World of Tanks Consumables: Class Loadouts and Food Costs
Consumables preserve a tank's function after damage, return crew to action, or improve vehicle parameters. A useful setup addresses actual threats: repeated detracking, stun, an important crew injury, or fire.
However, the advice to “take a Large Kit to repair more than one module” is outdated for Wargaming's PC World of Tanks. The Small Repair Kit now also repairs every damaged module, while the Small First Aid Kit treats every injured crew member and removes stun. Improved versions primarily offer shorter base cooldowns and additional effects.
This guide covers current differences, starting triples for all five classes, and a way to assess food costs. It concerns normal Wargaming vehicle loadouts: special-event consumables, Blitz, and Modern Armor may use different rules.
Slots, reuse, and resupply
Tier II receives one consumable slot, Tier III gets two, and Tier IV onward has three. The standard triples below therefore apply where those slots are actually unlocked. You cannot mount an identical item twice, but a standard and improved version of the same category can occupy two slots if you deliberately choose that trade.
Repairing, healing, and extinguishing can be repeated within one battle after cooldown. Base times are 90 seconds for standard and 60 seconds for improved versions. Perks and other active modifiers can change the time displayed in the client; do not treat the base table as an immutable timer for every setup.
A repair, medical, or firefighting item used during battle needs resupply afterward regardless of activation count. Food works automatically for the battle and is consumed each battle. Before starting, check Depot reserves and automatic resupply so the next attempt does not begin with an empty slot.
Small or Large: comparison
Item | Effect | Base cooldown | Normal undiscounted price |
|---|---|---|---|
Small Repair Kit | Repairs all damaged modules | 90 s | 3,000 credits |
Large Repair Kit | Same repair action; additionally +10% repair speed | 60 s | 20,000 credits |
Small First Aid Kit | Treats all injured crew and removes stun | 90 s | 3,000 credits |
Large First Aid Kit | Same treatment; +15% crew injury protection, -5% stun duration | 60 s | 20,000 credits |
Manual Fire Extinguisher | Extinguishes after manual activation | 90 s | 3,000 credits |
Automatic Fire Extinguisher | Extinguishes automatically; reduces engine fire chance by 10% | 60 s | 20,000 credits |
Prices are catalog references rather than a promise of a current discount. Check the final cost before buying. An improved kit does not make a tank invulnerable: a restored module or crew member can be damaged or injured again, so plan an escape alongside your next available activation.

The number of restored targets no longer distinguishes Small and Large Kits. Base times are shown before modifiers. Editorial diagram, not the game interface.
When to repair and heal
A broken track under fire usually calls for a quick reaction if immobility will get you finished. If completely protected by cover, first assess the situation and whether movement is immediately necessary. The purpose of a repair is to restore your ability to perform the task rather than press a key whenever an icon appears.
A damaged gun, turret, engine, or fuel tank changes priority according to the situation. A working weapon matters for the next shot; mobility matters for retreat. Because a kit restores all damaged modules together, you do not need to repeat an old sequence of choosing one of several broken components.
Assess First Aid similarly: an injured Loader, Driver, Commander, or Gunner may hinder your next action. Under artillery stun, compare immediate removal with the risk of another hit. A Large First Aid Kit's shorter cooldown helps against repeated threats without removing the need to leave an unsafe position.
Some vehicles initially have a special Standard Large Repair Kit. It replenishes free and cannot be transferred to another vehicle. AE Phase I is one example. Check the actual installed item before treating three slots as an ordinary, entirely unrestricted loadout.
Fire Extinguisher or food
The Automatic Fire Extinguisher is convenient when reacting to fire should require minimal attention. Its additional effect concerns engine fire chance; do not interpret that as complete protection for every internal module against all ignition. Assess the firefighting slot against vehicle layout and actual incidents in your battles.
Food adds a crew-efficiency benefit and helps improve associated parameters. It does not mean identical +10% gains to every final value such as view range or gun reload speed: compare the resulting vehicle configuration. National examples include Extra Combat Rations for Soviet vehicles, Chocolate for German vehicles, and Case of Cola for American vehicles.
In the usual “repair, First Aid, extinguisher” triple, food takes the extinguisher's slot. This is a player's choice rather than a restriction requiring that exact allocation. Giving up extinguishing should be deliberate: improved characteristics will not help if recurring fires prevent you from finishing battles.
Firefighting increases extinguishing speed, while perks affecting consumable cooldown change activation frequency. They help as part of a configuration rather than promise that a vehicle carrying food will stop catching fire. Check the relevant crew member's actual perks and final parameters instead of relying on an attractive icon in someone else's build.
Starting setups by vehicle class
Table abbreviations: LRK means Large Repair Kit, LFAK means Large First Aid Kit, and AFE means Automatic Fire Extinguisher. For a budget option, substitute Small Kits while retaining awareness of cooldown differences. Arrange slots for your preferred keys.
Class | Reliable starting option | When to consider food |
|---|---|---|
Heavy tank | LRK + LFAK + AFE | With understood fire risk and sufficient budget; repeated suspension damage makes repair readiness important |
Medium tank | LRK + LFAK + AFE | Instead of AFE for a firing or scouting setup after comparing final parameters |
Light tank | LRK + LFAK + AFE | Instead of AFE with considered scouting and acceptable risk; food cannot compensate for being immobilized under enemy guns |
Tank destroyer | Repair Kit + First Aid Kit + AFE | For a needed parameter improvement rather than merely having a turret; retaining movement is especially important for a casemate TD |
SPG | Repair Kit + First Aid Kit + AFE | Situationally instead of AFE with understood costs; counterbattery awareness and relocation remain important |
A light tank does not have to start with food, and a Premium medium does not have to mount the most expensive items. If unfamiliar with a vehicle, first play with recovery and extinguishing, then use replays to decide which benefit is actually needed. For competitive play, separately check the regulations and your item reserves.
Fuel and unusual substitutions
The current assortment includes Quality Fuel and Excellent Fuel: respectively +5% and +10% engine power and turret traverse speed. They replaced the older national oils and gasolines. They suit vehicles of all nations without a separate gasoline-versus-diesel engine restriction.
Fuel is not a free addition to a triple: it also needs a slot. Before removing healing, repairs, or firefighting, define the specific task this trade addresses. For an initial independent setup, retaining recovery options is more useful than copying a narrow tournament configuration without its context.
Counting the real cost
Food has a catalog price of 20,000 credits and is consumed every battle. At full price, ten battles mean 200,000 for food alone, excluding ammunition and vehicle repairs. Rewards or discounted purchases can change current credit expenditure, but the stock still decreases.
For activated items, count actual use rather than charging each press separately. For example, two Small Kits used at 3,000 each require 6,000 for resupply; reusing those same kits in that battle does not turn it into 12,000. Adding food at 20,000 gives an illustrative 26,000 expense for these three items.
Play an understood block in one vehicle with one setup.
Record how often extinguishing was needed, when a kit had not yet cooled down, and how many battles ended without a useful contribution from an expensive benefit.
Count resupply, ammunition, and the overall credit result separately.
Change one item and compare repeatable firing opportunities, survival, and expenses rather than judging from one fortunate battle.
Buying stock during an actual active discount can help, but do not spend all the credits needed to research and purchase your next vehicle. An available budget is part of configuration choice rather than a reason to enter battle without First Aid or repairs.
Frequently asked questions
What should a beginner start with?
On a vehicle with three available slots: Small Repair Kit, Small First Aid Kit, and a Fire Extinguisher. The manual version costs less, while the automatic one is easier to operate. First learn timely recovery and how to leave repeated incoming fire.
Is food worth its cost?
When its effect on your task is understood and losing another item plus paying the recurring cost is acceptable. It may suit a mark attempt; on an unfamiliar vehicle with frequent fires, a firefighting setup may work better. Compare your own results.
Do I need a Large Repair Kit for several modules?
No: a Small Kit also restores all damaged modules. Choose the Large version with its base 60 seconds rather than 90 and additional repair speed in mind. Its specific value depends on repeated damage and budget.
Which setup should a heavy tank use?
Large Repair Kit, Large First Aid Kit, and Automatic Fire Extinguisher provide a clear starting triple. Consider replacing extinguishing with food after assessing threats and cost; being a heavy does not make that substitution mandatory.