[Glossary](/glossary.md)/[Armor](/glossary/category/armor.md)

# Hit pointsHP

A vehicle's health pool, which cannot be restored in battle and is therefore a resource to be spent rather than a buffer to be refilled.

Also known as HP, health, hitpoints.

Hit points are removed by every penetrating [shell](/glossary/shell.md), by [high explosive](/glossary/high-explosive.md) blasts, by fire and by [ramming](/glossary/ramming.md). Nothing puts them back: no [consumable](/glossary/consumable.md), no repair, no capture. Once spent they are gone for the rest of the battle.

That makes hit points a currency. A [heavy tank](/glossary/heavy-tank.md) [trading](/glossary/trading.md) two shots for three is spending health to buy space, and the reason blocking damage is valued so highly is that [armor](/glossary/armor-thickness.md) is the only thing that lets a vehicle contest ground without paying.

Higher [tiers](/glossary/tier.md) carry more, and within a tier the heavier classes carry the most, which is part of why [bottom tier](/glossary/bottom-tier.md) [battles](/glossary/battles.md) play so differently.

## Related terms

[Damage blockedPotential damage that hit the player's armor and failed to penetrate, the ledger entry for playing a heavily armored vehicle well.](/glossary/damage-blocked.md)[Alpha damageThe damage a single penetrating shell deals, before the plus or minus 25 percent the game rolls on every shot.](/glossary/alpha-damage.md)[Survival rateThe share of battles a player finished alive, which reads as caution or as staying useful, depending on the rest of the account.](/glossary/survival-rate.md)[Critical hitDamage to a module or a crew member, which degrades what a vehicle can do without necessarily costing it hit points.](/glossary/critical-hit.md)

[Every World of Tanks term](/glossary.md)

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