recursal/Fanatic-Fandom huggingface dataset:
Disintegrator Cannon Turret

## General

The Disintegrator Cannon Turret is the base counterpart of the Disintegrator Cannon.

It fires a series of 5 homing bolts at the target, identical to the ship version.

## Strategy and Setup

### Advantages

Disintegrator Cannon Turrets are excellent anti-blitz base weapons. They deal a ton of unavoidable damage to anything that gets too close, melting them in a matter of seconds if multiple of these turrets are being used.

The Xeno variant has additional range that can be combined with Xeno Focused Apertures to achieve over 6,500 m range, enough to endanger the decoys of careless snipers.

This weapon also increases the health of your Combat Modules, making them harder to take out.

### Disadvantages

Disintegrator Cannon Turrets have very short range that makes them vulnerable to sniper fleets, which can easily take them out without getting a single hit in return.

## Trivia

* The Disintegrator Cannon Turret is the first base weapon to add health.
* The Xeno Disintegrator Cannon Turret IV once failed to hit targets at the very edge of maximum range.

## Gallery

* Disintegrator Cannon Turret I stat card
* Disintegrator Cannon Turret II stat card
* Disintegrator Cannon Turret III stat card
* Disintegrator Cannon Turret firing on a Punisher Cruiser
* Disintegrator Cannon Turrets taking out a blitzing Punisher Cruiser fleet
* Xeno Disintegrator Cannon Turrets firing at Punisher Cruisers
Deflector Shell

## General

The Deflector Shell is a ship shield that is highly resistant to Kinetic Damage, but takes increased damage from other sources. It can only be used on Altairian Hulls.

Note that its Recharge ability is useless upon losing shields.

## Strategy and Setup

### Advantages

Like the Spectral Shell and Shockwave Shell, Deflector Shells have excellent shield energy and mass efficiency, even greater than that of the Harmonic Exophase Shield.

The Deflector Shell is also able to recharge its energy, affording an extra layer of protection in combat if the player is able to prevent his shields from being depleted.

### Disadvantages

Deflector Shells recharge much more slowly compared to other shields like the Repulsor Shield, meaning that the player's ships are more vulnerable to repeated attacks, which will have a higher chance of fully depleting the player's shields.

Deflector Shells have negative resistance to other damage types, making them vulnerable against non-Kinetic damage, especially Alien and Plasma damage, which are extremely common in Alien Event Targets.

## Trivia

* Hulls with active Deflector Shells glow light-blue, similar to the Deflector Shield.
* This is the only Altairian Shell to have a recharging ability.
* The Deflector Shell was granted immunity to Kinetic Nebula Fields in the late April 2019 update.
* Deflector Shell has received immunity to Alien and Plasma Nebula Fields in the early November 2019 update.
* Its repair time was nullified as a result of the late September 2020 update, which updated the repair time of all Tier 7 ships to be invariant to equipment.

## Gallery

* Deflector Shell I stat card
* Deflector Shell II stat card
* Deflector Shell III stat card
Buckler/NPC

Stats on this page have not been confirmed by KIXEYE!

## General

As a titan, the Buckler is the main tank ship from the Liberatus faction. It has massive shield regeneration capabilities and is and resistant to chain, piercing and ricochet effects, and an overdrive that is almost identical to Fortify.

This Liberatus ship is able to regenerate its shields after being depleted.

## Strategy

Apart from being tough to destroy, its weapons can also deal a lot of damage. It is advised that you stay out of its range and kite it, which should be easy as its overdrive reduces its ship speed when active.

If you are having difficulty depleting the shields of this ship, there are several ways to get around its pesky overdrive.

* Use shield bypass to deal more damage to the ship's health before it activates its overdrive.
* Use Blight Damage to continue damaging its shields even when the overdrive is active (will be patched).
* Apply the Shield Disrupted effect to reduce the effectiveness of its shields.
* Use weapons with a high damage per shot, so that you can do extra damage over the overdrive's threshold before it activates.

## Extra Details

### Fortify

When the Buckler takes a significant amount of shield damage, the hull and its shield briefly gains immunity to most types of damage but is almost completely unable to move during that period (ignores stasis resist).

 Ship Speed
 Shield Recharge

## Trivia

* The Buckler's overdrive does not currently protect against Blight Damage. This may be fixed in the future.
* The Buckler currently receives a penalty to shield defense from its overdrive in the Liberatus Nitrous, Transporter, Halt, Dynasty, Sigil and Fortress targets. This is likely not intended.
* Right before the first Decimation for the Spectre faction, the Buckler was severely nerfed: its shield capacity was decreased by around half, greatly reducing the difficulty of draining its shields without triggering its overdrive. However, its shield regeneration rate was doubled such that the overall amount of regeneration remained the same.

## Gallery

* A pair of Bucklers engaging player Blaze Phantoms
* An Imperator Dreadnought dueling a Buckler
* A Buckler activating its overdrive when hit by a Rife Missile volley
* Buckler angled HD Render
Crusade

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

**Crusade** may refer to:

* Crusade (Feature event), the event that introduced the Stalker for player usage.
* Crusade (Active event), the event that is created for players to catch up.
Hush Revenant

## General

The Decay Revenant, when activated, spawns a single Revenant that is much more powerful than regular Tier 9 spawners such as the Blaze Phantom. This Revenant has a frigate firing arc (135 deg), equipped with a pair of missiles that apply the Weapon Disrupted debuff.

If not destroyed by enemies, the Revenant lasts for one minute before despawning. Note that each use of the trigger can only spawn it in once.

## Strategy and Setup

### Advantages

The Halt Revenant has more shields than both the Halt Revenant and Decay Revenant, enabling it to last considerably longer in battle.

Its ability to disrupt enemy weapons is a huge asset in combat as it directly reduces the damage output of enemy ships.

### Disadvantages

It has the least DPS out of the three Revenants, which is further complicated by the spread of its weapon.

Its hull has lower resistance to Alien Damage, Plasma Damage and Blight Damage than the other Revenants, making it weak to attack by the other Revenants in the Tier 9 meta.

## Trivia

* Unlike the Halt Revenant, the Hush Revenant has no resource cost and thus cannot be used to reduce refit cost when unequipped.

## Gallery

* Hush Revenants taking out a Pike swarm
* Hush Revenants disrupting the weaponry of Bucklers
Fleet

A *fleet* is a collection of ships that can roam around on the map. Its level is determined by Fleet XP.

The initial layout of the fleet at the start of combat can be set using Formations.

## Fleet-wide Statistics

Some Statistics are tracked across the fleet rather than on a per-ship basis. This includes:

* Screen Energy, which is used by the Phasing mechanic.
* Bonus Resource Collection, which increases the amount of resources collected at the end of each combat. This is still limited by the fleet's Cargo Capacity (see below), in which case the ratio of resources earned may be adjusted.
* Cargo Capacity, which governs the maximum resource capacity of the fleet. Note that when attacking player outposts, the fleet can hold up to 500% its normal capacity.
* Sector Speed, which governs the speed at which the fleet travels in sector space, and is limited by its slowest ship.
* Fleet Bonuses, which provide buffs to each ship in the fleet according to how many stacks of the bonus the fleet has in total.

## Restrictions

Each player fleet can comprise of up to 6 ships. Out of them, at most one can be a flagship.

The number of fleets a player can handle is determined by the Bridge level. At level VIII, you can control up to 7 fleets.

Only one out of Javelin Flagship, Prophet Flagship and Harvester per player can be active on the map, regardless of whether they have a Wormhole Drive equipped. In addition:

* The Javelin Flagship requires a Wormhole Drive and a Captain's Permit to launch.
* The Prophet Flagship requires a Wormhole Drive to launch.

It goes without saying that overweight fleets, as well as fleets containing overweight ships, cannot be launched.
Broadsider/NPC

Stats on this page have not been confirmed by KIXEYE!

## General

The Broadsider is a Liberatus support battleship, with the capability of spawning swarms of Pikes and bombarding the enemy from afar.

## Strategy

Due to its huge minimum range, it can only rely on its spawned ships to defend itself once your fleet closes the distance. The ship itself is relatively fragile and easy to take down when cornered.

To avoid running into its shots, do not chase the Broadsider from behind; instead, move in the same direction the Broadsider is traveling towards, then gradually close the distance.

Shield bypass is excellent at taking out the Pikes as they generally have very little health in comparison to their shield energy. Weapons with area of effect, chain, piercing and/or ricochet can damage many Pikes at once.

The Switch can regularly convert its spawned ships to your side, turning the tide of battle.

## Extra Details

### Pike

The Broadsider has the ability to spawn in Pikes during combat, which do not automatically disappear when their parent is destroyed.

Pikes have a 65-degree firing arc and are significantly slower than spawned ships that are available to the player such as the Blaze Phantom.

There are three variants of Pikes so far:

* Spectral Pike
* Pyro Pike
* Kinetic Pike

## Gallery

* Broadsider being surrounded by its own Pikes, converted by player Switches
* Broadsider spawning Pikes into battle
* The model for the basic Pike.
* Switches controlling multiple Pikes
* Pikes converging on an Imperator Dreadnought
* Broadsider angled HD Render
Brutal Creeper Torpedo

## General

The Brutal Creeper Torpedo is a modified Creeper Torpedo with greatly increased firing rate but less range.

## Strategy and Setup

### Advantages

Brutal Creeper Torpedos cost the same amount of mass and XP but have almost 30% extra DPS, making it a great choice for blitzing bases.

The smaller range arc can assist in squadron defense: a smaller minimum range enables the ship to shoot at squadrons attacking nearby ships, while a smaller maximum range causes the torpedoes to be closer to the ship when squadrons first arrive, increasing the chance that the weapon would intercept them.

### Disadvantages

Like its regular version, Brutal Creeper Torpedoes are not intended to be used against other ships as they are too slow to hit moving targets, even at close range.

## Trivia

* This weapon was first released during the Haunted special event in Oct 2021, many years after the Creeper Torpedo originally released.
Cannonade

## General

The Cannonade is a Ranger-class hull belonging to the Spectre Division, and acts as the direct successor to the Deadeye.

Like other Tier 10 Spectre Hulls, even when its shields are exhausted, they can be recharged after a short delay.

## Strategy and Setup

### Advantages

The Cannonade is a direct improvement over the Deadeye. In addition to possessing the improved stat buff as with all Tier 10 Hulls, Its Rangefinder stack improves the Hull's fire rate and projectile speed with every firing cycle. When it enters Prime Shift, it also gains increased mobility and weapon performance, gaining more effective range, DPS and strafe speed.

Its Prime Shift Active activates a Kinetic Driver weapon that deals extreme damage to all targets that it pierces through, supplementing the already large DPS potential that the hull has. It also deals additional damage to Liberatus Hulls and has boosts to shield energy and shield recharge, making it well suited to battling Liberatus NPC Fleets.

The Cannonade also has a health damage boost which is extra effective against unshielded targets. Even against shielded ships, you can take advantage of this though the use of shield bypass technology such as Phased Magnets.

### Disadvantages

The Cannonade is still a Ranger Hull, and its effective range has a minimum range. Fast ships can easily take advantage of the blind spot to blow away the Cannonade without fear of being damaged. The Cannonade is also relatively weak on its own and needs to be supplemented by hulls with greater durability, such as the Conservator.

## Gallery

* Mk I/II Cannonade angled HD render
* Mk III/IV Cannonade angled HD render
* Mk V Cannonade angled HD render
* Mk VI Cannonade angled HD render
* Cannonades demolishing a Buckler using Needle Drivers
* Cannonades taking out Pikes and Plumbatas from range
* Cannonades activating their Prime Shift Active weapon
Fleet Commanders/Luna Roisin

### Luna Roisin

Luna Roisin is a fleet commander whose expertise relates to blitz tactics. When at least three ships with the Fighter role are in the fleet, the whole fleet receives a 10% bonus to acceleration rate.

#### Details

The following bonuses scale linearly between the listed levels:

The following bonuses only change at the listed levels:
Fission Missile Turret

## General

The Fission Missile Turret is adapted from the Fission Missile for use in bases.

## Strategy and Setup

### Advantages

It boasts significantly longer range than the Flux Cannon Turret, enabling it to fire back against the Cannonade (until it gains its Prime Shift bonus).

While non-homing, it would most likely hit its target anyway thanks to its high weapon speed.

### Disadvantages

The Flux Cannon Turret is clearly superior in terms of DPS - each ship hit by the AoE of this turret only takes 100% of the original damage, while each ship hit by the Flux Cannon Turret's chain takes 115%, not to mention that the latter is far more likely to damage multiple enemies in proximity.

This weapon also has a large minimum range which can be exploited by short-range fighters.
Hunter Swarm

## General

The Hunter Swarm is a powerful squadron that deals Alien Damage, essentially an upgraded Ranger Swarm. It is only usable on Xeno Division Hulls and A.X.I.S. Hulls.

Notably, it has a much wider flanking angle than other ship squadrons, comparable to that of the Spectre Wing.

## Strategy and Setup

### Advantages

Hunter Swarms have the range of Ranger Swarms, the speed of Gladiator Swarms, and increased health and damage output.

Hunter Swarms flank their enemies almost directly from the sides, enabling them to evade incoming fire by re-targeting other opponents in front or behind the main target relative to your Paladin Carrier.

Hunter Swarms' Alien damage makes them effective against ships that don't have an innate resistance to it, like all Tier 5 ships and below, and Pharmakon ships.

### Disadvantages

Hunter Swarms severely lack health compared to drones such as the Bluetail Drone, making them easy to take out by Xeno Division Ship Weapons. They are also poor in damage, although they take up much less mass as a result.

Xeno Division, A.X.I.S. and Umbra ships have an innate damage resistance to Alien damage (40-50% in XD ships, and 50% in the latter two), hence this swarm is rather ineffective in Tier 6 combat. Altairian ships can also resist from 10% to up to 50% Alien Damage when fully upgraded.

## Trivia

* The Hunter Swarm is the fastest player-obtainable ship squadron, with the same speed as Fighter Squadrons and Gladiator Swarms.
* The Hunter Swarm is the first Alien Damage ship squadron obtainable by players.
* It is simply a recolored Ranger Swarm.
* Along with other T6.5 equipment, this item's build time was significantly reduced during the late April 2019 update as summarized here.

## Gallery

* Retextured Hunter Swarms in action after the early September Update, which used to look identical to Ranger Swarms in combat
* Hunter Swarms Swarming an Ancient Reaper
* A group of Hunter Swarms
Chase Sentry

## General

The Chase Sentry is basically a Chase Phantom designed for bases. It functions almost the same as the ship version in combat.

It has an extremely large engagement range, allowing it to pursue enemies basically anywhere inside the combat arena.

## Strategy and Setup

### Advantages

The Chase Sentry is better than the ship version in almost every way, being more durable while dealing the same amount of damage. Their shorter maximum range enables them to stay inside the minimum range of rangers, avoiding direct return fire.

Chase Sentry can serve as excellent meat shields as they tend to fly straight towards the enemy fleet, blocking enemy projectiles that would otherwise hit your modules.

Base spawners prevent the enemy from dealing damage to your base without return fire since they can engage enemies from the start of battle no matter where the enemy ships are.

### Disadvantages

The Chase Sentry only spawns one at a time, as compared to two for the Blaze Sentry. This makes it easier for the enemy to keep them under control by destroying them quickly.

Its beam weapons and Overcharge ability are also vulnerable to Weapon Disruption.

Like other spawned ships, Chase Sentries are vulnerable to Switch Prime Shift's mind control.

## Trivia

* Chase Sentries resemble a mini Heretic Cruiser in appearance but have a cutter firing arc (65 deg).
* The XP of this item was dramatically increased in the early August 2021 update as part of an effort to rebalance bases.

## Gallery

* Chase Sentries focusing fire against a Breaker
Fleet Commanders/Khalin Hullwright

### Khalin Hullwright

Khalin Hullwright as a fleet commander grants many additional bonuses to each ship in the fleet. When commanders utilize his optimized fleet composition of three Titans, ships in the fleet gain additional movement speed (20%).

#### Details

The following bonuses scale linearly between the listed levels:

The following bonuses only change at the listed levels:
Fire Base/Bounty

## Event Information

This is the Alien Bounty-like side event for Precision Strike. Officially, it is named "Bounty Hunt".

## Target Payouts

**BOUNTY PAYOUTS**

 130

## Leaderboard Prizes

**Contests**

Bounty Weekend • Search and Destroy • Ultimate VEGA Threat

**Deprecated Recurring Events**

Alien Mobilization • Alien Decimation • Special Event • Smash & Grab • Planet Strike • Sector Strike • Crafting Event • Altairian Rising • Umbra Rising • Pharmakon Rising

**Active Recurring Events**

Riot • Alien Strike • Void Strike • Altairian Strike • Umbra Strike • Pharmakon Strike • Civil War • Alliance War • Retrograde • Mobilization • Decimation

**2014 Feature Events**

Uprising • Retribution • Deception • Crackdown

**2015 Feature Events**

Espionage • Jailbreak • Martial Law • Arms Race • Countermeasures • Face Off • Reclamation • Emergence • Revenge • Evacuation • Warfront

**2016 Feature Events**

Backlash • Shadow Strike • Conspiracy • Blood Trials • Iron Blood • Zero Hour • Crossfire • Scorched Earth • Incursion • Search and Destroy • Maelstrom • Nemesis • Redemption

**2017 Feature Events**

Devastation • Vengeance • Resurrection • Vendetta • Outbreak • Eradication • AXIS • Conquest • Ascension • Dynasty • Betrayal • Alien Armageddon • Reckoning

**2018 Feature Events**

Defiance • Contact • Deadlock • Invasion • Blindside • Doomsday (Nightmare) • Anarchy • Ashes • Altairian/Umbra Sector Leaderboard Event • Vector • Pestilence • Redux • Chrysalis • Catalyst

**2019 Feature Events**

Cipher • Duplicity • Synthesis • Vestige • Collusion • Demise • Justice • Altair • Defection • Synchrony • Collateral • Awakening • Singularity

**2020 Feature Events**

Extradition • Pursuit • Hijack • Infiltration • Retaliation • Penultimate • Zenith • Independence • Liberation • Suppression • Upsurge • Haunted • Monarch • Virago • Solstice

**2021 Feature Events**

Breakdown • Inquest • Chase Down • Showdown • Transversal • Barricade • Precision Strike
Focused Apertures

## General

Focused Apertures are the base counterpart of Focused Optics.

## Strategy and Setup

### Advantages

Focused Apertures are invaluable on Energy base weapons because they generally lack range. This special enables them to not only defend against attacks from all directions, but also endanger sniper fleets in some situations.

### Disadvantages

Focused Apertures are prohibitively expensive in terms of mass, forcing you to either use a lower-level weapon or sacrifice your Combat Module's durability. This is rarely worth it, which is the reason why Energy weapons are uncommon in bases.

Usually, only The Bridge can feasibly equip this special in addition to weapons, armor and shields.

## Trivia

* The Focused Apertures was once called Lense Apertures.
* The equipping time of all old blueprint items for bases was reduced by half during the May 2020 update.
Brutal Hydra Missile

## General

The Brutal Hydra Missile is a modified Hydra Missile with greatly increased damage but less range.

## Strategy and Setup

### Advantages

In close combat, Brutal Hydra Missiles are much more effective than their regular variant due to the extra firepower. The mass requirement is the same, allowing your ships to deal more damage while having the same durability and mobility.

A niche use for this weapon is squadron defense. When combined with longer-ranged weapons, your ships could fire at distant enemies while keeping a weapon slot free for defending against incoming squadrons.

### Disadvantages

Brutal Hydra Missiles have a very thin band of firing range: the short maximum range allows your ships to be easily kited, while the minimum range is a liability to your ships especially when they have to get so close to open fire.

## Trivia

* The Brutal Hydra Missile looks identical to Hydra Missile I-III.
* Although the Brutal Hydra Missile is supposed to be an upgraded version of the Hydra Missile, it is considered much worse then the actual Hydra Missile, at least by the majority of players.
* The Brutal Hydra Missile is the first Brutal ship weapon.

## Gallery

* Apocrypha Cruisers with Brutal Hydra Missiles taking on 2 other Apocrypha Cruisers.
* Brutal Hydra Missiles in the Workshop.
Fusion Torpedo

## General

The Fusion Torpedo is the most basic Torpedo weapon, designed to bombard enemies from afar.

It fires two slow-moving torpedos with a small spread, dealing extensive splash damage.

## Strategy and Setup

### Advantages

Fusion Torpedoes have very long range. They are often used on battleships and destroyers in base attacks, the former also being used in fleet combat to kite other battleships.

Their large AoE causes devastating damage to opponents that are clustered together, especially when combined with AM Warheads. Sweep Launchers enable this weapon to almost guarantee a hit by covering a large area at once.

### Disadvantages

Fusion Torpedoes are extremely heavy for their firepower, severely limiting their effectiveness on many low-end ships.

Fusion Torpedoes are very slow as well, allowing most hulls to dodge them without much effort. The torpedoes also have a difficult time catching up to fleeing enemies.

Fusion Torpedoes have a large minimum range, rendering ships equipped with this weapon helpless in close combat.

## Trivia

* The Fusion Torpedo was previously called the Plasma Torpedo.
* Early in closed beta, due to complaints about this weapon being overpowered, its range and DPS were reduced while the tonnage increased; spread was also added. The severity of the change caused a backlash, but it was never reverted.

## Gallery

* Plasma Torpedo art
* Fusion Torpedoes fired at enemy warships.
* Battleships using their double-sided firing arc to double the Fusion Torpedo's DPS.
Harrier Frigate/Builds

## Overview

Congratulations on researching your first ship - the Tier 1 Harrier Frigate! As a rule of thumb, ship research should follow this order: frigate, cruiser, destroyer, battleship, then move on to the next tier.

This page will list a bunch of possible Harrier Frigate builds to give you some ideas on how to construct a ship that is both useful and efficient.

Like those of other Tier 1 ships, most builds listed here have around 300 combined defense points (health + shields) at the cost of the ship's Combat Strength, because having a repair time of 5 minutes or shorter allows you to repair the ship instantly without having to use Coins. This enables you to spam them indefinitely until you run out of Helium-3 or Antimatter and thus become unable to continue repairing, which is in most cases more valuable than being effective in combat.

It is highly recommended that you upgrade the Harrier Frigate to Mk II because the extra special slot allows you to equip thrusters, which frigates often rely on to win battles.

Don't know how to upgrade your ships? Read here.

## List of Builds

### Basic Builds

 Setup
 Strengths
 Weaknesses
 Description
 Notes

 Setup
 Strengths
 Weaknesses
 Description
 Notes

 Setup
 Strengths
 Weaknesses
 Description
 Notes

### Improved Builds

 Strengths
 Weaknesses
 Description
 Notes

 Setup
 Strengths
 Weaknesses
 Description
 Notes

### Advanced Builds

 Setup
 Strengths
 Weaknesses
 Description
 Notes

 Setup
 Strengths
 Weaknesses
 Description
 Notes

### Special Builds

 Setup
 Strengths
 Weaknesses
 Description
 Notes

 Setup
 Strengths
 Weaknesses
 Description
 Notes
Electro Coadjutant

## General

The Electro Coadjutant is a second-generation Spectre spawned ship that deals Energy Damage. When it is destroyed, it creates an explosion with an AoE Radius of 2,500 m that deals 6,500 Explosive Damage.

## Strategy and Setup

### Advantages

Coadjutants take up less mass than their predecessor the Pike, deals more damage and has much higher durability. They also have better acceleration which helps to reach the target sooner.

### Disadvantages

Coadjutants have significantly lower range than Pikes and are much less spammy, taking thrice as long to respawn and only having a spawn cap of 1.

The ability to explode on death might look cool, but hardly deals any damage.

## Trivia

* All Coadjutants have a firing arc of 360 deg.
Grind Targets/Marauder

## General

This page provides a list of Marauder NPC Targets that appear each day.

### Crafting

These targets drop crafting materials for non-dreadnought ships and can be found in the Marauder Sector.

All T6 Marauder Hulls except for the Vanquisher Carrier have targets of level 81-87, while the latter has targets of level 85-91.

Note: The type of box dropped corresponds to *Hull*.

## Trivia

* T6 Marauder Cargo and Crafting targets were added soon after the introduction of Deep Space.
* Marauder Vanquisher Supplies originally dropped T6 cruiser cores instead of carrier cores. The issue was quickly fixed.
* The loot drops of the Marauder Deep Space crafting targets have been bundled into regular crafting boxes ever since the early November 2019 update, with a 100% drop rate. Thus, the overall amount of materials dropped has been increased.
Gamma

## Stats

 Restricted to
 Antimatter  | 0

## General

The Gamma skin, when applied, causes the ship to take on a green wax-like coloration with hexagonal cells.

## Gallery

* Mk I/II Switch angled HD render with the Gamma skin
* Mk III/IV Switch angled HD render with the Gamma skin
* Mk V Switch angled HD render with the Gamma skin
* Mk VI Switch angled HD render with the Gamma skin
* Mk I/II Breaker angled HD render with the Gamma skin
* Mk III/IV Breaker angled HD render with the Gamma skin
* Mk V Breaker angled HD render with the Gamma skin
* Mk VI Breaker angled HD render with the Gamma skin
* Mk I/II Deadeye angled HD render with the Gamma skin
* Mk III/IV Deadeye angled HD render with the Gamma skin
* Mk V Deadeye angled HD render with the Gamma skin
* Mk VI Deadeye angled HD render with the Gamma skin
* Mk I/II Torus Dreadnought angled HD render with the Gamma skin
* Mk III/IV Torus Dreadnought angled HD render with the Gamma skin
* Mk V Torus Dreadnought angled HD render with the Gamma skin
* Mk VI Torus Dreadnought angled HD render with the Gamma skin
* Mk I/II Comandante Carrier angled HD render with the Gamma skin
* Mk III/IV Comandante Carrier angled HD render with the Gamma skin
* Mk V Comandante Carrier angled HD render with the Gamma skin
* Mk VI Comandante Carrier angled HD render with the Gamma skin
* Mk I/II Arc angled HD render with the Gamma skin
* Mk III/IV Arc angled HD render with the Gamma skin
* Mk V Arc angled HD render with the Gamma skin
* Mk VI Arc angled HD render with the Gamma skin
* Mk I/II Caustic angled HD render with the Gamma skin
* Mk III/IV Caustic angled HD render with the Gamma skin
* Mk V Caustic angled HD render with the Gamma skin
* Mk VI Caustic angled HD render with the Gamma skin
* Mk I/II Subverter angled HD render with the Gamma skin
* Mk III/IV Subverter angled HD render with the Gamma skin
* Mk V Subverter angled HD render with the Gamma skin
* Mk VI Subverter angled HD render with the Gamma skin
* Mk I/II Buckler angled HD render with the Gamma skin
* Mk III/IV Buckler angled HD render with the Gamma skin
* Mk V Buckler angled HD render with the Gamma skin
* Mk VI Buckler angled HD render with the Gamma skin
* Mk I/II Broadsider angled HD render with the Gamma skin
* Mk III/IV Broadsider angled HD render with the Gamma skin
* Mk V Broadsider angled HD render with the Gamma skin
* Mk VI Broadsider angled HD render with the Gamma skin
Halt Revenant

## General

The Halt Revenant, when activated, spawns a single Revenant that is much more powerful than regular Tier 9 spawners such as the Chase Phantom. This Revenant has a 135-degree firing arc and is equipped with four beams that deal Alien Damage as well as the Stasis effect.

If not destroyed by enemies, the Revenant lasts for one minute before despawning. Note that each use of the trigger can only spawn it in once.

## Strategy and Setup

### Advantages

The Halt Revenant deals damage on par with a Switch and has the durability of a Breaker, making it a very formidable addition to your fleet when spawned.

Its Stasis helps to pin down enemies so that you can potentially manuever your main ships into their blind spot.

### Disadvantages

It is completely useless against enemy Switches because not only can they disrupt the Revenant's beams with the Weapon Disrupted effect when in Prime Shift, but also outright take control and turn them against you.

## Trivia

* The Halt Revenant is the first trigger released for Tier 9.
* It is, so far, the only way for Tier 9 ships to deal Alien Damage.
* The mass requirement of all trigger items was removed in the late October 2020 update.

## Gallery

* Halt Revenants covering the advance of a Breaker fleet
* Halt Revenants focus-firing on a Buckler
Glance Cannon

## General

The Glance Cannon deals Energy Damage, and is designed to utilize the Ricochet Mechanic, allowing its shots to bounce between targets like how Chain does.

## Strategy and Setup

### Advantages

The Glance Cannon fires a spread of shots that chain between targets, similar to chaining weapons. However, while chaining weapons lose a portion of their DPS with each chain, the Ricochet retains the base DPS of the weapon itself, causing all ships affected to take full damage if they are affected by the Ricochet, making the Glance Cannon extremely deadly against grouped targets.

The weapon has extremely long range for an Energy weapon, which can be further boosted using Fleet Commanders and specials to be on par with Kinetic weapons.

### Disadvantages

The Glance Cannon shots can be dodged, although not by multiple ships grouped close together.

Utilize Energy Resistance technology and defenses in order to reduce the damage done by this weapon.

## Trivia

* The weapon is the first weapon to utilize the Ricochet mechanic.
* This weapon has the longest range of any Energy weapon (except for hangar weapons such as the Cyclotron Beam), at 3,750 m.

## Gallery

* A group of Zeus Decimating Phoenix Frigate Elites with Glance Cannons.
* A group of Zeus with Glance Cannon attacking Umbra ships directly.
Evi'tah

Evi'tah is the High Priestess of the Altairians, and the leader of the Altairian's divine army.

## History

Evi'tah was one of the Altairians marooned on Altair when On-Wah stole the entire Altairian fleet of intergalactic vessels and smuggled as many survivors as possible off world, leaving her and the rest of the civilisation to be dommed towards the Xeno Plague. Left with no choice, they turned to Pharmakon's synthetic program, which was ultimately successful in saving their race.

Evi'tah hails from Altair, the homeworld of the Altairians. She commands the military forces of the Altairians stationed on Altair, which she dubs her "divine army."

Evi'tah first reveals herself in Defection, where she was revealed to have been somehow resurrected after the contingency protocol sent by On-Wah, alongside the rest of her army. She tells the rebels to stand down, or they will be destroyed, claiming that even Ny'tah and her deserters won't be able to save them this time.

She however has a different change of heart in Awakening, and she promised a reward to the rebels who helped investigate the scanner signatures picked up by her reconnaissance force. Rhea however suspected she was setting them up.

Responding to the Rebels' reports on an unknown android to the base during Singularity, she determines that the task is no longer manageable by them, and deploys Ajaxes to clean up the mess.

After hearing news that V-153 was disabled and captured, she deploys Orions to take down Pharmakon patrols so as to make it easier for the rebels to locate the android.

## Profile

Evi'tah is the High Priestess of Altair, and thus wears clothing befitting of an empress, having a golden body suit, as well as a crown on her head signifying her position.

However, she does not seem very trustworthy, as evidenced by Burr and Ny'tah's warnings.

## Trivia

* Evi'tah is the 3rd Altairian Character to be introduced.
Hive/Bounty

## Event Information

This is the Alien Bounty-like side event for Ion Storm. Officially, it is named "Bounty Hunt".

## Target Payouts

**BOUNTY PAYOUTS**

 128
 130

## Leaderboard Prizes

**Contests**

Bounty Weekend • Search and Destroy • Ultimate VEGA Threat

**Deprecated Recurring Events**

Alien Mobilization • Alien Decimation • Special Event • Smash & Grab • Planet Strike • Sector Strike • Crafting Event • Altairian Rising • Umbra Rising • Pharmakon Rising

**Active Recurring Events**

Riot • Alien Strike • Void Strike • Altairian Strike • Umbra Strike • Pharmakon Strike • Civil War • Alliance War • Retrograde • Mobilization • Decimation

**2014 Feature Events**

Uprising • Retribution • Deception • Crackdown

**2015 Feature Events**

Espionage • Jailbreak • Martial Law • Arms Race • Countermeasures • Face Off • Reclamation • Emergence • Revenge • Evacuation • Warfront

**2016 Feature Events**

Backlash • Shadow Strike • Conspiracy • Blood Trials • Iron Blood • Zero Hour • Crossfire • Scorched Earth • Incursion • Search and Destroy • Maelstrom • Nemesis • Redemption

**2017 Feature Events**

Devastation • Vengeance • Resurrection • Vendetta • Outbreak • Eradication • AXIS • Conquest • Ascension • Dynasty • Betrayal • Alien Armageddon • Reckoning

**2018 Feature Events**

Defiance • Contact • Deadlock • Invasion • Blindside • Doomsday (Nightmare) • Anarchy • Ashes • Altairian/Umbra Sector Leaderboard Event • Vector • Pestilence • Redux • Chrysalis • Catalyst

**2019 Feature Events**

Cipher • Duplicity • Synthesis • Vestige • Collusion • Demise • Justice • Altair • Defection • Synchrony • Collateral • Awakening • Singularity

**2020 Feature Events**

Extradition • Pursuit • Hijack • Infiltration • Retaliation • Penultimate • Zenith • Independence • Liberation • Suppression • Upsurge • Haunted • Monarch • Virago • Solstice

**2021 Feature Events**

Breakdown • Inquest • Chase Down • Showdown • Transversal • Barricade • Precision Strike
Flux Ray

Stats on this page have not been confirmed by KIXEYE!

## Stats

 Speed

## General

The Flux Ray is a long-range Alien weapon designed to disrupt enemy formations.

It fires fast-moving green bolts that have the ability to pierce targets.

## Strategy

Although the Flux Ray deals low damage, its threat cannot be underestimated. It is a nuisance to players who attempt to shield switch because it cannot be blocked effectively by other ships. You should line up your ships perpendicular to the shots to minimize the chance of this weapon hitting multiple ships.

Note that the Flux Ray does not home in on its targets. Therefore, it is possible to dodge this weapon, especially at long range.

## Trivia

* The Flux Ray was first seen in Harvester fleets during Alien Decimation in December 2016.
* This weapon was originally named the Plasma Ray. With the release of Plasma Damage, it had since been renamed to Flux Ray.

## GALLERY

* Flux Rays being fired from an Alien Harvester at a line of player ships
Harmonic Agility Reactor

## Stats

 Hull XP
 Restricted to
 Pieces
 Prerequisites
 Antimatter  | 2,544,920

## General

The Harmonic Agility Reactor provides a Harmonic Shield and Harmonic Agility bonus to the whole fleet. It can only be equipped on the Pegasus.

## Strategy and Setup

### Advantages

The Harmonic Agility Reactor improves both the shield energy and mobility of your entire fleet, causing your ships to be more effective overall.

It can be stacked with other Harmonic Reactors (but not itself), resulting in an all-round buff.

### Disadvantages

Harmonic Reactors only provide a +1 Harmonic bonus to two different stats, making it difficult to specialize your fleet. It is recommended to equip other specials such as Harmonic Chase Thruster, Harmonic Beam Capacitor and Harmonic Siege Casing to concentrate your Harmonic points into specific areas.
Fleet Bay

## General

The Fleet Bay is a building used for repairing and managing fleets. Its level determines the maximum mass of each of your fleets.

At level VII and higher, the Fleet Bay can launch wings (i.e. squadrons for bases) to better defend your base. Read here for more information on squadrons for bases.

As a multi-tile structure, its range is determined by simulating a Combat Module with the same range in each of the two occupied tiles, then combining the two range arcs.

To rotate this structure, pick it up and press the arrow keys (on PC) or tap on empty space (on mobile).

## Strategy

The Fleet Bay is the first module that can field base squadrons. Used correctly, and it can decimate incursions; used poorly, and it becomes a liability, with the possibility of even destroying your own base!

Although squadrons can deal a ton of damage and have excellent range, they can be shot down by enemy fire and are hence unreliable. A lone Fleet Bay is a sitting duck for most enemy fleets. Therefore, always support your Fleet Bay with multiple Combat Modules.

Be careful with what squadrons you are using; enemy destroyers may be able to exploit them by using the squadrons as bait. The projectiles will pierce through the squadrons, travel beyond maximum range and potentially hit distant modules. Make sure that the entire firing arc of your Fleet Bay is also covered by at least one Combat Module so that you can return fire. Flanking squadrons also reduce the effectiveness of this exploit.

Squadrons will also trigger Explosive detonations without consuming the weapon projectile, multiplying the enemy's damage output, especially if they have large AoE. Try to set up your Fleet Bay such that it would fall quickly under Explosive attacks by using non-Explosive resistant shields and armor, minimizing the extra damage dealt to the rest of your base.

When you unlock Bridge VI, make sure to build Hangar Modules near your Fleet Bay to maximize the number of squadrons bombarding the enemy at the same time. Surely the enemy cannot destroy ten squadrons travelling towards their fleet at once!

Be wary that at high levels (XI+), the Fleet Bay deals a lot of Collateral Damage once destroyed, on par with that of the Combat Module

## Trivia

* The Fleet Bay used to be called the Ship Bay.
* When base squadrons were first released, the Fleet Bay could not launch fleets until fully repaired. This has since been changed.
* All Miner Rebellion modules (except Terminus Mines) received Anti-Pierce in the mid-January 2020 update which is basically infinite Counter Pierce.
* Fleet Bay XVII was released in the late March 2020 update. In the same update, it received increased DPS at all levels.
* The Fleet Bay had its upgrade times reduced by 30% up to level XVI in the late April 2020 update.
* Fleet Bay XVIII was released in the late October 2020 update.
* In the May 2021 update, resource costs for the Fleet Bay and the Bridge were adjusted, allowing for easier progression forward.
Fleet Commanders/Igneous Keef

### Igneous Keef

Igneous Keef is a fleet commander who specializes in Explosive weaponry and defense. He also enhances the effectiveness of Missiles and Torpedoes in general. When the fleet includes at least four battleships, it deals additional damage to enemy cruisers.

#### Details

The following bonuses scale linearly between the listed levels:

The following bonuses scale linearly between the listed levels:

 Weapon Speed

The following bonuses only change at the listed levels:
Harvester/NPC

Stats on this page have not been confirmed by KIXEYE!

## General

Alien Harvesters, or known more simply as Harvesters, are Alien capital ships, introduced in the very first Alien Decimation event. They are extremely lethal and tough to destroy.

These ships have a whale-like shape, and are armed to the teeth with extremely powerful weapons and squadrons. It may also unleash a powerful Surge Core I that is triggered upon reaching certain health thresholds. The player-obtainable variant uses the level II version of the overdrive instead.

The generic Alien Harvester is very devastating at close range but also has decent long-range capability.

The Barrage and Reaper Harvester variants are modeled after the Barrage Hive and Alien Reaper respectively, with similar but much more powerful capabilities.

Geir's Fortress contains an "elite" Alien Harvester guard that was in fact extremely weak and could be defeated by a single Covenant Cruiser (no longer possible after the AI change). It is considered to be a cross between the Barrage and Reaper Harvesters, with mainly long-range weaponry and high forward speed.

## Strategy

All Alien Harvesters have extremely long range and cannot be kited effectively. That leaves no choice but to rush in, hopefully taking them out before your fleet is destroyed.

Squadrons are not very effective unless they can survive the Surge Core. Nevertheless, carriers provide some distraction even when put far behind front lines and can support your ships using the Agility Field. On the flip side, squadron protection is absolutely necessary as the Alien Harvester's squadrons deal a lot of damage if left unchecked.

It is recommended that you master tactics used to defeat weaker fleets of the particular Harvester variant (Barrage or Reaper) before taking on this ship, as it is considered as a boss target and therefore much more powerful.

## Trivia

* It is one of the largest ships in the game.
* In Geir's Fortress, players are able to see that the Alien Harvester indeed does have a 360-degree firing arc.
* The Harvester received an AI change which caused them to maintain their distance at long range instead of charging headlong into enemy fleets. In addition, they no longer ignore Alien Mines.

## Gallery

* Alien Harvester official art
* Alien Harvester (angled)
* Side by side comparison with the Ancient Harvester
* Alien Harvester fighting off a group of cutters with its massive weapon arsenal
* Moderately-damaged Alien Harvester engaging in combat with player ships
* Alien Harvester utilizing its Surge Core
* Alien Harvester battered by Manifold Missiles
* Alien Harvester withstanding Manifold Missile barrages and attempting to defend itself
* Heavily-damaged Alien Harvester launching squadrons to attack any surviving player ships
* Player ships supported by their carrier directly engaging the Alien Harvester
* A close-up shot of the Alien Harvester in battle
* HD Render of Harvester
Fleet Commanders/Victus Noir

### Victus Noir

Victus Noir is a fleet commander mainly for Pharmakon Hulls, granting additional phase screen energy and improving their charge rate. It also applies bonuses to health damage and Blight resistance to each ship in the fleet. When the fleet is fully comprised of Pharmakon Hulls, it deals extra Plasma Damage (10%) to further counter Umbra Hulls.

#### Details

The following bonuses scale linearly between the listed levels:

The following bonuses only change at the listed levels:

## Gallery

* Victus Noir's stats before Phasing V2 was implemented

## Trivia

* When Victus Noir was first released, a bug allowed his bonuses to apply to all ships, even those without Phase Screens. As these ships had a Phase Drain stat of zero, they could enter a permanent phase state soon after the start of battle, rendering them effectively invincible but also almost unable to damage enemies. This will be fixed in the downtime of early April 2019.
* Victus Noir received an overhaul with the release of Phasing V2 in the early November 2019 update, with the Screen Energy bonus now percentage-based and the Phase Screen Charge bonus removed (since it is now a percentage of the Screen Energy).
Fulgor Beam

## General

The Fulgor Beam sustains a powerful Energy blast that deals more damage the longer it remains locked on.

## Strategy and Setup

### Advantages

The Fulgor Beam deals high damage comparable to the Flux Cannon and has significantly longer range. Unlike its predecessor the Rush Beam, it has a much shorter firing time before Overcharge begins to kick in, which compensates for its inability to deal damage up front due to its long charge time.

It may be worthwhile to equip the Beam Overcharge Capacitor to further increase the weapon's damage output by extending the period during which the weapon receives its +100% DPS bonus.

### Disadvantages

As with other beams, the Fulgor Beam has a charge time which enables enemies to get the first shot, or duck in and out of the firing arc before the beam begins to fire.

This weapon can be countered by the Weapon Disrupted debuff, forcing the weapon to recharge every time it is Fire Disrupted during its firing phase (including the Overcharge duration).

## Trivia

* This is the first weapon in Tier 10 that has Overcharge.
* On release, the Fulgor Beam had the same XP value as the Rush Beam. This was fixed in the mid-October 2021 update.