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Boss

Tank and Witch in Anne Co-op: Progress, Positioning, and Don't Steal Meds

!tank shows progress. You will not outrun a high-tier Tank on the flat. A startled Witch scrambles the next wave too.

Check progress first

!tank shows Boss progress. !voteboss can vote a change. Check before finales, custom-map events, or narrow stairs. Random changes can also leave the back half empty or suddenly packed.

While Tank pressure is on the field, SI will not hustle you on the normal countdown. Finish it first.

Do not race a high-tier Tank on the flat

In the dynamic settings verified on 2026-09-16, the Tank bunny-hop speed cap is 500 on Easy, 800 on Extreme, and 1000 on Neri. A cap is not a sustained actual speed; route and terrain checks also constrain its actions. Do not rely solely on backing away in a straight line across open ground. Choose cover and an escape route in advance.

Neri is a fixed difficulty that automatic tier selection never chooses and must be enabled manually. Room mode overrides and plugin versions also affect Tank behavior, so confirm the current room configuration first.

Tank Pursuit and Target Selection Explained: A 12-Scene 3D Comparison

On open ground like rooftops, bridge lanes, and mall atriums, agree who kites and who shoots. Do not clump in the middle of the pad waiting for it to land.

One approach that works

There is no universal answer, but this sequence fails least often in AnneHappy:

  1. Pick the terrain first:The first thing to do when a Tank appears is not to shoot but to look for elevation, pillars or a long corridor. If there are none, fall back to somewhere that has them — fighting while retreating beats fighting where you stand.
  2. One person draws it:Whoever it has targeted circles it while the other three work on its back. The one drawing focuses on movement only, not damage.
  3. Spend gas and molotovs early:Burning is what gives you damage over time. Held until it is nearly dead, the fire usually does not finish.
  4. Do not rush to stand after being swatted:See who the Tank turns toward before you move. Getting up and walking straight into it is the most common way to give it a second kill.
  5. Do not ignore the commons:Commons keep coming while you fight the Tank. Leave one person on the flank or the team gets pulled apart from behind.

The worst thing you can do is bunch up and tank it. One swing hits several people, so standing together means going down together.

Which terrain favours the Tank and which favours you

A high-tier Tank can close distance quickly through repeated jumps, but does not move at its speed cap continuously. Where you choose to fight matters more than focusing only on damage output.

Favours you
Open ground with pillars, containers or vehicles to circle; stairs and platforms with elevation; a long corridor with a wall on one side, where it cannot flank you.
Favours the Tank
Completely open flats, bridge decks and rooftops; rooms too narrow to circle in; anywhere it can throw things down on you from above.
Worst case
All four on a narrow staircase or in a doorway — one swing hits everyone and there is nowhere to scatter.

In practice the order is: see the Tank, call the terrain first ("back to the car"), then sort out roles. Get the terrain right and the tactics follow; get it wrong and even good mechanics turn into slugging it out.

One more reminder: while a Tank is out, the normal spawn countdown is not pushing you, so you can take your time finding terrain. But the pace resumes the instant it dies — do not stand around catching your breath.

A startled Witch hurts the team more than the kill

In Anne co-op the Witch is not necessarily tankier than vanilla. The scare is after a startle: a down or pin is vulnerable and dumps the wave immediately. Agree who clears and who watches around. Do not all turn to aim her at once.

Miaomei Realism Witch HP is 4000. Do not copy that onto standard AnneHappy. Check the room !xx.

Witch Party (witchparty) is a themed variant. Do not play it like standard Anne co-op.

Go around or kill her: how to decide

There is no single answer, but a few conditions you can judge on the spot.

SituationLeaning
She is on the main path and the detour is shortGo around. The startle risk is not worth it
She is in a narrow passage you must useKill her. If you cannot avoid her, doing it deliberately beats being startled
Someone on the team is black-and-whiteGo around. The chain reaction after a startle could end the round outright
An event or rescue chapter is coming upKill her. Being startled during the event is worse
Someone has a molotov and the ground is openKill her. Burning is the cheapest option
All four crammed in a small roomNeither. Get out of the room first

Once decided, everyone executes the same plan. The worst case is two people expecting to go around while two have already opened fire — the team splits in half on the spot, and the wave after the startle will not wait for you to finish discussing.

Save meds and throwables for chokes

If movement and focus fire can solve it, do not dump supplies early. Tank door opens, finale triggers, and narrow stairs need them more. Do not heal at 80 HP.