recursal/Fanatic-Fandom huggingface dataset:
EX04239

**EX04239** this ship is at the heart of speedrunners because of its playstyle.

This ship is a Armor Piercing counterpart of the High Impact Boxer

## Weapons/Abilities

### Weapon:

The Meson Projectors are a very high damage and fast weapon used by speedrunners to clear enemies quickly its cooldown and duration decrease with upgrades.

### Aura

The Missile Swarm will launch a set of missiles to attack the enemy and has changing amounts of missiles with aura size.

### Zen

The Mega Laser is an ability that charges a laser that deals heavy damage to enemies and kills most of them.

## Playstyle

This ship can be used with its weapon or a Mega Laser Missile Swarm combo the Mega Laser is fired and the missiles are sent after allowing quick clearing of waves.

## Overview

Overall this ship can use its interesting offense kit to attack and destroy
(Could not find much to say here)

## Strengths and Weaknesses

This ship has its high damage combo and its weapon which is good the downsides to it are the fact that its full offense so you must destroy as fast as possible.
Kappa Drive

Kappa Drive is a support Zen Mode that allows the player to collect energy regardless of position on the map. The Kappa Drive is also outfitted with an energy generator that creates energy, it will create rarer energies as it ranks up. Its ultimate upgrade allows the player to slow down time for as long as Kappa Drive is active, this can be used as a strategic asset to make getaways from otherwise "very difficult" situations.

## Ships with Kappa Drive

* Shinova
* Mist Star
* Oran
* Heechi
* Elyon
* Ogon
* Von Braun
* Tar'Cah
* Vuxine
* Zephyr
* Gladius
* Marauder
* Polaris
Torrent

The **Torrent** is a high impact, tracking ship characterized by the Quantum Stream, Stun EMP, and Personal Shield.

## Weapons/Abilities

### Main Weapon

Torrent's main weapon is the Quantum Stream. This weapon fires a beam that automatically searches for the nearest invader, dealing damage until the invader is destroyed or the beam dissipates. It is also the second strongest tracking weapon in the game, behind Shogun.

### Abilities

The Torrent's abilities include Stun EMP and Personal Shield, Stun EMP allows for the player to destroy a few turrets on the opposing invader, or to destroy several small invaders in order to deploy Stun EMP continuously. Personal Shield gives the player a last-ditch defense option for when they cannot evade bullets anymore and additionally deflects any lasers upon contact. Due to the high power of its main weapon, Torrent is able to utilize its two defensive options quite well without having to worry about the lack of DPS. However, it is outclassed by NC-150, which has the same exact abilities and is able to target specific turrets more easily.

## Playstyle

### Overview

Just like any other Stun EMP ship, the Torrent relies on heavy use of Stun EMP in order to delay the invader's bullets from being fired. Preferably, Stun EMP should be deployed at the start of each wave in order to ensure that you are not immediately swarmed with bullets, and to destroy any pesky sparrows. Once Stun EMP is deployed, players should focus on eliminating any crucial turrets or invaders that may pose a threat, before the duration of the Stun EMP runs out. If the screen happens to be full of sparrows and ravens, it is advised to destroy those first in order to collect enough energy for a second stun. However, in the event that there are only large, high HP invaders present, you must focus on destroying crucial turrets instead.

Personal Shield is a very situational ability, as it does not get nearly as much use as the Stun EMP ability. The best way to use this ability is when you are either trapped by a wall of bullets, or if you want to deflect lasers for massive damage. However, since the recharge time is very long for this ability, it is recommended that you try not to rely on it too much.
Pellet Cannon

* Single (Tier 1)
* Twin Barreled (Tier 2)
* Triple Barreled (Tier 3)
* Quadruple Barreled (Tier 4)
1/4
Pellet Cannons are the most common turret seen in Phoenix 2, carried by almost all invaders in all leagues. Being a simplistic cannon, by themselves, they are very easy to dodge. Pellet Cannons, however, is a massive threat when supported by other turrets, like Burst Blasters or Shuriken Blasters.

What makes the pellet cannons special from other turrets are the fact they cannot rotate, and are always fixed on the same angle. Consider this as a weakness.

### Attack Style

Pellet Cannons are very simple. The Single *(Tier 1)* and Twin Barreled *(Tier 2)* ones fire small, slow-moving pellets in a straight line at regular intervals. These turrets are special because the lowest league they are, the fewer pellets they will fire per volley. Between the Tier 1 and 2 Pellet Cannons are considered to be not much of a threat, but unwary players can still stumble within their line of fire.

The Triple Barreled *(Tier 3)* and Quad Barreled *(Tier 4)* Pellet Cannons function much differently from their lower counterparts. Instead of firing in a straight line, they fire in a spread. Each bullet in this “spread” however, follow a straight trajectory and do not randomly come out of the barrel like a shotgun. This essentially creates walls of bullets which trap the player in between, allowing other turrets to finish off the player. Tier 3 turrets have gaps between the bullet-walls they create, allowing experienced players to navigate through them. Tier 4 ones though are very tightly bunched, and therefore are impossible to move through.

Pellet Cannons can be easily countered by using Bullet EMP ships, Reflex EMP and Point Defense with the ship equipped.
Eagle

The Eagle is a enemy that has 3 turrets. Their estimated health pool is around 40 to 100 HP.

## Hitpoints

### Standard HP

Unprotected HP - 110Armored HP - 99

Shielded HP - 126

## Armaments

### Number

2 Fixed or tracking turrets, 1 spinner, MIRV spreader

## Spawning Mechanics

### May Spawn In

Usually after act 2 - act 3

This invader usually comes in pairs with a Vulture after Act 4 and can be seen at Act 2. These invaders may come with most weapons, such as MIRV Launchers. Other than tanking for a Vulture, these also get used as tanks by Herons, Ravens, and Sparrows. They can carry any weapon except Doomsday weapons in their central turret mount. The side cannons can be fixed or tracking, but never spinners, bloomers, or Doomsday weapons.

These are the weakest invaders that can come armed with Pellet Spinners, Dart Spinners, ans Shuriken Spinners. These turrets can come in any tier. They can also come with any tier of Pellet launcher, Dart launcher, fixed or tracking Laser, or Shuriken launcher. They are equipped with MIRV launchers less commonly than Herons, Ravens, or Vultures. The central turret is usually the most powerful, but tier 1 pellet launchers have been seen rarely occupying that position.

They usually spawn in groups no larger than three or four, but when they are equipped with high-tier spinners and tanking for a Vulture, they can be deadly. They can also escort larger invaders such as Condors and Rocs. They are the largest invader that can accompany a Vulture, Condor, or Roc.

### Appearance

These invaders have a hull similar to the Raven with the X formation. They have 2 large wings extended to the sides that supports the turrets. In between the wings there are black wires and suspension components that are visible and can be seen. These invaders have 2 engine thrusters at the back, the same amount as the Raven and Heron.
Barret

Barret (possibly pronounced ba-ray) is a green ship with two large cannons. Despite what you may think, the cannon does not deal blast damage and has no blast.

## Weapons/Abilities

### Overview:

Barret is a greenish-teal coloured ship characterised by their Boson Cannons. The cannons shoot green energy balls that deal damage. The trail sprouts from the end of the ship and strangely, has no visible cockpit window. The cannons are visible and very large compared to its square-like body.

### Boson Cannon:

The Cannon is a relatively fast shooting gun, dealing good amounts of damage. The green charges do not explode and deal blast damage. An upgraded Boson Cannon deals enough damage to easily take care of Sparrows and Ravens and (with the abilities) some bigger invaders.

### Aura:

Barret’s Aura ability is Ion Cannon. It is used to disable entire invaders, no matter how big, it stuns the whole ship and stops it from moving. When at max level, the Cannon can deal blast damage and some apex forms allow it to stun nearby/overlapping invaders. One downside to it is that some less significant invaders may get in the way of your Ion shot and that fact may kill you Especially when fighting chunky dudes like ROC.

### Zen:

Barret’s Zen mode is teleport. Useful when you’re in a bit of a pickle and you need to escape fast. Just wait a bit and youll be back to safety in the blink of an eye. It is also useful when you run out of space to run when escaping lasers (which tend to activate long enough to kill you most times). It is especially useful when the ship doesn’t have another defensive ability at their disposal. When teleport is maxed out, the arrival creates a small EMP to destroy bullets or bullet MIRVs (will not work on lasers or laser MIRVs). Some apexes allow the arrival EMP to deal damage, interesting.

### playstyle:

Barret’s playstyle is very ambitious. Needing to teleport here and there and back here again. It is safer to do that than some other zen modes since teleport’s charge time increase is quite low. The ability combination and maxed out Boson Cannon damage makes Barret one of the best ships to use that can utilise the Ion Cannon Aura ability.

https://www.youtube.com/watch?v=svro76OPatM
Heechi

Heechi is a ship with an interesting design and setup. A round body with two wings at the front. The *Quantum Seeker*s, when upgraded can make a viable weapon.

## Weapons/Abilities

### Main Weapon:

The Quantum seekers fire arrow-like projectiles out of the sides of Heechi. Each arrow having a damage output of around about 20-25 damage. It’s homing capability stands as ‘Very Good’ but isn’t perfect, if you get too close to the invaders, the arrows won’t hit, instead they just circle around until they despawn, unlike ships like X-81. The projectiles are fast but the attack speed is slow. The more the Quantum Seekers get upgraded, the more arrowheads it shoots but the projectile speed and the attack speed do not change.

#### Aura:

Heechi’s selected aura ability is barrier. It works like any other barrier but unfortunately doesn’t fit well with its primary attack. Due to the slow attack speed of the main weapon, the barrier won’t actually last that long, even when main weapon and barrier are maxed out. Because the attack speed is so slow, the arrows won’t have enough time to kill some of the larger invaders, the barrier will run out you will be dead. Along with the fact that the arrows tend to hit the enemies on the side which makes the Quantum Seekers terrible at taking out dangerous turrets, unless they are a Condor or a Roc, inwhich they do have weapons on the side.

### Zen:

Heechi’s zen mode is kappa drive which can be useful when you need to gather energy to power your barrier. Because heavy turrets will easily be able to take out your barrier (maxed MIRV throwers, quad-star guns) you might as well want to make several, which is why a maxed out kappa drive in situations like these would be a good choice. Assuming there is enough energy around. But you eventually run out of energy and you’ll need to resort to your main weapon, which is slow and not very good at taking out heavy turrets.

### Overview:

In conclusion, Heechi is definitely not one of the best ships in the game, there are certainly better ones in the same rarity or lower. The primary is slow and the homing is not the best, which leads to a short-lived life for your barrier(s) and a short-lived life for you. The ship is not recommended past S league but if you can manage a Heechi past S, SS or SSS then good for you, though its not recommended.
Grazing

Grazing is an event that happens when your ship brushes by a bullet closely. When this happens, a red “slice” Animation is generated and a low amount of energy is transferred to your ship, refilling your aura to some extent.

For players, constant grazing is a great way to refill defensive auras like Bullet EMP in order for it to be constantly fired. For more experienced players, however, grazing for offensive abilities to generate a quicker time are also common it should also be detailed that grazing exists in other bullet hell style games like Danmaku Unlimited 3 and Shogun gets a slight bit more energy when grazing occurs.

Phoenix 2 Grazing (Works for all ships)
Fixed

## Pellet Launcher

The Pellet Launcher is one of the most common turrets in the game. Shooting pellets in the direction it's facing.

The Pellet Launcher has 4 variants: T1, T2, T3, T4

## Laser Shotgun

The Laser Shotgun is a turret commonly found in Hull Laser and Laser missions, trapping you in with lasers. It shoots lasers in every direction the barrel is facing.

The Laser Shotgun has 4 variants: T1, T2, T3, and T4
List of ships

This is a complete list of all 100 ships in Phoenix 2 in order of Ship ID as of version 6.1.3

## List of Ships

1. Shinova
2. NC-150
3. Tar'Cah
4. Veil
5. Krillou
6. Jericho
7. Fujin
8. Jn'Dur
9. Tempest
10. Yoth-Hola
11. Razor VI
12. Mist Star
13. Proxymar
14. Oran
15. Kada Veni
16. Wrackr
17. Trireme
18. Cinnri
19. Phoenix
20. Buhloo
21. Czar
22. Havoc
23. Geist
24. Juggernaut
25. Tillat'or
26. Elyon
27. Ogon
28. Vuxine
29. Photurius
30. Xaniea
31. Arietis
32. Atlas
33. Essin
34. EX04239
35. Aurora
36. Von Braun
37. Gorthaur
38. Heechi
39. Prime X
40. Sakura
41. Vani-Vith
42. Zephyr
43. Baqlor
44. 502-Q8
45. Dragonfly
46. Hime
47. Hunter
48. Gladius
49. Lokie
50. Barret
51. Saber
52. Valkyrie
53. Proteus
54. Yigothu
55. Torrent
56. Orion
57. Exarch
58. Njörun
59. Boxer
60. Sonah
61. Corsair
62. Antioch
63. UHB
64. Trinity
65. Wraith
66. X-81
67. Scuuxun
68. Shogun
69. NC-271
70. Predator
71. Lorilou
72. AB8/Klyn
73. Polaris
74. Icarus
75. Mirage
76. Marauder
77. Lyova
78. Qhelqod
79. Nimbus
80. Widget
81. Reaper
82. Luna
83. Zhetass
84. Neni
85. Xavis
86. Claymore
87. Starless
88. Kibarrax
89. Banshee
90. Zimtr
91. Jeria
92. Centurion
93. Stinger
94. Mistral
95. Esperon
96. Naya
97. Pandora
98. Monsoon
99. Warden
100. Disaris
Dragonfly

Dragonfly is a rounded ship in terms of it’s main gun. Otherwise, it’s based on offense. Dragonfly is armed with:

## Weapons/Abilities

### Zen

Mega Bomb

Twin Miniguns

This is good at shredding lighter targets and dealing massive amounts of critical hits with it’s high fire rate. It’s a high-impact weapon that deals a consistent stream of damage.

Ion Cannon

Ion Cannon is used to disable entire invaders, no matter how big. It stuns the whole ship and stops it from moving. When at max level, the Ion Cannon can deal blast damage and some apex forms allow it to stun nearby/overlapping invaders. One downside to it is that some less significant invaders may get in the way of your Ion shot and that fact may kill you especially when fighting high-level Invaders like Roc. When ultimate, the Ion Cannon deals explosive damage in a small radius.

Mega Bomb

Mega Bomb is used to wipe out swarms of weak enemies and severely damage large Invaders. Yeah, this description may seem dull, but Mega Bomb can wipe out waves of Invaders and deal serious damage.
Von Braun

Von Braun is a green ship that fires large rockets that deal a considerable amount of damage. The rockets can explode and deal damage to nearby invaders.

## Weapons/Abilities

### Main Weapon:

The main weapon for Von Braun is named the Daisy Cutters. It’s a weapon located on the sides of Von Braun that fires two large missiles with minor homing capabilities, moderate amount of blast damage and a medium blast radius. The Daisy Cutter’s damage per second is 30 at minimum level and 37.5 at max level, and coupled with the blast damage this means there is no ship in the game with more DPS than this. One flaw about its main weapon is the minor homing capability and the slow rocket speed. Fast-moving invaders like Sparrows or ravens are harder to shoot down with this weapon which can make clearing waves of them slow despite the huge damage output. With larger invaders (Eagles and higher) the Daisy Cutters are devastating. Combined with the blast damage/radius and the aura ability, the Daisy Cutters can mow down any Vultures, groups of Eagles in mere seconds.

### Aura:

Von Braun‘s Aura is Missile Swarm, used to disperse several rockets that home in on enemies. It fits well with the primary weapon, especially when maxed out. Missile Swarm is best used when trying to clear a large amount of Sparrows or Ravens, since they are hard to hit with the primary. The Zen ability, Kappa Drive, can make sure your Missile Swarm Aura can fire quickly to always make up for where the Daisy Cutters lack.

### Zen:

Von Braun’s Zen mode is Kappa Drive, used to gather more energy quickly, to fuel the secondary ability. Kappa Drive can be useful in some situations, namely waves with many lower tier enemies to draw in their energy. It's max ability to slow time can also help you to give some time to plan your actions in a tense situation. When versing a Roc or Condor, you may be able to use the Missile Swarm once but after that energy is scarce; even though Kappa Drive does make energy particles on its own, you’ll need to stand still for long periods of time to gather enough energy to use Missile Swarm again. However, a skilled player can make use of bullet grazing coupled with the kappa drive to recover their secondary ability fairly quickly.

## Playstyle

Von Braun’s playstyle is like a destroy-larger-enemies-as-quickly-as-possible type playstyle. The high damage output of the Daisy Cutters and Missile Swarm make it reliable in doing so, though there are other ships that can do a better job using abilities such as mega lasers. As the Daisy Cutters attack speed is slow and the rockets might miss the target, so much practise is required to line up shots reliably against small invaders. Von Braun also doesn’t have any actively defensive abilities/zen.
Orion

The Orion is an extremely easy to use defensive ship, characterized by its Photon Scatter, Point Defense, and teleport.

Its main weapon, Photon Scatter unleashes 15 fast moving green projectiles fired at different angles which home in on invaders. Generally, Orion can easily dispatch smaller invaders, but without any offensive abilities, the time it takes to defeat larger enemies can be noticeably substantial.

Point Defense can take out early MIRV's and sweep away bullets, while Teleport can always act as a final defense.

Orion is an extremely popular defensive ship with newer players but is weak against meta ships in the late game. It is advised you use Orion to grind early game before ditching it. However, if it can be apexed with the Delta apex it's point defense becomes able to take out huge volumes of projectiles without expending much energy at all, meaning a decent player is able to survive any amount of bullet spam, allowing Orion to be viable late-game (though due to low DPS it should never be used if you are going for fast clear times.)
Veil

* Default
* Beta
* Sigma

**Veil** is a shield breaking, offensive/defensive ship characterised by its Fusion Laser, Bullet EMP, and Mega Bomb.

## Playstyle

Overview: Veil is both Offensive and Defensive, paired with his beam primary, that chews through shields, it is a great starter ship. His Bullet EMP is arguably one of the best EMPs making good for survival. His Mega Bomb is great for crowd control and will devastate sparrows and ravens. Once it's ultimate is unlocked, invaders beware.

Strengths & Weaknesses: Laser Missions are quite tough, but possible. Once Bullet EMP's ultimate is unlocked, the reset will make these missions doable.
Tracking

## Darts

Dart turrets are one of the most common types of tracking turrets, they are identified by their yellow body. Unlike shuriken turrets they can nearly instantly track the player.

## Shurikens

Shuriken turrets are the second most common type of tracking turret. They are identified by their red body. They are slow to traverse but can easily cover an area in shurikens.

## Boomerangs

Boomerang turrets are the least common type of invader turret in the game. They have a slow traverse like shuriken turrets and the boomerang's trajectory will depend on where the turret is aiming.
Pellet

Pellets are basic invader projectiles. They have the following properties:

## Fixed Pellet Turrets

* Tier 1
* Tier 2
* Tier 3
* Tier 4

* They are red ovals
* They move at a constant and slow speed
* They are frequently produced in very large numbers.

Pellet turrets occur in fixed orientations and in rotational configurations.

**Fixed Pellet Turrets**

Fixed pellet turrets are always oriented in the same direction, downwards, and they produce pellets that shoot in a single direction or a spread of directions that always faces the same way. There are four levels of pellet turrets, ranging from a single downward pellet to a wide spread of numerous pellets.

**Rotating Pellet Turrets**

Rotating pellet turrets spin in a circular motion producing radial patterns of pellets in all directions. Rotating Pellet turrets, also called Pellet Spinners, occur in three levels, which generate increasingly dense radial patterns of pellets.

## Rotating Pellet Turrets

* Tier 1
* Tier 2
* Tier 3
* Tier 4
Shuriken Launcher

1/4
Shuriken Launchers are commonly-seen turrets in the invading force and are also one of the most dangerous. Most people view them as not much of a threat due to them having slow projectiles, but in actuality, these turrets are one of the deadliest killers in the game.

### Attack Style

Shuriken turrets fire volleys of small bullets that resemble shurikens. These bullets exit the gun barrel at a high speed before slowing down and taking a much slower speed. These shurikens are not a threat on their own at all. But at higher leagues, the Shuriken turrets are famous for having extremely long volleys. This crowds the screen in the shurikens, which often the player is trapped by crowds of shurikens. This effect is not immediate, as the shurikens take time to reach their target, but you’ll be able to see the approaching onslaught.

Although lower-tier shuriken turrets will simply aim for the player, the higher-tier launchers will spread elaborate designs across the screen, trapping the player and forcing them to use their defense.

**Targeted Shuriken Launchers**

Shuriken launchers target the player ship and are often used to "spam" the playfield with many projectiles that are nearly fixed in space. There are three levels of shuriken turrets, which propel one, two and four shurikens at the player ship, in multiple volleys.

## Rotating Shuriken Launchers

Rotating Shuriken Launchers, also known as shuriken spinners, produce shurikens in a radial pattern. The player’s hitbox is usually small enough to fit through the patterned shurikens if needed, but it is usually not recommended and takes skill to do so. Players are advised to use a continuous defense (ex. Barrier) to attack the opposing enemy.
Ogon

Page needs to be updated.

**Ogon** is an armour-piercing, offensive, and common ship that is characterized by her Photon Array, Laser Storm, and Kappa Drive.

## Weapons/Abilities

### Main Weapon

Ogon's main weapon, Photon Array, fires multiple green lasers that constantly track invaders and whittle away their health. Along with increased damage, more lasers will fire as this weapon is upgraded.

### Abilities

Ogon's aura is Laser Storm, and her zen is Kappa Drive, allowing for a decent uptime of her aura to be maintained. With her primary weapon, the combination is not necessarily impotent, and allows her to constantly keep a "danger zone" for invaders around herself.

## Playstyle

Ogon is probably seen the least on any of the leaderboards. This is because of her lack of damage for the main, the slow tracking speed also is a big factor against herself. Her safest chance of survival is the kill before being killed tactic. This involves being up-close and personal with her enemies to make sure all her hits count. While the ultimate ability of Kappa Drive facilitates this somewhat, it still means your dodging skills must be on point. Recommended not to be used above S league.

## Trivia

* Because her main weapon is unimpressive, Ogon is regarded as one of the worst ships in the game.
Invader Weaponry

In Phoenix 2 there are 6 types of Invader weaponary.

## Pellet

*See more: Pellet*

Pellets are arguably the most common projectile type in the game, mostly found early on in missions. They are easy to dodge and have a slow travel time.

## Darts

*See more: Dart*

Darts are basically the same as pellets, except they have a faster travel time.

## Shurikens

*See more: Shuriken Launcher*

Shurikens are projectiles that have a slow travel time like pellets, but drift across the screen depending on the turret angle.

## Boomerang

*See more: Boomerang*

Boomerangs are projectiles found only on Tracking Turrets, they are the fastest projectile in the game but the least common. They will curve across the screen depending on the turret's angle.

## MIRV

*See more: MIRV*

*Multiple independently targetable reentry vehicle* or MIRV is a slow moving projectile that will split into either Pellets or Lasers.
Unlike other projectiles, Point Defense can only clear MIRVs with it's ultimate upgrade.

## Laser

*See more: Laser*

The laser is a linear nonprojectile weapon used by invaders. Unlike projectile weapons, these weapons are characterized by their non lethal white beam showing where the laser is aiming. The poopoo turns red when firing, making it lethal. Laser turrets occur in fixed orientations as well as in targeted configurations.
Jericho

Jericho is a ship that can launch 6 missle in quick secession. The rockets are not explosive therefore unable to deal blast damage.

## Weapons/Abilities

### Overall:

Jericho is a yellow ship with six visible rockets and a oval shaped body. It’s ability conbin. It’s one of the four starting ships available through the first warp gate opening along with Shinova, Veil and Tempest. A trail of fire leaves from the two ‘arms’ at the back.

### Weapons/Abilities:

Jericho’s primary weapon are known as Inferno Seekers. Neat name if you ask me. The rockets disperse from the two wings of Jericho and follow an axis like movement pattern. These rockets have good homing capability but still manage to miss small invaders (Sparrows, Ravens) but it becomes more accurate when you level up the Inferno Seekers. The rockets do not have the homing capacity to hit enemies directly behind Jericho. On hit, the rockets made a laser gun like noise, which is strange considering its firing rockets.

### Aura:

Jericho’s Aura ability is Bullet EMP used to clear out all bullets in a certain area. It clears only bullets and MIRVs, not lasers. The combination of bullet EMP and personal shield make a good setup for almost any mission as Jericho is able to manage lasers with personal shield and bullets with the EMP. When maxed out, Jericho can use the personal shield, youse the EMP to stun targets and restart turret charging processes which in turn should buy enough time to be quick enough o deploy the shield again.

### Zen:

As just explained, Jericho’s Zen ability is personal shield. The shield is temporary but invincible while activated. When maxed out, the shield is able to deflect lasers, this is devastating for invaders when all of the turrets are fixed laser guns.If you feel like you’re out of Aura juice and there’s too many bullets, you can use the shield to clear bullets by taking advantage of the deactivation time. Use the deactivating shield to destroy some bullets but this practise may take some getting used to.

### Playstyle:

As explained before, Jericho has a very safe playstyle with the mixture of the EMP and shield. Since it is armour piercing type weapon, it is advised to use Jericho on armoured invaders.

https://www.youtube.com/watch?v=pZDQa6pyg60
Vulture

Shielded HP - 315

## Armaments

### Number

2 - 4 Fixed or rotating turrets, 2 - 4 spinners or MIRV spreaders, 1 - 2 doomsday weapons

## Spawning Mechanics

### May Spawn In

Usually Act 3 and Act 4

The Vulture is an enemy with four turrets and an estimated HP of 200. Vultures, being exceptionally common, can also be extremely deadly, as they can carry high-tier turrets and at the same time harbor an exceptionally large health pool. Vultures appear in almost every league, and are usually the toughest and most dangerous enemy in an invader formation.

Vultures, without support, can have their turrets easily taken down by focus-fire weapons, although instant-tracking ships like the Trireme or slow firing ships like Aurora struggle at this. However, when Vultures are supported by other invaders, Vultures can turn out to be an extreme threat. When behind lines, the Vulture and it’s high tier turrets will shred the player to ribbons. In the front line, however, the Vulture’s long width and health pool protect the many other invaders behind it, allowing them to continuously fire while the Vulture itself provides close range support while enclosing the player to a small part of the screen, all while taking damage.

Vultures, with the right ships, may turn out to be not such a threat at all. Ships with offensive abilities and high damage weapons such as the Von Braun easily take down Vultures in less then four seconds when their aura abilities are carefully timed.

### Appearance

These invaders have a hull that is similar to the Eagle. They have 2 wings extended to the side and 2 more extended to the back. There are 2 black circles which where it contains engine components, used as a slot for turrets. This invader has a red glowing eye instead of an cockpit in the center, just behind it, there is a red claw shaped trim and 2 claws in front of the eye. These invaders has an insane amount of 7 huge engine thrusters, including a giant one in the center.
Lorilou

Lorilou is a High Impact ship, with its primary weapon being the Quad Phasers, and its Aura and Zen being the Phalanx and Mega Laser respectively. Therefore, while it is not particularly fast, it has a relatively balanced kit.

### Weapon / Abilities

#### Quad Phaser

Its main armament sends four beams of light towards enemies in short volleys, which track enemies instantly.

#### Phalanx

The Aura which allows for a shield to be projected in front of the ship, consuming an ability counter. At its base, up to two counters are held. With its Ultimate, up to 6 counters are present, and the phalanx curves slightly around the ship to provide slightly better protection. Lorilou's Gamma Apex upgrades the Phalanx with an additional smaller shield at the front of the ship.

The ability provides a relatively good survivability to Lorilou. It can help the player bide time, clearing bullets while the primary weapon works its way through invaders. It can also provide a safe environment for charging the Zen Ability.

#### Mega Laser

The Zen which, when charged, unleashes a relatively powerful laser which carves a path through bullets and small enemies, crippling larger invaders. The Ultimate upgrade of the Mega Laser gives it a wider breadth, clearing more bullets and also reducing the chance that the ability misses its target. Lorilou's Epsilon Apex reduces the width of the beam while increasing its damage.

As an offensive ability, it is typically charged before the first wave of each act (e.g. 1-1, or 4-1, etc.) to eliminate or weaken high priority invaders. It can help to destroy specific turrets, which is a useful upside, as Lorilou's Quad Phasers can be unreliable when it comes to focusing on particular targets. Also, if your judgement deems it worthwhile, it can be used in conjunction with a Phalanx to more quickly destroy large enemies like the Roc, seeing as the DPS of the Quad Phasers might be too low to quickly dispatch of enemies with large health pools.
Antioch

The **Antioch** is an armor piercing, offensive ship characterized by its Proton Crystallizer, Vorpal Lance, and Personal Shield.

## Weapons/Abilities

### Main Weapon

**Photon Crystallizer (AP):** 25/26.25/27.5/28.75/30/31.25

Intrinsics: Tracking (Limited), constant fire

### Abilities

**Aura:** Vorpal Lance
**Zen:** Personal Shield

## Playstyle

### Overview

Antioch is a Geist-like with limited tracking capabilities, an offensive Aura and Personal Shield, like its peer Atlas. With a mix of offense and defense fit for Hull and Laser missions, it can be a welcome addition to the arsenal.

### Strengths & Weaknesses

This ship thrives in **Hull** and **Laser** missions because of the amount of lasers, but in **Shield** and **Armor** missions, it may struggle - the former has everything the game can throw at the player, and the latter is bullet-heavy; not something a Personal Defense kit like Antioch would thrive in.

With Vorpal Lance, it can kill hordes of invaders very quickly, compared to Atlas which has Missile Swarm which isn't as versatile and quick (but powerful nonetheless).

With Personal Shield, it can stop bullets and lasers and, when maxed, can reflect the lasers back at the invaders.

The weapon, like Saber, has minor homing capabilities (namely Limited range Tracking), but this might pose a problem with accuracy.
Chrono Field

## About

**Chrono Field** is a defensive, radius-based aura that can be found on several ships in the game. Activating the Chrono Field creates a small, foggy circle on the board. Going into the field grants invincibility from all types of invader weapons. The field will also neutralize and slow down bullets, which allows you to easily go through a dense cluster into safety.

In some ways, it is very similar to **Barrier**. They both are mainly used for defensive purposes, and arguably have similar uses. However, there are some key differences to note.

1. While Barrier simply eliminates bullets, Chrono Field will neutralize them, and slow them down.
2. Even though inside the Barrier provides reliable defense, bullets may still get inside and hit your core. However, being inside the Chrono Field guarantees pure invincibility, and you have no chance of dying while inside the radius.
3. While the amount of time that Barrier stays on-screen is determined by how many bullets hit it, the amount of time that Chrono Field remains on-screen is determined by upgrades and the size of the Field.
Njörun

## Wave Cannons

The Njörun is a Rare ship that fires 3 fast energy streams side-by-side in semi fire and a slower bomb in the center.

## Weapons/Abilities

### Zen

Personal Shield

Njörun is a extra defensive ship, but Chrono Field and Personal Shield and both quite similar, so never use them at once. Though Njörun is not a good choice for speedrunning, but a good choice for finishing missions.
Energy

The **Energy** is collected by the ship by getting close to the energy. Energy is sucked in automatically once within range. The Kappa Drive can attract energy no matter where the location. there are 3 Types of energy. Type 1 the Basic Energy which prefers quality over quantity and usually ends up giving the most due to the amount. Type 2 the Green Energy this type of energy gives more and has less quantity dropped from eagles and above and usually fills a medium amount due to the amount. Type 3 dropped from Vulture, Roc and Condor are Orange Energy this gives high amount preferring quality over quantity. In addition, Kappa Drive is capable of generating energy within point-blank range.

*NOTE: I will add more screenshots soon*
Proxymar

The **Proxymar** is known to be one of the fastest clears in the game for certain missions. It is a shield breaking, highly offensive ship characterized by its main weapon, Lightning Conduit coupled with Missile Swarm and Mega Bomb.

## Weapons/Abilities

### Main Weapon

The Lightning Conduit is a fast-paced shield-breaking weapon with instant omnidirectional target tracking.

### Aura

The Missile Swarm launches a set of missiles to attack the enemy and has changing amounts of missiles with aura size. Considering that Proxymar is a fully offensive ship, Missile Swarm sees good use at the beginning of each wave. This facilitates getting a shorter completion time, but frequent usage is also necessary due to Proxymar's lack of defensive abilities. Especially later on in missions, there is a need for this ability to be used to destroy as many invaders as possible at the start of waves. Otherwise, they quickly get their shots off and the screen is filled with hazards.

### Zen

The Mega Bomb is an offensive zen ability which enables the player to charge a large energy bomb, which can be activated to damage invaders in the aura. Most typically, this ability is used to gain time by dispatching the first wave of each set of 4 (e.g. 1-1 and 4-1).
AB8/KLYN

The AB8/KLYN is awesome! I mean, it has an excellent main attack, that, while it isn’t an omigod-instant-kill attack, it hits multiple invaders at the same time. It is especially useful if you are playing a level like Archology, where it’s pure bullet hell, because you can dodge bullets without worrying about not hitting enemies. Please note that this is NOT a targeting or homing attack.

## Aura Ability

The AB8/KLYN’s Aura Ability is Point Defense. If it is surrounded by enemy bullets, you press two fingers on the screen and tiny lasers will destroy the bullets around you. (Not your own bullets, though).

This is useful in levels like Archology, where bullets aren’t exactly scarse....

## Zen Ability

The AB8/KLYN’s Zen Ability is Reflex EMP. This basically serves the same purpose as Point Defense, but it is different as well. It has a charge time of 1 second, and a charge time increase of 3 seconds upon unlocking the Zen Mode.
Hime

Charge Time: 1.9s

Charge Time Increase: 0.25s

Charge Time Recovery: Very Fast

**Hime** is an armor piercing, super rare, offensive ship characterized by its **Spirit Lash,**Chrono Field and Mega Laser.

## Weapon/Abilities

### Main Weapon

The Spirit Lash can fire rapidly, dealing low damage per bullet. However, this is made up for the fact that it's main weapon homes towards invaders, and that it deals normal damage to armored invaders. While using the main, a small pinkish orb will form in the center of the two prongs on the upper half of the ship, and projectiles will repeatedly lash out of it, hitting invaders with considerable force.

### Aura

The Chrono Field neutralizes bullets and grants players invincibility within the radius, allowing the player to go through the bullets with ease. The ultimate upgrade grants additional invincibility outside the field for 0.5s after exiting the Chrono Field.

### Zen

The Mega Laser deals crippling damage on enemies straight ahead. While it does deal less damage than the Nightfury Laser, it charges up quicker and can be abused more. It's a powerful ability to be used against vultures and other strong enemies.

## Playstyle

Stick to the left/right corner of the screen you prefer to negate the bullets on the other side. Ignore invaders and focus purely on dodging by focusing fully on its reactor. Hime's perfect homing weapon will do its job.

Deploy Chrono Field when you are really unable to dodge. When Chrono Field deployed, analyze invaders ahead. Charge and fire Mega Laser if invaders are sufficiently high level (Eagle and above). After firing Mega Laser, push forward to the front of Chrono Field. If not worth to fire Mega Laser, continue dodging but push to a part of the Chrono Field with lesser bullets.

If Chrono Field is too small, do not charge Mega Laser. Use Phase Out effect to escape Chrono Field to another location, quickly crossing over a massive pile of bullets during the Phase Out duration.

### Overview

Hime has excellent survivability due to its Chrono Field. It will survive bullet hell very well (particularly for Archology). Mega Laser can also be used defensively to escape forward once Chrono Field becomes impossibly filled with bullets. However, Hime is a slow clearing ship which will not be able to clinch high positions in the leaderboards.

### Strength & Weakness

Hime has extreme survivability and its reactor is somehow very intuitive in that sometimes you can dodge without taking too much notice of its reactor. However, its DPS is small so it does take time to clear invaders, causing a mass pileup of bullets, which continues to linger around even between Acts.
Vani-Vith

Vani-Vith is a High Impact ship with equal parts offensive and defensive skillset. Like Trireme and Prime X, it houses Teleport and an offensive Aura, Vorpal Lance.

## Weapons/Abilities

### Main Weapon

Fires a slow Spark Fusor weapon which is forward shooting only. Fires approx once every second.

### Abilities

#### Playstyle

Vani-Vith is a versatile ship that plays like Trireme and Prime X; it can survive most situations it is presented thanks to Teleport, and rapidly cull hordes of invaders with Vorpal Lance. Despite its slow firing weapon, it can dish out a lot of damage and can handle most missions it is presented to.

Vani-Vith rewards an aggressive playstyle. Whenever you see invaders in columns, do not hesitate to fire Vorpal Lance to take them out. Fire first before they fire. Take out difficult turrets quickly with Vorpal Lance. Vani-Vith is more pre-emptive - execute Vorpal Lance or Teleport before they kill you. The latter is due to the delay in teleport activation, even though its short, it still takes some time before time slows. You may also use Teleport to find the perfect time and place to teleport to and immediately use your Vorpal Lance, this is commonly known as "Tele-frag".

After obtaining Vorpal Wake, Vani-Vith gains slightly more survivability, but the real clincher is Arrival EMP, which makes dodging a lot easier by creating a small pocket where the player can get a short breather (against Lasers, it's still unable to stop them) before either carving a path with the Wake or dodging the incoming stream of bullets.

Vani-Vith is generally a fun ship to use in community missions due to the massive number of small ships.
Laser Storm

**Laser Storm** is one of the few offensive auras. Up to 5 probes come out from the ship that blast the invaders to high heaven. With some of the newer updates, Laser Storm has been buffed. This makes the Ultimate version of Laser Storm target turrets instead of possibly targeting reactor cores to disable invaders.

## Ships with Laser Storm

* Buhloo (common)
* Elyon (common)
* Ogon (common)
* Essin (rare)
* Lokie (common)
* Fujin (super rare)
* Havoc (rare)
* Xaniea (super rare)
* Scuuxun (rare)
Corsair

## Overview

The Corsair is a Super Rare, High Impact Ship which appeared in both Phoenix HD and Phoenix II. Its main weapon fires a barrage of 20 rockets, slowly accelerating as they travel.

The Corsair has the Missile Swarm Aura Ability, which allows for further damage. Missile Swarm excels at taking out crowds of smaller enemies like Sparrows.

The Corsair's Zen Mode is Tracking Minigun, which is unique to the Corsair. When activated, it causes a minigun similar to the Dragonfly's main weapon to fire at enemies for a short time; it will aim towards a single enemy (whichever requires less rotation to aim at) until destroyed or if the player's movement causes another enemy to be the preferred target. Tracking Minigun is excellent for supporting the damage from the main weapon and Aura. At maximum level small homing missiles also accompany the minigun.

## Playstyle

The Corsair plays very, very aggressively, having no defensive abilities. However, it makes up for it in raw damage output. The combination of Rocket Pods and Tracking Minigun makes short work of most enemies, while Missile Swarm can be used to completely wipe out a wave of all Sparrows.

The Corsair's damage outut is so high, that even if the enemies are Shielded or Armored, you still progress almost as quickly as you would as if they were Unprotected. Thus, the Corsair is suitalble for most if not all missions, though may be slightly less effective on Shielded targets than on Armored ones.
Main Weapon

A Ship's **Main Weapon** is its bread and butter. They are varied in their functions and come in three main flavors; **Shield break**, **Armor Piercing**, and **High Impact**. With a variety of toppings such as **Homing**, **Tracking**, **Spread**, **Beam**, and **Blast**. Every ship has a different bullet from its own kinds of the main weapon.

All of the ships' primary weapons have some way of changing when upgraded, be it simply more damage per shot, a higher fire rate, or some other improvement. The table detailed below shows how all of the ships' weapon characteristics change when upgraded. While the total DPS (the numerical value shown) of all primary weapons increases with the upgrade process, the majority of ships that experience a fire rate increase will also experience a decrease in projectile damage.
Teleport

Teleport is a somewhat common Zen mode ability. After a short charge period, time will slow down, and during that period, the player can tap on any part of the screen and the ship will teleport there. The ultimate of the ability is Arrival EMP (*more info needed*). If left for too long, the time-slow effect will end and the ability will start recharging.

Ships with Teleport:

* Vani Vith (rare)
* Claymore (rare)
* Icarus (rare)
* Orion (rare)
* Trireme (Super rare)
* Czar (rare)
* Xaniea (Super rare)
* Prime X (rare)
* Sakura (Super rare)
* Hunter (rare)
* Tillat'or (rare)
* Aurora (Super rare)
* Barret (rare)