleration is 10.5 hp/t.
-Traverse speed is 29.5 deg/s.

Terrain resistance stats:
Terrain resistances are 1/1.2/1.6

This tank is actually decently mobile for a superheavy. It has good traverse speed and decent acceleration, with a decent top speed. Compared to the other heavy tanks with a similar gun (60TP, E 100, VK 72), the 114 SP2 doesn’t stand out too much, but also isn’t lacking behind.

Provision & consumable loadout

For this section, consider that it is based off gameplay experience where the driver constantly got injured, and occasionally the ammorack, but not other modules or crew.

If you play the tank and have a different experience with module and crew damage, you may decide that a different consumable/provision setup is more appropriate.


Provision loadout should be:
10% food – This is necessary for all aspects of tank performance, it improves reload time, DPM, accuracy, aim time, view range, terrain resistances, and hull/turret traverse speeds. This just makes your tank better in all aspects and is necessary for staying competitive in the battle.

10% fuel –  This is necessary for the mobility of the tank, improving acceleration, hull traverse, and turret traverse speeds significantly. Mobility is one of the points of this tank which is surprisingly good, even though its top speed is limited. Not taking fuel would cripple the tank’s movement and make it even less mobile than tanks like the E 100.

3% food – Take this for further crew performance improvement. Its not a hugely noticeable difference, but considering the accuracy of this tank and how important it is to hit each shot, every bit of crew improvement helps. The decent 2.6k DPM combined with great 620 alpha are some of the strong points of the tank, and the 3% better crew performance takes advantage of these aspects.

If using a different setup for crew/module protection, then you might want to switch out this 3% food for a protective kit. As stated in the previous section, there’s multiple combinations you could use for crew protection, each sacrifices different things.
(If using 2 medkits, you sacrifice a consumable slot; if using protective kit, you sacrifice a provision slot; if using defense system, you sacrifice ramming ability, and engine/ammo rack/fuel tank protection).

Equipment Loadout

Gun Rammer/Calibrated Shells:
Both equipment pieces can work on this tank.

Use calibrated shells if you don’t want to focus on the tank’s DPM so much, and want to make each shot more impactful and effective. This increases the tank’s penetration to a very impressive amount, going from 255mm on AP, up to 275mm; HEAT increases from 325mm to 367mm, and HE increases from 69mm up to 75mm.
Using calibrated shells makes your reload 15.4s, with 2417 DPM. You have to play a more careful role since you can’t reload as quickly, but when you do reload, you can penetrate and hit more consistently.

Gun rammer focuses on the tank’s good alpha & DPM combination, increasing the DPM from 2417 up to 2544, and reload time from 15.4s down to 14.6s.
You can’t penetrate some armour as reliably, but you shoot faster and are more flexible in a brawl or frontline situation. Gun rammer is less focused on making the single-shot impact more effective, and is more focused on shooting quicker in all scenarios.

Improved Assembly/Enhanced Armour:
Both equipment options work well on the 114 SP2, as it both has high HP, but also benefits quite significantly from enhanced armour.

Improved assembly would increase the HP of this tank from 2600 up to 2704, which would let it survive longer in battle and also trade damage more effectively with lower alpha and lower HP tanks.

Enhanced armour’s main benefit is to the turret cheeks and upper plate, the other armour areas are either too strong or too weak to enhance. Enhanced armour would improve:
-Upper plate armour from 282mm to 293mm effective.
-Turret front armour from 365mm to 378mm effective.
-Turret cheek armour from 355mm to 372mm effective.

Vertical Stabilizer/Refined Gun:
Both of these can work on this tank. Vertical stabilizer is great if you are being a bit more active in battle, brawling, or having to quickly turn to get the gun on target. Refined gun is good when you are hulldown, or other situations where you aren’t moving much or have time to fully aim in, its also good for taking snapshots or rushed shots and just relying on the improved dispersion.

Gameplay advice

The 114 SP2 has very odd gameplay, as its not super-heavily armoured, its not very quick, and its not got the best gun. Its okay in all those areas, but with a good amount of hitpoints, a strong turret, and good gun depression.

This means the 114 SP2 is a sort of support tank, but its also a frontline tank.

General gameplay:
The 114 SP2 should always be taken to the heavy tank side of the map, this is due to it requiring slower-paced gameplay to really work well.

On the medium flank, the 114 SP2 is really out of place. Its very easy to be spotted, enemies are more accurate, enemies have higher DPM, and your slow tank just can’t keep up with the fast gameplay that mediums have. Sure the armour will be stronger against mediums, but that’s irrelevant if they can just flank you, easily snap weakspots, put in 2-3 shots for every once you shoot, etc.

Take the 114 SP2 to the heavy side, only if your team doesn’t support you, then switch flanks. The 114 SP2 relies on teammates more than anything, so make sure to have support from allies, even if you think they are making a wrong play.

The 114’s gun accuracy requires large targets, its reload requires slower gameplay, its mobility requires slower enemies, and its HP lasts longer against the lower DPM of enemy heavy tanks. These are only traits found on the heavy flank, as mediums are smaller targets, have fast gameplay, and can use mobility to overwhelm a slower heavy like the 114.

Play the tank cautiously:
Don’t play too aggressively in this tank. While it has good hitpoints and decent armour, it doesn’t have a quick reload or the snappy accuracy to be very aggressive in its plays.

The 114 SP2 plays a more laid-back role in battle, both on the frontline, and on the 2nd line. Be aware of your tank’s limitations, as in:
Your reload is fairly long, you have to take a few seconds to aim, you can’t bounce much if enemies use premium ammo or you’re not using gun depression, and you have quite a long hull/turret profile.

Playing actively:
Just because you have to be cautious in general gameplay, doesn’t mean you can’t have an active role in battle.

The 114 SP2 is among the best in tier 10 for making trades, as it has both high HP and alpha damage. DPM is also not lacking, and you have good gun depression.

Use these strengths of your gun for ambush gameplay, hulldown gameplay, and for making pushes with allies.

When pushing, make sure you always have allies to support you. You can tank a few hits from enemies, but if your allies don’t help you take them out, then you’ll be dead very quickly.

Use gun depression:
While using full gun depression, the 114 SP2 actually has very good turret armour on its turret front and turret cheeks. In such a situation, you can be completely confident in the armour.

When the full-7 gun depression is used, the weakest points on the turret cheeks are 395mm, and the cupola also becomes fully hidden. This makes the 114 SP2 practically impenetrable to any tier 10 tank, other than the highest penetration TDs using calibrated shells.

Angle and wiggle:
Doing this will make the upper plate harder to penetrate. This is important, as the 114 SP2’s upper plate really isn’t that impressive for a heavy tank, only being effective to about 257mm of penetration (this accounts for 5 degrees AP normalization).

Angling and wiggling is fairly effective in this tank, and can cause enemies to miss their shot.
If aiming at the lower plate, sometimes enemies will hit the track and deal no damage. If aiming for the upper plate, then the thickness would increase when angled, resulting in a bounce.

Don’t facehug enemy tanks:
Due to having a fairly weak hull on flat ground, and quite a large profile, facehugging enemies will never work out well for this tank. Any enemy can very easily shoot down on the upper plate with AP and penetrate it easily.

Don’t rush shots:
This gun really needs to aim in each shot as much as possible before firing, as its reload is fairly long, and missing or bouncing even a single shot is detrimental to the damage causing abilities of the tank.

Every shot is worth about 24% of your tank’s DPM, and the tank hits hard with 620 alpha, so its worth spending a few extra seconds to aim your shots if needed.

If you must rush a shot, and don’t think you’ll have time to aim for a small weakpoint, then you can use HE to cause splash damage. Like with any high alpha heavy tank, the 114 SP2 can cause reliable splash damage, even against fairly thick plates.

Sidescraping:
If sidescraping, only expose the tank’s rear. Note that due to having a weak track wheel, exposing the front part will often result in your tank getting penetrated and tacked in place.

Due to the long hull, you can use the rear to bait shots from enemies,

If you are going to sidescrape, try to use the least possible angling that you can. This will work, as when you are sidescraping, the front of your tank is hidden by the building, and the rear will be able to bounce what shots enemies shoot at it (if they even take those shots).

When you come out to shoot, your front is only exposed for a shot period, and you ensure that you have a shot on the enemy. Even though the 114’s front is penetrable when it reverses out, its still better than just driving out sideways and exposing the lower plate.

In this image, shooting the track wheel results in a penetration, however, shooting the rear parts of the hull or tracks results in a bounce.


Compared to similar tanks, such as the 60TP, E 100, and VK 72, the 114 SP2 is a more cautious and laid back heavy tank. Its can’t be as confident or aggressive in its gameplay, yet its still capable of performing an influential role in battle, by using its HP, gun depression, and its decent DPM to outplay enemies as a sort of frontline-support damage trader tank.

This tank really relies on the team to support it on the fairly long reload or if facing against multiple enemies, so try to always play with the team in this tank.

Tank gameplay

Overall

Armour – 5/10
Gun – 5.5/10
Mobility – 5/10
Speed – 4.5/10

114 SP2 is overall a good tank.

Armour is decent on the upper plate, strong on the turret. HE protection is extremely high, HESH protection is mediocre. Difficult to sidescrape/angle but not impossible. Extremely strong when using gun depression.
Gun has great alpha damage, good penetration, and decent DPM. Aim time and gun handling are mediocre, accuracy is poor. Gun depression is good, -7 degrees.
Mobility is decent, with a fairly strong engine, decent acceleration, and good traverse speeds.  Reverse speed is fairly slow.
Speed is low, 32km/h.

Overall the 114 SP2 is a good tank. It has decent stats and plays quite differently to tanks with similar stats (E 100, 60TP, VK 72.01).

Is it worth it?

The 114 SP2 is only worth getting for players who think they’d enjoy what the tank offers.

For the majority of players, the 114 SP2 doesn’t offer enough difference or uniqueness to really be worth getting over a tech tree tank. This tank is unique, but its in a way which most players probably won’t enjoy, having less armour and HP than an E100, but less speed and armour than a 60TP.

While it does offer better DPM than other heavies with 600+ alpha, with a strong turret and nice gun flexibility, for most players this isn’t enough to make it worth getting over a tech tree tank. If you think this tank is something that will suit your playstyle, then its worth considering.

The 114 SP2 is worth 17,000 gold. Its a good tank, it can perform well in battle, and it has some few unique aspects which make it interesting. Unfortunately its not easy to play due to its large size and weaker hull armour, and is also out-competed by German superheavies for general battle effectiveness.

Camo cost:

“Interception” camo: 3D, costs 6,500 gold

Historical info:

The 114 SP2 is a fake tank made by WG.

WG description of it is:
“A proposed project for a heavy tank destroyer based on parts and components from the Soviet T-10 heavy tank and elements from the experimental WZ-111 heavy tank. An armored cabin was developed for a 152 mm gun. The distinctive feature of the vehicle was the ability to rotate its turret 360 degrees. Existed only in blueprints.”

However, this is just blatantly untrue. 

The 114 SP2 is a combination of 6-7 different heavy tanks and mobile howitzers (artillery).

Design elements:

PLZ-45 and PLZ-52 self-propelled howitzer
The 114 SP2 uses many elements of these howitzers’ turrets. Namely:
-Turret front design
-Turret rear design
-Turret side hatch door placement
-Commander cupola placement
-Turret rear design
-The gun (identical to the L45)


Type 83/PLZ-83 self propelled howitzer
The 114 SP2 also uses turret elements from this tank.
-Turret front design
-Turret side design


PLZ-05 self propelled howitzer
The 114 SP2 also uses turret elements from this tank.
-Turret side design (nearly identical)
-Turret rear design
-Turret side stowage and hatch door placement
-The gun is the same, but a shorter version, the L45.


T-10M
The 114 SP2 uses hull elements from this tank.
-The whole hull is that of the T-10M. (Not “parts and components” like WG says)
-An extra set of road wheels, and lengthened hull are the only differences (and a different upper plate, from the Obj.268/4 design, which is also a T-10 hull).


Object 268 version 4
The 114 SP2 uses hull elements from this tank.
-Hull front design and shape
-Different angles on the upper and lower plates are the only differences.

IS-3M & T-54
The 114 SP2 uses the V-2-54 engine from these tanks.


So what is this tank?

Its the turret of a Chinese artillery, using elements from the PLZ-45/54, PLZ-05, and Type 83/PLZ-83.

The gun is also from a Chinese artillery, a  PLL-01 (also known as WA 021, W88, W89, or Type 89) 155mm howitzer gun, modified for anti-tank use. The gun length is 45 calibers (6.975m).

The hull is a combination of the T-10 and the Obj. 268 version 4, with the entire hull being just a modified T-10 hull, slightly longer and with an extra set of road wheels.
Hull front plate is the same layout and design as the Obj.268/4, just with a lesser angle on the upper plate.

The engine was pulled from an IS-3M or T-54, and supercharched (hence being called V-54-2SCP) to produce an additional 380 horsepower.

(Its possible that there may be some elements of WZ-111, as WG suggests, but none are evident on the tank’s model.)


Inaccuracies:
WG has somehow even managed to make some parts of this tank inaccurate, even though the tank wasn’t real in the first place.

-The name of the gun “GM 45” is incorrect. The GM 45 name refers to the mount that the PLL-01 was put in, the Type GM 45. The correct naming should be “PLL-01 155mm” or “PLL-01 FT”.
(FT in this case means 反坦 or anti-tank, as the gun would have been changed from a howitzer to an anti-tank weapon)

-The gun caliber is also incorrect, the GM 45 mount was specifically built for a NATO-standard 155mm L45 gun, which was the PLL-01.
WG for some reason has changed this gun to being 152mm, which is incorrect both for the gun name and the caliber itself.

-The engine power and the choice of engine are both dubious.
Why remove the perfectly good engine of the T-10M, the V-2-IS (750 horsepower) from the tank? If more horsepower was needed, why not just supercharge the engine that’s already in the tank?
WG has instead taken the engine of a Type 59 (a much older and weaker engine), which produces 520BHP, and supercharged it to be a 900 horsepower engine. 

Logistically it isn’t practical, but it is possible. But gaining 380 horsepower from supercharging a 520BHP engine is highly unlikely (generally a supercharged engine can’t produce an additional 73% horsepower).

-Engine name is wrong. V-2-54SCP implies that its the V-2-54 engine from a Soviet tank, rather than the licenced Chinese copy of this engine, the 12150L. 
The letters SC imply “SuperCharged”, and the letter P may stand for Power(ed).

Does this tank make sense? No.

1- The modules of this tank are all from VERY different eras. The engine is from 1943, the hull is from 1957, the gun is from 1987, and the turret uses elements from 3 tanks dating to 1983, 1988, and 2003.

2- Logistically speaking, using the hull of a Soviet tank, with a Chinese-made turret and gun, is just not practical; unless China gained a production license for that hull. It would make far more sense if this hull was a WZ-111 hull.

3- Taking the engine of the T-10M, out of the T-10M hull, and replacing it with a 14 year old engine, supercharged to produce 73% more engine power (unrealistic), is also not practical.


Is the tank realistic?
Aside from the fact that this tank just doesn’t make sense, its actually a fairly realistic vehicle.

This tank would not be a heavy tank in real life, as the concept of the heavy had long been dead by the date which China started using the PLL-01 gun. This tank would take the role of either an SPG (tank destroyer) or an SPH (artillery). 
Due to this, the tank would have had armour (and thus huge amounts of weight) removed from the tank, as it would not be needed.
(However, in this case, its a heavy tank.)

A 900 horsepower engine would propel this 82 ton tank decently, and as it would be an SPH, it wouldn’t necessarily have to move fast (it wouldn’t really need the armour either).
If it had lighter armour and weight, a weaker engine (such as the original T-10M engine) would suffice.

The gun and turret fit perfectly together, as the real tanks which mount this gun actually have a very similar turret design, though slightly less compact. The gun may have a different loading system, as the turret is much more compact than the SPH tanks that the turret was inspired by (the SPH tanks with this gun had autoloaders).

The T-10M hull modification makes a lot of sense, adding extra wheels and lengthening the hull gives the tank better terrain crossing capacity and mobility, due to the additional weight of the gun and larger turret (However, the fact that its a T-10 and not a Chinese hull doesn’t make sense).


The only truly unrealistic points of this tank are the fact that the tank is not real, the hull comes from a different nation, and the engine from an outdated (and different nation) tank.
Gun depression is unlikely able to be 7 degrees, and would probably be closer to 4-5 degrees.
The weight increase to 82 tons would have likely caused issues for the suspension design, though its not for certain as no such project was undertaken.

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