
The Obj. 777 II is a tier 10 Soviet heavy tank. Its actually quite similar to the Chinese heavy tank 113, being fast, having a strong upper plate and turret, and high DPM with good alpha damage.
Click the table of contents below to access the section you want:
- Armour
- Side armour & how to play against an Obj. 777
- Gun
- Mobility
- Equipment, provisions, & consumables
- Gameplay advice
- Overall
- Is it worth it?
- Camo cost:
- Historical info:
Armour
(The Obj. 777 II in the images is using Enhanced Armour)
Image slider may take a few seconds to load


Slide right -> to view 255mm AP
Slide left <- to view 330mm HEAT
When flat and facing head-on:
Upper plate 400-600m auto-ricochet
Mid plate 250-265mm
Lower plate 135-145mm
Turret ring shields (below gun on the hull) 260-320mm
Turret face 430-660mm+ (305mm weakest point)
Turret roof below cupolas 235mm auto-ricochet (only 180mm+ guns can overmatch)
Cupolas 165mm

vs 330mm HEAT
Using -6 gun depression:
Upper plate 600-840mm+ auto-ricochet
Mid plate 250-260mm
Turret face 450-780mm+ (310mm weakest point)
Turret roof below cupolas 320-400mm auto-ricochet
Cupolas 165mm
VS all tier 9-10 tanks:
Against enemies in both tier 9 and tier 10, the Obj. 777 II’s armour performs in the same way.
The lower plate is extremely weak, it can’t even be angled to get bounces, all tier 9-10 tanks can penetrate it.
The upper plate is extremely strong, quite like an E 100. Even if its pointed downwards, it still remains very thick and hard to penetrate. On flat ground this isn’t penetrable by any tank, even the highest penetration in game.
The mid bar is somewhat troll, it can bounce on occasion, and it can be angled to bounce reliably. If using enhanced armour, this mid bar can bounce standard ammo from LT, MT, and HT reliably even when not angled.
The turret is extremely strong. At mid to long ranges you can be quite confident that nothing will penetrate it. In close range, the weakpoints are on the turret cheeks, right next to the gun, you will need at least 335mm to penetrate it reliably, and you also have to hit the shot with perfect precision. If don’t hit the right area on the cheeks, you bounce.
Side armour & how to play against an Obj. 777
In a facehug:
There are multiple weakpoints that you could aim for when in a facehug.
-Cupolas, they are small, but at point blank range you can hit them easily
-Gunner’s viewport. This is the little box in front of the right cupola, its weak, and you have to shoot it at the base of this box, but its a reliable weakpoint.
-Turret roof, under each cupola the roof is very weak, its only penetrable to HEAT ammo though, as AP and APCR would encounter an auto-ricochet.
-Turret cheeks, with premium ammo, most HT will be able to penetrate this area fairly easily (if they have low enough profile or enough gun depression)
-Turret ring shields, only some tanks can hit these as they are on the hull, they are also quite small, but are only 260-310mm in thickness.
Note that every one of the above mentioned weakpoints is very small on the tank, but there are quite a few. Due to their size, these are not viable weakpoints at really any other distance other than at point-blank range.
Side armour:
Part of the reason the Obj. 777’s side armour is so troll is down to the fact that you can’t actually see its side armour highlight. You have to use your game knowledge to make an estimation of your shell’s penetration vs the enemy tank’s angle.
The armour itself is also fairly strong, and there are some odd angles with cause additional bounces.
Below are some images to help with this, but you can also use other Blitz websites to check for yourself.

The Obj. 777 is over-angled in both of these images.
(An over-angle is any angle less than 70 degrees)
The gun shooting at the Obj. 777 II has 255mm AP penetration.
At 60 degrees:
-Penetrating the side armour at this angle is quite hard and not reliable.
-Shooting the tracks, the wheels, or the turret ring area would result in a bounce/non-penetration.
To penetrate at this angle:
-You have to shoot the armour above the wheels, and under the tracks (this is shown in the image below as the green area).
-Or, shoot the hull in front of the turret ring, this is fairly weak, and you can ammorack the tank there.
At 56 degrees:
-At this angle, shells start being able to penetrate reliably.
-Shooting the tracks will now result in a penetration. The green areas (shown below) are still easily penetrable.
Where not to shoot:
-Avoid shooting the turret ring, its thickly armoured. Also avoid the thin armour bar under it, as its well angled.
-Still try to avoid shooting the wheels, the Obj. 777’s hull is rather shallow, so if you shoot the wheels you may completely miss the armour.
Also, at this angle the wheels are still not a reliable penetration, sometimes shots penetrate, sometimes they don’t.

The above image shows the tank angled at 56 degrees, this is the point where enemy tanks can more reliably penetrate the tank.
The image shows the armour values and where you should shoot, below is an analysis of these areas:
Red area:
-These areas are very high in thickness and you shouldn’t shoot them with any ammo type when at this angle.
-The upper red area is high in thickness, and is curved inwards (similar to the Obj.140, Annihilator, and Škoda T56’s upper sides), which creates a very troll angle and very strong armour.
-The lower red area is covered by tracks, which will absorb HEAT and HE. Behind the track is a well-angled 74mm plate, also angled inwards, creating high effective thickness (similar to the Obj.268/4 or IS-7).
Orange/yellow area:
-This area is the track, behind it is relatively flat, only 200mm, but the track is worth 20mm of module armour (spaced), so in total its 220-265mm. The areas towards the front are more reliable for penetration (compared to the back, where its 265mm).
-As this area is the track, it will also eat HEAT and HE shells, though AP and APCR will still penetrate, given that your tank has enough penetration.
Green area:
-These areas are just raw armour, no spaced armour or module armour is covering them.
-These areas are low in thickness, so most tanks in tier 9-10 won’t have an issue penetrating these parts.
(Note how narrow these areas are, it will be hard to aim for them and hit the right area if you/the enemy is moving the tank, or if your tank doesn’t have the best accuracy.)
-WG has modelled the tracks as “stiff”, so they don’t sag down on the wheels, hence why the green area is above the wheels, and the orange area (the tracks) is above the green area. Again, you can also use other Blitz websites to check this yourself.
Gun
The Obj. 777 II mounts a 122mm gun
-Alpha damage is 430 on APCR, 370 on HEAT, and 530 on HE.
-It has an 8.3s reload, giving it 3125 DPM.
-Penetration on APCR is 250mm, HEAT is 340mm, and HE is 60mm.
–Estimated aim time is 3.5/3.7s
–Base aim time is 2.31s, but it can get down to 1.78s.
-Dispersion is 0.335/0.301
–Gun handling is 0.2/0.2/0.09, or 0.18/0.18/0.08 with Vertical Stabilizer.
-Gun depression is -6 degrees
Overall this is good gun. It has great HEAT penetration with amazing DPM for a quite high 430 alpha, with a fast reload & pretty good dispersion relative to its damage. Aim time & gun handling are decent but nothing special, and its standard APCR penetration is low.
The -6 gun depression isn’t as bad as it seems, as the Obj.777 II is one of the lowest profile heavy tanks in the game.
One thing to note is that standard ammo is APCR, and its penetration is 250mm, making it the lowest penetration heavy tank standard ammo. However, it has also got one of the highest heavy tank premium penetration levels of 340mm, meaning if standard ammo isn’t sufficient, premium ammo definitely is.
Mobility
-Top speed is 45km/h forwards, and -12km/h in reverse.
-Traverse speed is 29.9 deg/s on hard terrain, and 24.9 deg/s on medium terrain.
-In game acceleration rate is shown as 16.2 hp/t, it has strong 1116hp engine for its 69 ton weight.
-Actual acceleration rate is 16.2 hp/t on hard terrain, and 13.5 hp/t on medium terrain.
–Terrain resistances are 1/1.2/1.5
Overall this is good mobility, considering the good gun and turret/side armour of this tank. It has a high top speed, and a good acceleration rate on both terrain types, allowing the tank to reach its speed fairly easily. The terrain resistances are also great, so the tank doesn’t lose much mobility performance when going off-road.
Reverse speed is quite poor for a tier 10 heavy, but its not unusable; the same goes for the traverse speed. The traverse speed is what slows this tank down quite significantly, so if you want to use your speed, try avoid turning the hull too often, and stay on hard terrain.
One thing to note is that other than slow medium terrain traverse, your turret also turns slowly (19.44 deg/s), making it very awkward in some situations.
Equipment, provisions, & consumables
The Obj. 777 II doesn’t have any special provisions or consumables.
Gun Rammer:
The Obj. 777 II already has great penetration on HEAT, and one of its strengths is in having high DPM. Calibrated shells is essentially useless on this tank, as its standard ammo being AP means it hardly gains anything from calibrated shells, and its HEAT ammo definitely doesn’t need mor penetration.
Using calibrated shells would be removing an advantage which this tank has, its great DPM & alpha damage combination. Gun rammer would increase DPM from 2968 up to 3125, and lower reload time from 8.7s down to 8.3s
Enhanced Armour/Improved Assembly:
Either improved assembly or enhanced armour can work very well on this tank.
Enhanced armour would increase:
-Hull mid bar, from 252mm to 260mm.
-Turret front on its weakest point from 305mm to 315mm (the rest from about 360mm to 375mm and higher).
-Hull sides from 115mm to 119mm.
Alternatively you can use improved assembly, improving the tank’s 2400 HP up to 2496 HP
Considering enhanced armour doesn’t only benefits a small area of the turret front, and the upper plate doesn’t need improving, improved assembly still a great option for the Obj.777 II.

Left image is using improved assembly, right image is using enhanced armour.
Note the difference enhanced armour makes to the mid plate.
This is against 255mm AP.
Improved Control:
Due to having such low traverse speed, improved control is a better choice than engine accelerator.
Having better traverse speed helps to maintain speed when turning, and will also allow you to quickly angle the tank’s armour.
Its just as important as having good acceleration, and due to the tank’s already strong engine, the Obj. 777 can afford to drop some of that engine power to gain traverse speed.
Improved control gives this tank a 31.8 deg/s traverse on hard terrain, and 26.4 deg/s on medium terrain. You could also use the additional 3% fuel provision, with would increase both traverse and engine power, in exchange for a bit of DPM and accuracy.
(Importantly, this extra 3% engine power gives the tank nearly 32 deg/s traverse speed, with 26.8 deg/s on medium terrain..)
Vertical Stabilizer:
As the Obj. 777 II is a frontline brawler, it benefits from using vertical stabilizer more than it does from refined gun.
The accuracy of 0.335 is already good for its 430 alpha damage, so this doesn’t need improving. Since the Obj.777 II has slow traverse, and constantly has to move to angle its armour and brawl, its almost always moving, which causes its on-move dispersion to constantly be in effect. While refined gun makes the gun more accurate, it makes it slower aiming, and with the Obj.777, where its DPM is a big trait, relying on just good dispersion and snapshots isn’t going to be the best move.
Vertical stabilizer generally makes this tank more consistent due to its gun handling, aim time, and its playstyle.
Gameplay advice
The Obj. 777 II is a proper heavy tank which brawls on the frontlines. Much like the 113 and WZ-111 5A though, it has many heavium features which allow it to also work well as a more mobile and active heavy.
General gameplay:
The Obj. 777 II should go to the heavy tank side of the map when possible. Its high DPM is only really noticeable when used against heavies, as mediums have even higher DPM, and often slower gameplay of the heavy tank side gives the 777 quite an advantage with its high speed.
Similarly, sidescraping is a more valid tactic to use against enemies on the heavy flank, since the battle generally progresses slower, and the terrain is generally flatter, there are more chances to sidescrape (which the Obj. 777 II is very proficient at).
For the situations mentioned below, consider that the Obj.777 is not a heavium, however, due to its low standard penetration, it can’t hold its own against multiple proper heavies. While this tank is a “regular” heavy, it can also take a heavium role, which it sometimes needs to do.
Every battle is different, and due to its heavium-like DPM and speed, the Obj. 777 is able to push the medium flank if the battle situation is right.
For example, if the enemy team has a Super Conqueror and an E 100 for heavy tanks, but your team has you (Obj. 777 II), and a T95E6.
In this case, even though you can fight effectively on the heavy flank, the T95E6 would find it a bit harder to. Thus a fast sweeping push with both the Obj. 777 and the T95E6 on the medium flank, will generally work out better for your team.
Other situations where you may want to go to the medium side would be:
-If your heavy tanks are at a tier disadvantage. So if your team has you (Obj. 777) and a lesser- armoured tier 9 heavy (such as an IS-8), against 2 proper tier 10 heavies (such as E 100, T110E5, Maus, S. Conqueror, etc).
-If your heavies are at a tank type disadvantage. 2 heaviums against 2 super heavies/standard heavies are not an equal match. Super heavies and standard heavies do much better on the heavy side of the map then heaviums do.
(Obj. 777 can be a standard heavy, but if there’s no one else to support you in that role, then you’ll be outnumbered on the heavy side).
-If your heavies are at a numerical disadvantage, ie: enemies have 2 heavies, but you in the Obj.777 are the only heavy on the team
And of course, even if your team has the right setup to go to the heavy tank side, but for some reason they don’t, just go with the team. You won’t win alone, this is a team game, and your tank will always perform better when allies can support you.
Heavy flank:
When on the heavy flank, use the great mobility to secure bases and take positions on the map before heavies of the enemy team.
Go hulldown and sidescrape, just hide the lower plate, then use the great DPM to grind down the enemies’ HP.
Try to use DPM to trade against higher alpha enemies. With tanks like the IS-7, AMX 54, 60TP, E100, you are able to put in 2 shots for every 1 they shoot. Heavies with under 460 alpha will generally have a comparable reload to your tank, with those enemies, you have to trade in alpha (do the opposite, don’t let them put in 2 shots for every 1 time you shoot).
Medium flank:
If going to the medium flank, you have to push. Having a heavy on that side of the map immediately puts the other side down by 1 tank, so you have to use that surprise and numerical advantage to push aggressively with your team, and quickly crush the enemy mediums, or force a retreat.
When playing against mediums, be aware of their lower penetration, this makes angling the armour and utilizing the strong/troll sides much easier.
Also be careful of the higher speed of mediums, the Obj.777 is quite prone to circling, as its hull and turret turning speeds are both quite low.
Trade using alpha against medium tanks, mediums generally have higher DPM, and all have a quicker reload than your tank. Try to avoid the enemy after you shoot them, as often enemy mediums will know that they reload quicker, and try to put 2 shots into your tank before you can reload.
Sidescrape:
As shown above in the side armour analysis, the Obj. 777 has got very strong side armour, and when sidescraping its even more effective.
The fairly long hull and middle mounted turret, along with the tank’s low profile, make it the perfect shape to be able to take full advantage of sidescraping positions and bounce shots easily.
Angle and wiggle:
Same as with sidescraping, the tank’s hull profile and its side armour make the side armour very strong, and very troll even when over-angled.
When not in a sidescrape, and your hull front is exposed, turn the hull back and fourth. This keeps the angles of the armour changing, and makes it harder for enemies to take a clean shot.
This is amplified by the fact that the Obj. 777’s tracks, wheels, and track covers completely obstruct enemies from actually being able to see the colour of the armour highlight.
When doing this, don’t be predictable, if you just continuously repeat the same movements, enemies can just predict where and when to shoot and get a penetration. If you suddenly change up your movements, enemies are more likely to mess up and be confused by it.
Sidehug taller enemies:
Similar to the 113 and the WZ-111 5A, the Obj.777 II is a very strong tank to sidehug enemies with.
Though it has some weakpoints on the roof (against HEAT), the Obj. 777 is far lower profile than even the Chinese heavy tanks, so enemies will find it even harder to hit these weakpoints. Moving forwards/backwards will also keep their turret turning, and makes it much harder for the enemy to actually hit those weakpoints.
Don’t facehug enemy tanks:
Facehugging is a terrible idea in the Obj. 777 II for multiple reasons.
The first reason is terrible reverse speed. -12km/h is poor for a tier 10 tank, and it means you can’t reverse out of a facehugging situation easily.
The second reason is weakpoints. The Obj. 777 II has many frontal weakpoints when its in a facehug, these are mentioned above.
Every enemy type has a weakpoint to aim for, irrelevant of their penetration, ammo type, height, or gun depression, the Obj. 777’s armour just won’t hold up at point-blank range.
(Of course, this is assuming that the enemy knows about the Obj. 777’s weakpoints. But in battle you cannot assume that the enemy is an inexperienced player, you have to assume they are a great player, thus facehugging isn’t effective in this tank.)
Don’t rush shots:
Though the gun is decently accurate and has decent handling, you still need to take the time to aim shots in properly. The high DPM of this tank is wasted if you don’t let the gun properly aim, which it needs to do in order to consistently hit shots.
Similarly the standard APCR penetration of the Obj. 777 II is the worst for any tier 10 heavy, making it even more important that you aim well and don’t bounce.
The overall playstyle of the Obj. 777 II is quite similar to the 113. Its a proper heavy playstyle, but it has features of a heavium, and it can play like a heavium if it needs to. It has high DPM with good alpha, great speed, and great hulldown and sidescraping capabilities.
Overall
Armour – 6/10
Gun – 6/10
Mobility – 5/10
Speed – 8/10
Obj. 777 II is overall a good tank.
Armour is solid, strong turret with an impenetrable upper plate & great side armour. Lower plate is very weak (easily HESH penetrated). HE protection is immaculate, HESH protection is decent (bar the lower plate).
Gun has amazing DPM for a high 430 alpha, great HEAT penetration, decent dispersion & aim time, with average gun handling. Standard penetration is terrible, with -6 gun depression.
Mobility is good. While it has great acceleration rate on both hard and medium terrain, its traverse speed is slow, with slow turret traverse, and quite a poor reverse speed of -12km/h.
Speed is very good, 45km/h
Is it worth it?
The Obj. 777 II is worth getting if you like the 113 heavy tank in the Chinese tree, as its basically that tank, but with slightly different stats. Overall its not stronger than the 113, it just has some different stats.
While the Obj. 777 II is a good and solid tank, its not the most unique one, as it is fairly similar to the 113, and that vehicle, just like the Obj. 777, is an all-rounder. Its a tank that’s fairly good at everything, but not specialized in one particular area; and while it makes for a strong tank, its not the most interesting or exciting type to play.
The Obj. 777 II is worth 18,500 gold. Its a good tank, its got a fairly standard playstyle for a quicker heavy tank, and it shouldn’t be too hard for most players to use and do well in.
Camo cost:

“Impulse” camo: 3D, costs 5,500 gold
Historical info:
The Obj. 777 was a plan to re-design the T-10 (IS-8) to create a replacement heavy tank and prolong the life of the dying heavy tank concept.
This tank had a miniature model built, and had drawings and plans, but no metal prototype was built.
The Obj. 777 comes after the Obj. 770, a tank which was built into a full metal prototype. The Obj. 770 was based on the T-10 hull, but had 7 large-diameter road wheels to accommodate a longer hull with a flat sloped front.
The Obj. 777 was to mount the 122mm M-62-T2, the same gun as the T-10, though it was to use an autoloading system. Due to this the crew was reduced to 4 members, allowing for more space in the small turret.
This tank featured a KPVT in a remote-controlled mount on the rear of the turret, this was to be an anti-air gun.
Unlike most heavy tanks of the time, the coaxial machine gun was not to be a KPVT or DShK, but an SGM (SG-43), a much smaller secondary armament compared to the usual heavy machine guns. This allowed more rounds of secondary ammunition to be stored, and this was likely to also act as a ranging machine gun.
Obj. 777 was also considered with a V-12 gas turbine engine (hence the circular grate over the engine), this was to output 850 horsepower, allowing the tank to go at 50km/h on road.
In-game historical aspects:
The Obj. 777 in-game is assumedly called “Version II” due to its gas turbine engine (as the gas turbine was only to be on an “alternative”, and thus would be a different version), given its high engine power, and its engine deck design on the model.
The “autoloader” is assumed to be present in the tank, this is apparent due to its high rate of fire with just a short 8.3s reload. Rather than what players think of when “autoloader” is mentioned, the Obj. 777 likely was to have a load assist or a gun rammer for its two-piece ammunition, rather than the magazine-type autoloaders (which is what players generally associate the word “autoloader” to).
Inaccuracies:
The Obj. 777 II in-game overall as a concept is correct. Its basically an IS-8 (the T-10M), but with improved armour and gun. However there are things that are incorrect to the real version of the tank.
-The engine power is incorrect, at 970 horsepower, rather than the maximum of 850 on the gas turbine version of the tank. The version with a conventional engine would only have had 750 horsepower.
-The weight of the tank is far too high, being exactly 69 tons, rather than the correct 49.8 tons.
-Gun depression is likely too much, as the turret is basically the same size, mounting the same 122mm gun, it can be assumed to have the same gun depression as the T-10, which is -4 degrees. The gun’s autoloader may have even made this less.
-Though mounting the same gun, the Obj. 777 doesn’t have the same penetration as other M-62-T2 guns, with 8mm less on APCBC (AP), and 8mm less on HE-FRAG (HE).
All penetration numbers of Cold War tanks are less than in real life for balance purposes, though WG could at least give tanks with identical guns the same level of penetration.
-The “Impulse” legendary camouflage is too modern for the tank for it to count as “realistic”. The theme is realistic and it looks great, but the Obj. 777 was too old of a tank to have ERA.
