The XM57 is a tier 8 American premium tank destroyer in World of Tanks featuring excellent armor (254mm gun mantlet with well-sloped hull), three versatile rounds (AP 270mm, APCR 315mm, H 90mm), and high alpha damage (630-900), but suffers from slow mobility (35 km/h top speed), poor terrain resistances, slow rotation speeds (23.82°/s), and a 2.88-second aim time, making it ideal for a 'chunk and chill' playstyle where players position defensively and use its strong armor and powerful rounds to consistently deal damage.
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XM57 Chonk & Chill ll Wot Console - World of Tanks Modern ArmorAdded:
Hi guys, welcome back to the channel.
Today I've got three replays in the American tier eight premium tank destroyer, the XM57.
Now, if you do like the video, as always, don't forget to like and subscribe down below as it really does help out the channel. And yes, the XM57.
This was the tank that was available during Banners of Valor last year, but it was only available in the loot boxes.
But with Banners of Valor last year, you could basically earn many, many, many, many chests. And thankfully I got lucky enough that out of those free chests that you could earn, I got the XM57 because I would never buy those chests.
I haven't bought any of those chests like the Winterfest ones because I just don't support that. So I got lucky enough that I got the XM57 because Balance of Valor was great last year and you could earn tons of them for free.
And that's what we did to go try and get this vehicle. And as a tank, it is really very very very good. Very good at what it does. I mean the SAT 105 from Banners of Valley gets talked about a lot because it's one of those vehicles that is very very strong. This vehicle is probably I would say just as strong but the fact is the SF the SAT 105 pretty much every man in his dog got it for free. This thing very limited people own it. It is very good. I know on PC they consider it very overpowered and it goes 10 km an hour slower than it does on ours and that's because once it gets into position it's very strong it position and it absolutely chunks. This is one of those vehicles that I just It's my chunk and chill vehicle. Yeah, it's not Netflix and chill. It's my chunk and chill vehicle. Okay. Because it's one of those tanks that if I'm a bit bored, if I just want to chillax, take a tank out and have a bit of a laugh, I'll take this thing out because I've got nice H rounds. I've got great AP and APCR rounds. I've got good armor, and I can just chunk away with it consistently. I can get to a position and go, "Let's go, people. I'm going to have fun here." And as you saw there with the Barasque, we used the loaded shell exchanger because the H rounds are very, very good. And we managed to just go in for 800 odd to him, which is one of the things that is beautiful. But yeah, the armor works in this thing very, very well. The mobility is slow, but it's actually fairly average mobility for a heavy tank type vehicle at 35. So, this thing is, you know, decent mobility. It's not slow, but it's not fast. It's one of them. Oh, got another one straight into that guy as well. But yeah, the SM57 very, very nice tank to play. Obviously, Banners of Valor is coming up at some point very, very soon as well. Yeah, we'll see what they do with this. Whether they just lock it in a chest again, which will be crap, or they put it in the store to be able to earn or if it's just available to sell individually, who knows? So, with the XM57, it's got a 35 km an hour top speed, a 15 km an hour reverse speed, 810 horsepower engine, which is 13.5 horsep ratio. So, this vehicle does get up to that top speed quite slowly. It is pretty slow and sluggish. Also has a 3.07 on soft, 1.53 on medium, and a firm of 1.34 in terms of terrain resistances, which are bloody awful. So, this vehicle is very slow and sluggish. Ground resistances are awful as well, which helps to add to that. You got 20% internal fire chance, which is on the high end of fire chances. And yeah, yeah, it can get set on fire quite a bit. for fire safety training is one that is potentially thought of to take on this tank for sure. You got 23.82 degrees a second on the whole rotation speed and 25.47° a second on the turret rotation speed. Very slow. Adds to the lethargic feeling of the mobility of this vehicle. It is very slow to turn left and right with the turret and the tracks. And obviously it doesn't have a fully traversible turret as it has 75° to the left and 75° to the right.
Imagine if this thing could turn its turret fully behind it. That would look a bit strange considering it's got a big hunchback.
So yeah, your mobility is a bit slow.
You've got bad terrain resistances. You can likely get set on fire because of the poor internal fire chance, but you do have pretty good camo. You've got 276 m of still concealment with the build that I run. 326 meters of on the move concealment. So your on the move concealment is a lot worse than your still concealment when you're using this tank with the build that I run. So you do have to be careful of that that if you move the tank in any way, naturally you might get spotted. But having a turret helps because that means you can turn the gun from left and right to try and avoid moving the chassis so that you don't lose that concealment, which 276 is pretty damn fantastic honestly for this kind of tank. You got 402 m of view range as well, which is good enough to spot for yourself if you're above the 445 m spotting cap, but you're not going to go spotting the more stealthy tanks very very easily. But obviously you can have a stealth war at that point because you got very good camo yourself. You've got a 0.85 accuracy during rotation with a 3.37 accuracy during movement. So your accuracy during rotation is not too bad, but during movement really poor. But then again, that is a trait of tank destroyers in general. They tend to have poor accuracy during movement, which means that the aim circle does bloom out a lot. And as it is a 155 mm gun with a pretty decent alpha, it also has a poor aim time to go with it, which has a 2.88 88 second aim time, which is slow. It takes a wee while for this gun to get aimed in. And you've got a 41 accuracy at 100 mters as well, which means even when this gun is fully aimed in, it can be pretty derpy. This gun is not really a sniper. It's more of an up close and personal in your face kind of gun.
Although, if you need to fall back on your camo, you definitely can do that and try and snipe with it. But just bear in mind that if you do snipe, it does it does like hitting the floor. So, you got to be careful. You got seven degrees of gun depression, which is neither good nor bad. It's just kind of okay gun depression. So, you can be decent on a Ridgeline, but depending on the ridge line, it can be a struggle to get the gun down on target. And with the reload, you've got a 16.85 second reload, which is 2,243 DPM, which isn't the best DPM at tier 8, quite honestly, as a lot of them are going 2.5, 2.6, 2.7, 2.8, etc., etc. 2.2 two is pretty slow, but you do have high alpha at 630 or 900 on the H. So that's naturally the trade-off. You tend to have lower DPM if you have higher alpha.
That's a trade-off. So that your difference to naturally something that's got lower alpha, so it's got the higher DPM, right? So you got 270 penetration on the standard AP, 315 penetration on the premium APCR, and 90 mm of penetration on the H. Like I say, 630 alpha on the AP and APCR, and 900 on the H. means you've got three very, very good rounds, which is why I use the loaded shell exchanger on this vehicle because all three rounds are fantastic.
AP will pen most vehicles in the weak spots you're going to face. And if you need to pen something that's a bit more super heavily armored, you can just load the 315 APCR pen. And then there's also the lightly armored tanks you can go against, which if you just press A twice, get the H in for 90 mm of penetration. There's a lot of vehicles you can pen with that H for 900 alpha which is big and especially against artillery lightly armored vehicles like the Barasque or maybe even the rear of something like a 5100 which we probably could have fired the H out there but we we didn't. You can pen those and if you catch someone off guard and drive up behind them and pen them in the ass as well like some of the American tanks or the British tanks that have very weak rear armor, you can use the H and hit from very very hard. And you got 900 m of second shell velocity on the standard AP and on the H, which is below average and can make the gun again feel that little bit derpier because you have to give a bit more lead at distance to be able to hit your targets with it. But your APCR has 1,100 m a second shell velocity which is pretty solid for this kind of gun. Derpy gun handling coming into play there, by the way. But yeah, the APCR velocity is is above average and it's quite nice for this kind of 155 mm gun me. You don't have to give quite as much lead distance up to your targets. It's not amazing velocity, but it's good enough and you make the gun generally feel that little bit nicer by using that APCR at times as well as well as the fact you got 315 PM which generally just goes through most things.
As it is a tier 8 premium, you do have 150% silver bonus which is pretty nice with the XM57 and it does make pretty good silver. as we finish that first game there with the 4,458 damage, two kills, 299 assistance. The second class, 1780 base XP in a tier 10 game there for the XM57, showing off what it is fully capable of. But yeah, generally with this vehicle, what it is pretty good with is hold down. The hold down armor on this vehicle is very, very nice.
You've got to be careful of the little cup that's on top and your upper plate can bounce quite a bit as well. But naturally, the low plate is pretty weak.
But that's to be expected cuz that's a general weak spot. You got to be just a little bit careful about over angling the tank at times cuz you can get some weird shots that do pen the vehicle in the hole. But generally, if you're not exposing the hull and just exposing the turret, you can go pretty well with it.
As like the gunman that has 254 mm of armor on it and then the rest of the armor around it is very very very well sloped. I mean, you can ricochet some ridiculous shots. And the armor on this vehicle is very, very nice. It's almost tier 9esque for this kind of vehicle with the armor is very nice indeed for the XM57.
So, what do I run in terms of recruit and equipment on this vehicle? Well, I do run Born Leader, situational awareness, run and gun, snapshot, rapid aim, the clutch breaking, armor angling, camouflage expertise, and the trap mechanic with the gun rammer, optics, improved concealment, and loaded shell exchanger. Now, I run the improved concealment in conjunction with the camouflage just to be able to have very, very good camo and stay unspotted in positions like this, which means I can play that tank destroyer role where I need to, and then I can be aggressive where I need to as I've got the camo to fall back on if it's that kind of bad matchup. I've got the loaded shell exchanger because like I say, I've got three very, very good rounds indeed that I can use flexibility wise. So, I do make sure to be able to use all three optics to be able to spot for myself and get above that 445 m spotting cap.
Getting up to the 452 and the gun rammer to make the best out of the DPM. Clutch braking and rapid aim to make the truck reverse and track traverse better as they are very very slow on this vehicle and it is very poor indeed. So, we're trying to make it feel that little bit less lethargic and turning left and right. Armor angling because we do get stuck in in this vehicle. So, it's nice to be able to reduce the amount of damage coming to the tank since we do get stuck into brawls as well. And snapshot and running gun to make the accuracy during movement and rotation down as low as itly can do so that we're ready to get this gun on target and get going because otherwise we've got to sit there and wait for the aim time even longer if we don't do that.
But again, there's plenty of different ways to get out the vehicle. It's really down to you and how you want to set up the tank as there's plenty of different ways to set it up. You could decide that I'm not going to use the H rounds or that often or anything like that. I might want to run the turbo to go faster, which you could do to get a better power to weight as well as get that extra top speed. You could run the GLD to make the aim time quicker cuz the aim time is pretty slow as well. You could run the low-noise exhaust instead of the loaded shell exchanger, which would get your camouflage while on the move down to 298 m of on the move concealment, which is pretty damn good.
Again, plenty of different ways to get out the vehicle. It's really down to you and how you want to set it up as to how you're going to get the most out of it.
What I run might not work for you. So, we're here on the second map. In the second map, we're on Westfield. Our team pushed very aggressively down the zero and then the Kline, which made me know that I was quite comfortable in coming to a position like this because I could push straight across very, very easily because there's nothing that was going to shoot me in the rear. The artillery has hit us quite hard quite a few times, which has put us down to this 167 hit points. It's up to 1734 damage of 2,500 assistance damage. So, we've had a pretty good game so far in this tier 10 game, but we want to make the most of it and get more get just get more out of this game. So, we know there's going to be tanks marauding down the AB line. So, I want to be in a position ready to shoot them, which is what we are. We go for the shot into the XM, sorry, the AMXM451, but that was just a bad shot. I mean, I I can't claim RNG on that one. I just did not lead that one well enough. We load the H because we had the side of a waffle, but well, that tank gets unspotted, so we can't get that. We're going to have the AP ready to go for the side of this guy's turret, which we take a poor shot there into the MXM451. And it flies above the tank and misses again. Bad aim from me. What else am I trying to do with this vehicle there?
I'm Got to aim better. Got to aim better, especially with a long reload like this. So, I'm going to poke over through the gap cuz we know a tank did yolo down the beline. So, I'm trying to see if I can spot it for my team to shoot it or just in general for me to be able to get a shot into it so that it doesn't start capping. But, we don't actually see whatever that tank was that did go down there. So, we're going to poke back over on this ledge. But, in fact, there is the Centurion Av. And in fact, there was a heavy tank that went around the back, but it was just too far around the back for us to be able to see. So, we put the shot into the side of the AVE there for 636.
The vindicator that was nearby got destroyed by the camp panzer, which is the one that's gone round on the right hand side. And the Avre has just stopped in the town. So, sorry, in the cap. So, hopefully we'll be able to get a shot into him to be able to reset him. Just get more of his hit points gone.
>> But as we poke over, we get spotted. And he wasn't by that heavy tank because he can't actually see any of us. He's behind the houses. But I have to be very, very careful here because naturally one shot will just shut us down. So, we're tentatively poking. We end up finding the Camp Panza07 here.
Put a shot through his side. Get lucky that we bounce the MXM451. I mean, that guy's fairly lucky that we missed coming some of the shots earlier on. So, we'll take the rough with the smooth. But we do manage to get the shot into the Camp Panza. And hopefully with our next reload, we'll be able to finish off this MXM 451 and then turn our attention to the AVE and stuff. But we did make it very very awkward in trying to get the shots into people like the AV or the Camp Panzer because we hit the little ledge on our right and we just made it very awkward with the turret traverse as well because you can see that that is the full max we can actually turn this turret because we got that 75° to the left and 75° to the right.
>> So there is two tanks in the cap and they are capping with 28 seconds left.
So we've got we have to get a reset in here but we are in the perfect position to reset. So if someone gets into a spot to be able to spot them up we should be okay. Okay, so the campfans get shut down. The MXM 451 gets shut down. We load the APCR, so we're guaranteed to go through the AVRE if we need to, but we're going to load the H to get it into the waffle 100 for 828.
We'll take that 828. Wait on the reload once again because obviously this game was before the ABR got nerfed. So the AP that I had for 270 was actually more like to bounce off the front than the APCR. So that's what we were going to go for. But he's now a a splash. He was a splash for us. So, we loaded H just to make sure that we just splashed the AV to death. And we picked up our third kill of the game. Waiting for the Waffly 100 to potentially give us a free shot if we reload. But he is staying behind cover. And in fact, at the camp 07 next to me managed to pick up the kill on the Waffly 100. Finishing off the game with a really nice total there for Westfield in a tier 10 game yet again with the victory. Three kills, 3,828 damage, 1956 base XP with the 3.1k assistance. That's what again about 7k combined there with the first class for 1956 base XP. About 2k base is still not an ace in this thing. People are doing very very very well with this tank which is not surprising. Not as many people have it.
Probably quite a lot of the people that do have it are a lot better players and they play this thing very very well. And so the ace requirements for this thing are very very high. Probably the requirements for this thing are very very high as well. So, we're on to the third and final replay of this video.
And this one, we are top tier finally.
And we are on Abby. And on Abby, what I want to do is go chunk and chill. Let's go chunk and chill. I mean, in tier 10 games, I I don't fear them in the XM57.
Quite honestly, I do not fear tier 10 games. Same as tier 9 games. I've got the alpha. I've got the penetration.
Sure, the gun can be derpy at times, but the armor on this thing works well enough as well. We fear artillery as with all tanks that are big, slow, and rely on armor because artillery hurts. But generally, if we're in a tier nine or 10 game, I don't fear it that much. As long as I'm not too stupidly aggressive, I can just keep chunking. I can just keep consistently chunking away. I can casually bounce shots off my tank and we can just match them in trades, which is lovely. In a tier eight game, I feel no fear whatsoever.
No, none at all. I I just go aggressive.
It's aggressive and it is the definition of chunk and chill. I can sit back, relax, and just go chonking while we chill out, you know, and that's what we're going to do here on Abby. So, we're watching the cross. We see the object 416. And that was such a sketch shot. Luckily, his heat round did track damage only or blew the tracks off. And now a very slim shot managed to go straight through the side of him, half healthing him. Beautiful scenes. So, we're just going to wait for anything else to potentially drive around that corner where the Object 416 had been, but nothing seems to. The Tiger 2 gets spotted by our King Tiger as he pokes around the corner. The 416 has gone aggressive against the other heavy tank, and it doesn't seem that they've sent much here. And quite a lot of our team are over this side. So, what I'm assuming is that their team's all gone the 89 line, and our team's gone this way, which happens a fair bit on Abby.
For some reason, heavy tanks don't really go to brawl on this side anymore.
You tend to find that one team goes quite heavy on this side and the other team just full sends the other flank, which is a little bit disappointing cuz this flank used to be a great heavy tank brawling zone and then you'd have the medium tanks and tank destroyers playing on the other side. Unless it was something that was a bit more like this, which is more of a heavy tank than a true tank destroyer, right? But I digress. We are against Mr. Tiger 2 and again, we are completely over angle. We basically gave him our side there, which damaged our engine, but we did chunk a shot through his lower plate. He bounces off us this time. So, I'm going to pull round when I've got my reload in and hopefully go through the front of his turret or his lower plate. So, we aim up the shot here for his lower plate.
Finish him off for 564.
Up to 1834 damage with that first kill of the game. And it's 10:11 currently.
So, we're actually losing here, which is a bit awkward. But we do have people in the middle of the map. We have people at BC23.
They are starting to go towards our cap area, but we shouldn't be too concerned about that currently. And I know I know we're relying on teammates again, but I know that we shouldn't have to worry about it. So, we've loaded APCR because that tank's pretty good hold down. Not against 315 penetration APCR rounds, straight through the front of that SMVCC67's turret. The poor dude. But that's just what this gun can do. It is a filthy good gun if it hits. And that is the if because that's probably the apart from it being a little bit slow, the big drawback is the accuracy of this gun.
This gun can leave a lot to be desired at times. It will just miss shots that you sit there going, "Really? XM57?
Really? Oh, great." So, we're going to ignore the SMV and go towards the middle of the map because again, we want to try and get back to a position to be able to shoot the cap. But, we see a shot towards the SMV CC56, which is the tier 7 Italian tank destroyer, and we roll high enough to kill him. Now, I stay perfectly still. The reason for that is so that my camo is as good as possible.
So those guys will struggle to spot me.
Now we've moved into position to be able to shoot the Panther. He might not see us if we fire, but we're close enough that well, he does see us when we fire.
And we chunk a shot into that Panther, putting him down to a one shot for us if well well and when we reload. And in this position where they can only see the turret, they're not going to be able to pen us. They could get the cup on top, but it is a very slim shot that very very slim shot. But if you are slightly tall enough, that is where you want to be aiming. So, we switch to the H round with the loaded shell exchanges just so we can splash this SMVCC67 to death because I don't have to rely on penetration at that point. And we pick up our third kill of this game. Moving up to a position where we can get safe behind this rock so we can try and shoot the Panther and the 45TP. We just got to wait on the reload, which again is pretty slow, but it is the trade-off for having the alpha. 45TP just Yeah, I I don't know. The 45TP just did not know.
And so we picked up our fourth kill of the game. The conceiver thankfully misses his shot, or at least he went for the double barrel into us and bounced off of our armor. And so we're going to go try and take the middle, which is a bit of a dangerous maneuver, seeing as there is a couple of tanks in the middle. I think there's two or three tanks in there. So taking them on on our Todd could be a little bit awkward. But we do have a tank at E2. So hopefully they might look over and try and shoot them. And if they do attack us, maybe they'll expose themselves to other people. So, we're going to drive round.
Gun pointing round this corner. And then once we've shot someone, we can pull back. We have the rear of the conceiver.
I thought about the H round into the rear of the conceiver, but sadly the conceiver was aware. He was too aware for us there. We That was the surprise moment where we could have got the H round in. But yeah, he knew what was happening. He managed to turn his armor quick enough. No 900 H shell for us. But we did put a shot into him. Put him down to a potential one shot. And we've just got to be not we can't be too aggressive. If we are too aggressive, it's going to go badly. There IS-5 starts poking towards us. If we put a shot into him, he'll be a potential one shot for us as well. But we do have to be careful because if he puts a shot into us and then the cass comes after us, then we'll be a one shot for one of them, right? So, we've got to be very, very careful. So, the IS-5 comes charging in, misses his shot. Going to use the IS-5 as a shield. It's like, your tank is my shield, IS-5. Stay face hugging me. going to put the shot in to finish off the conceiver because I'm not bothered about the IS-5. I'm more bothered about the double barrel vehicle. He puts the shot into my side, but I know again he isn't going to kill me with one more shot. So, I just need to get up in his face, but he gets finished off by our IS-5. And we're up to 5.8K damage with the five kills. And there's just one tank left alive, which is the artillery who has just got spotted at full health at F6. What a very strange position to for artillery to be appear. But he goes and tries to shotgun the IS rams the IS and gets shut down by the L551.
And we finished the game with a Ridden Turtle there for the XM57 in a top tier lobby. Again, just showing off what it is capable of. It is a beautiful tank and finished the game with the nice amount of damage. Like I say, 198,000 silver, the first class, the sniper, the high caliber there for the XM57 with the 2,39 base XP. And it is the chunk and chill tank. It's the tank that I just take out just to have a laugh with and just go chunking with it if I can't bother to just want to chill out for a bit, you know, lie back, have a bit of fun with some alpha. And that's what this tank does. So, as always everybody, thank you very much for watching. I'll see you next time.
A great success.
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