recursal/Fanatic-Fandom huggingface dataset:
Battleship Template

***"This template exists for creating new Battleship pages. Unfortunately, kwazedilla can't figure out how to create one Template for all Battleships so this page exists. Feel free to deviate from the template if necessary. Replace this with the ingame description of the Battleship."***

Give a general description of the Battleship. How does one unlock the ship, what are its basic functions, what is the Commander Ability, etc. Also replace the portrait with the one that corresponds with the Battleship.

## Commander Ability: Ability Name Here

***"Replace this with the ingame description of the Battleship's Commander Ability."***
Go into specifics about the Commander Ability here. Describe its basic functionality and any quirks it might have.

## Strategy

### Playing with Name

* Discuss some strategies that one would use when playing with this Battleship.
* Use a new line for a new Strategy.
* You can talk about how the ship fares in certain modes or certain matchups against this ship.

### Playing against Name

* Discuss some strategies that one would use when playing against this Battleship.
* Once again, use a new line for each new Strategy.

## History

* 05/06/2021:
	+ Copy the history of the Battleship from the Version History page.
	+ Add dates as a first indent, with the changes that happened on that Battleship on a second indent.
Module Template: Fighter

* Art
* Fighter

***"This template exists for creating new Fighter pages. Unfortunately, kwazedilla can't figure out how to create one Template for all Fighters so this page exists. Feel free to deviate from the template if necessary. Replace this with the ingame description of the Fighter."***
Give a general description of the Fighter. What are its basic functions, its role in a fleet, etc.

## Strategy

### Playing with Name

* Discuss some strategies that one would use when playing with this Fighter.
* Use a new line for a new Strategy.
* You can talk about how the Fighter fares in certain modes or certain matchups against this Fighter.

### Playing against Name

* Discuss some strategies that one would use when playing against this Fighter.
* Once again, use a new line for each new Strategy.

## History

* 05/06/2021:
	+ Copy the history of the Fighter from the Version History page.
	+ Add dates as a first indent, with the changes that happened on that Fighter on a second indent.
Deck:Base Assault prototype

## Introduction

This deck is made by user named Sky Walker for Base Assault. (Not mine, so this deck has too few information.) That user says this is best deck for Base Assault. Module roles are what Sky Walker said.

## Deck Information

**Deck created by: Sky Walker**

**Battleship: Zeus**

**Average Hydro Cost: 38**

**Best Gamemode: Base Assault**

## Module Roles

**Decay:** Counter for Apollo/Portal. This can also eliminate enemy-side fireflies. Good module for Base Assault.

**Arrows:** Base attacker. You can cause a lot of damage consistently with its long firing range.

**Interceptor:** A versatile fighter.

**Stealth Wisp:** The module which is loved by deck author. With Zeus' Nuke, you can damage almost 15% of base health.

**Destroyer:** It can kill your enemy when he or she is charging at your base. Its Nuke causes massive damage.

**Firefly Squad:** It can eliminate enemy-side Colossus. You should deploy this when enemy's AoE modules/Effect Area modules are already used.

## Strategy

* Use Zeus' Nuke to kill enemy's high HP fighters.
* Destroyer is good when you put it near the base.
George Wilderth

George was about 180 centimeters tall as before the arrival of the Oracle's spaceship, but no longer wore glasses. He had done some analyst studies.

George was devious and manipulative. An angelic smile up front, a real scum in the shadows plotting to get his way.

His skin was covered with very fine cuticles capable of refracting or distorting light as well as chromatophore cells infinitely more efficient than those of a chameleon. It could shine like a crystal to the point of being uncomfortable to look at or, on the contrary, become invisible by blending into the decor. Observing him was extremely unpleasant.
EMP

***"Stuns all enemy Fighters and Battleship Turrets in the effect range. Stunned ships cannot move, fire or increase their spawn timer. Stunned ships will also have their target reset."***
EMP is a utility module that disables everything within its radius for a decent amount of time. It can be used to turn the tides of a battle, buy yourself time to deal with a troublesome unit, cheese an enemy battleship about to die to the zone, and many other things.

## Strategy

### Playing with EMP

* Try to get as much value as you can with each EMP; hit as many units as possible right before your own units engage if you can
* Use EMP to prevent the enemy battleship from fleeing, turning, or defending itself
* EMP only disables turrets it actually hits, but disables battleship movement no matter what, so make sure to disable the threatening turrets
* Use EMP sparingly, as it only delays the inevitable if you don't

### Playing against EMP

* EMP has a small range, so space your units out if possible
* Make sure to factor a possible EMP into your moves

## History

* 06/05/2021:
	+ Duration reduced.
	+ Now stops Fighters in deployment.
* 22/04/2021:
	+ Hydro cost increased to 30 (from 20).
* 09/03/2021:
	+ Cooldown increased to 6 (from 3).
Rory

## Rory Raven

### Likes

Darby, Crowe, King Diesel, sunsets, caring for animals, committing horrific crimes with Crowe and  Diesel in their free time, sushi, playing music, writing, burning things, and fishing.

### Dislikes

His mom, religion, authority, being accused of lying or anything he didn't do, ONIONS, prison cells, large crowds or overwhelming situations, and swimming.

### Playlist

https://open.spotify.com/playlist/1KTKYuezlunuRa6rp66OTr?si=33df60e0286a437c

**Rory** is a main character/antagonist who attempted to create chaos the second he moved in. Not long after he finished building his house there was a trial in his name, and he was briefly sent to jail before getting snuck out by his friends. He's also the one who started the war against Mayor Lini, and the one who won it in the end.
Corporations

***"Join a Corporation to start collecting Corporation Points, help your team place on the Leaderboard and earn Crystals every week."***
**Corporations** are a social feature that allows Commanders to congregate and work together to achieve common goals. Commanders can earn Corporation Points for their Corporation by entering battle, and Corporations that have the most points earn Crystal rewards for all its members. Commanders may join a Corporation after completing the Tutorial, and may also chat and share battle replays in the Corporation chat. Corporations may have up to 40 members.

## Starting a Corporation

* A Commander can create a Corporation after completing the Tutorial.
* There is a fee of 100 Credits.
* Before creation, the Commander can change the name of the Corporation, its icon, and its invite settings.
* During creation, the Commander becomes the First Officer of the Corporation.

## Corporation Features

* Chat with other members of your Corporation in the Corporation tab.
* Share battle replays by entering your Combat Log and pressing the Share button. Corporation members may view your replay in the Corporation chat.
* You can react to messages in the chat with emojis.
* The first three battles played will give your Corporation Corporation Points, which is used to rank your Corporation on the Leaderboards. Wins reward more Corporation Points. If your Corporation is in the leaderboards at the end of a Ranked Season, every member of your Corporation receives a Crystal award.

## Corporation Ranks

* Member is the default rank in a Corporation. They may join and leave Corporations and earn Corporation Points, but may not edit the Corporation settings or invite other Commanders to the Corporation.
* Senior Members is the next rank. They are able to invite Commanders, accept requests to join the Corporation, and promote/kick Members, but may not edit the Corporation settings.
* Officers are able to do everything Senior Members can, but may also promote/demote/kick Senior Members. They are the first rank that has the ability to edit the Corporation settings.
* The First Officer is the leader of the Corporation. This is usually the creator of the Corporation, but can also be promoted. They are able to promote/demote/kick everyone within the Corporation and edit the Corporation settings. There can only be one First Officer at any time; if a First Officer promotes an Officer to the First Officer, the original First Officer is demoted to an Officer.

## Corporation Settings

* Name: The name of your Corporation; cannot be changed.
* Description: The description of your Corporation, visible to any Commander that views the Corporation info.
* Join Type: Changes who can join the Corporation. "Open to all" allows any Commander to join, "Join to request" allows any Commander to submit a request to join, and "Closed" prevents any Commander from joining.
* Region: Select which country your Corporation is based in.
* Inactivity Tolerance: Any Commander that does not log into the game for a period longer than the inactivity tolerance will be shown as inactive.
Light Colossus

* Art
* Fighter

***"This stronger version of the Colossus will heal nearby units for a short period of time after being destroyed. Directly attacks Battleships and enemy structures."***
Light Colossus is a variant of Colossus that goes straight for the enemy objectives and Battleship. When it dies, it heals nearby units for a short period of time. Light Colossus is not a Stealth unit, but you can maximize the efficiency of healing ability if it dies at a right time.

## Strategy

### Playing with Light Colossus

* Utilize its healing ability. It can heal your fighters, battleship, and even Neutral Battleship.
* Guard weak ships like Arrows. If Light Colossus dies, It will heal those weak ships and they become hard to destroy.
* How to play with it is similar to how to play with Colossus.

### Playing against Light Colossus

* Its healing ability is not ignorable. Destroying it is easy, but if there is any other fighters, it would be harder to deal with.
* How to play against it is similar to how to play against Colossus.

## History

* 04/10/2021:
	+ Heal radius increased to 2000 (from 1600).
	+ Heal duration increased to 12.0s (from 10.0s).
* 18/08/2021:
	+ Heal per second on death increased to 250 (from 180).
* 18/06/2021:
	+ Heal per second on death increased to 180 (from 150).
* 11/06/2021:
	+ Cost reduced to 50 (from 60).
* 27/05/2021:
	+ Light Colossus added to the game.
All Rise For the Honorable Perry T. Cook Wiki

**Welcome to the All Rise For the Honorable Perry T. Cook Wiki!**
This wiki is about a great book.

We're a collaborative community website about All Rise For the Honorable Perry T. Cook that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Module Template: Structure

* Art
* Structure

***"This template exists for creating new Structure pages. Unfortunately, kwazedilla can't figure out how to create one Template for all Structures so this page exists. Feel free to deviate from the template if necessary. Replace this with the ingame description of the Structure."***
Give a general description of the Structure. What are its basic functions, its role in a fleet, etc.

## Strategy

### Playing with Name

* Discuss some strategies that one would use when playing with this Structure.
* Use a new line for a new Strategy.
* You can talk about how the Structure fares in certain modes or certain matchups against this Structure.

### Playing against Name

* Discuss some strategies that one would use when playing against this Structure.
* Once again, use a new line for each new Strategy.

## History

* 05/06/2021:
	+ Copy the history of the Fighter from the Version History page.
	+ Add dates as a first indent, with the changes that happened on that Fighter on a second indent.
Arrows

* Art
* Fighter

***"Spawns a pair of Arrow fighters at the activation position. Arrow fighters move directly towards the closest enemy Battleship, ignoring other enemy Fighters on the way. Their long range weapons may allow them to strike without retaliation from low range Battleship Turrets."***
Arrow is a weak, fast ship that directly attacks the closest enemy Battleship. Its speed gradually quickens while traveling.

## Strategy

### Playing with Arrow

* It is too weak to use solely. Use it in packs or with other strong ships e.g. Colossus
* Utilize its long range. Some short turrets cannot target it.
* Use Arrows as a cheap DPS booster while engaged in melee combat against an enemy battleship or objective.
* Play Arrows far away from any existing units to force the enemy to dedicate a more significant response to them.
* Arrows don't outrange all turrets, so make sure any threats to them are already dealt with.

### Playing against Arrow

* Use AoE modules or Interceptor to deal with it.
* Meteors is ideal to kill a group of them.
* Fireflies are the only hydro-neutral "counter" to arrows.
* Move your battleship to enter turret range of the arrows. Your turrets will deal with them for free.

## Video

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## History

* 11/06/2021
	+ Fighters spawned increased to 2 (from 1).
	+ Acceleration time decreased to 6.0s (from 8.0s).
	+ Fixed an issue that could cause Arrows to get unnecessarily close to the turrets of a Battleship they were chasing.
* 13/05/2021
	+ Cost decreased to 10. Damage per hit reduced.
* 06/05/2021
	+ DPS increased (faster fire rate). Fixed sliding that could happen when targeting moving Battleships.
* 01/04/2021
	+ Slowly accelerates while it travels to its target, allowing it to reach far away destinations faster and slip by slow defenders under certain circumstances.
* 17/03/2021
	+ Arrow will no longer fire unless it is facing its target.
* 09/03/2021
	+ Firing range increased (1700->2100).
	+ ARROW (and any other fast fighters) will better maintain their distance when in firing range of a moving Battleship they are chasing.
Battleship Apollo Wiki

***"BATTLESHIP APOLLO offers a fresh, focused, accessible yet deeply tactical combat experience.***
The game has been designed from the ground up around 4 minute real time strategy matches against other players. We have focused our efforts to create a game that respects your time and takes you straight to the action, removing superfluous strategy elements without sacrificing any depth.

Our focus on simplicity is reflected on the game's interface, allowing you to instantly and efficiently play from any device - smartphone, tablet or desktop computer."
Learn more at the official site.

Two hundred years have passed since the beginning of colonization and the events of Hades' Star. The Hades Galaxy is now more unstable than ever.

Obsessed with being the first to uncover the deepest secrets of the Universe, the Corporations are spending vast resources to gain the slightest technological advantages.

Massive Battleships, bigger than anything seen before, are being built in shipyards all around the Galaxy.

As one of many Battleship Commanders, you have a critical role to play in the War ahead.

* LIGHT COLOSSUS: Heal effect range and duration increased
* DARK COLOSSUS: Rage effect range increased
* ROCKET LAUNCHER: Rocket speeds slightly reduced on all stages (reduced more on the final stage)

Twitter
Wisp

* Art
* Fighter

***"A pair of weak fighters that can be deployed anywhere on the map."***
Wisps are fighters that can be placed anywhere on the map. They are similar but slightly stronger than normal Fireflies. Wisps take time to travel to their target and emit a visible effect, giving opposing Commanders time to counter them.

## Strategy

### Playing with Wisp

* Wisp is useful at taking out units that are not adequately defended by opponents, such as poorly placed Hydrogen Factories or the base in Base Assault.
* Wisp can also be used to deal damage against enemy Battleships, although they are easily countered by fighters or simply by moving the Battleship Turrets in range of the Wisps.
	+ This is most effective against Battleships with weak Turret coverage, such as Hades and Mercury.

### Playing against Wisp

* Ensure that your spawned units are adequately defended.
	+ While an Effect Area can be used to take Wisps out if you fail to protect your units, Wisp's low cost results in a net loss of hydro besides Meteors.
* Wisp, in addition to its deploy time, takes additional time to travel from the enemy Battleship to its deploy location. This gives ample time to prepare a counter.

## Video

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## History

* 28/06/2021:
	+ Damage increased to 31 (from 29).
* 18/06/2021:
	+ Hitpoints increased to 100 (from 80).
	+ Damage increased to 29 (from 27).
* 11/06/2021:
	+ Damage increased to 27 (from 24).
* 27/05/2021:
	+ Damage increased.
* 20/05/2021:
	+ Damage increased.
	+ Given better visual indicator.
* 13/05/2021:
	+ Wisp added to the game.
Rocket Launcher

* Art
* Fighter
* Rocket

***"Launches pairs of powerful Rockets against distant enemy Battleships and Structures located between the minimum and maximum firing range. The Rockets will gradually become faster with time. If a Rocket's target is destroyed, the Rocket is deactivated without doing any damage."***
Rocket Launcher is a long-ranged fighter that launches pairs of moderate damage Rockets. Its long range and active avoidance of enemy Battleships makes it a dangerous back-line unit. The Rockets travel faster with time, eventually becoming nearly impossible to target in time before it impacts a Battleship or structure. If the enemy Battleship moves closer to the Rocket Launcher than its minimum range, it will move backwards to avoid damage.

## Strategy

### Playing with Rocket Launcher

* Distract enemy Battleship Turrets and fighters with a tanky fighter so that the Rockets can reach their target.
	+ Alternatively, use EMP to stun the Turrets or fighters.
* Even if the Rockets are destroyed, they can serve as a useful distraction against fighters like Titan and Destroyer as they are forced to turn around to target the Rockets.
* Rocket Launcher should be placed as far away from the enemy Battleship as possible, so that the Rockets achieve their maximum speed.
* Avoid using Rocket Launcher if the enemy has a lot of hydrogen, as it doesn't provide much immediate value and can lose you the game if the enemy rushes you when you place it.

### Playing against Rocket Launcher

* Ion Blast and Decay (with a level equal to the Rocket Launcher) is able to destroy Rocket Launcher from afar.
* Use Interceptor to serve as a screen for Rockets. Note that Interceptor may fail to shoot Rockets down if they are already travelling too fast.
* Rocket Launcher doesn't actually provide much DPS for its cost, so consider launching an all-out attack on the enemy when they play Rocket Launcher if you have the hydrogen to do so.
* If your fighters are about to engage the Rocket Launcher, do not move your Battleship forwards as that may cause the Rocket Launcher to back up.
	+ The exception to this is in Duel; if the Rocket Launcher is near the collapsing zone, it may be beneficial to have it back up into the zone rather than engaging with it directly.

## Video

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## History

* 04/10/2021:
	+ Rocket speeds slightly reduced on all stages (350/700/1200, from 360/720/1350).
* 18/08/2021:
	+ Hydro cost reduced to 40 (from 60).
	+ Damage reduced to 350 (from 450).
* 28/06/2021:
	+ Will no longer move out of bounds.
* 11/06/2021:
	+ Now a Rare module.
* 27/05/2021:
	+ Fixed Rocket Launcher sometimes not firing on its target.
* 13/05/2021:
	+ Rocket Launcher will now face its target correctly.
* 06/05/2021:
	+ Rocket Launcher added to the game.
Cyclops

* Art
* Fighter

***"Spawns a strong Fighter with a laser weapon that does more damage the more it stays locked on a single target. The laser's charge will be reset when it switches targets."***
Cyclops is a unique Fighter that fires a laser weapon instead of a projectile. The longer that Cyclops fires upon a target, the more damage it does. Its extremely high damage to a single target makes Cyclops suitable for destroying tanky Fighters or Battleships.

## Strategy

### Playing with Cyclops

* Cyclops may have decent hitpoints, but it should still be escorted with a Fighter that can clear Firefly swarms or stealth Fighters.
* Area Shield may be useful to give the Cyclops enough time to charge its weapon.
* Placing Cyclops directly on top of an enemy Battleship can put it out of their Turret range.

### Playing against Cyclops

* As with any slow, single-target tank, the best way to destroy Cyclops is with Fireflies or stealth Fighters.
* EMP can stop a Cyclops from dealing damage or cause it to switch targets.

## Video

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## History

* 18/06/2021:
	+ Cyclops damage now increases when upgrading.
	+ Damage reduced to 40 / 200 / 500 (from 80 / 300 / 1000).
* 17/03/2021:
	+ Must now rotate to face its target in order to fire.
	+ Firing delay removed (was 1s). Replaced by the rotation delay.
Dark Colossus

* Art
* Fighter

***"A stealthed, more durable version of the Colossus. When destroyed it will spawn a War Rage effect for a limited time. Directly attacks Battleships and enemy structures."***
Dark Colossus is a tanky, somewhat damaging Stealth unit that goes straight for the enemy objectives and Battleship. When it dies, it buffs nearby units with a War Rage effect (although this War Rage is weaker than that of Battleship Ares). Due to its stealthy nature, non-negligible DPS, and the general lack of stuff that can kill it easily, Dark Colossus will demand a significant response from your opponent.

## Strategy

### Playing with Dark Colossus

* Dark Colossus should be used for its high HP and sizeable damage output as opposed to its War Rage ability
* Dark Colossus synergizes well with battleships such as Artemis, Kronos, Mercury, etc that can stall for time by running away or simply face-tanking the enemy's damage output.
* The Dark Colossus is a fighter that demands a response, since its weapon can deal significant blows to an enemy battleship or structure
* Dark Colossus is an effective method to distract multiple strong turrets, and the War Rage effect can end matches very quickly when paired with the right turrets and modules.
* Dark Colossus can be defended for significant value, as most counters to Stealth units are much cheaper than the units themselves. Units like Arrows can be used to quicken your opponent's death, while cards like Meteors, Decay, and Ion Blast can be used to remove threats to the Dark Colossus for positive hydrogen

### Playing against Dark Colossus

* A single Ghost can ensure that the Dark Colossus is dealt with without providing your opponent with any opportunities to gain value against your counters
* Dark Colossus costs 60 hydrogen, so consider using your hydrogen advantage to rush the enemy and kill them before you die
* Ion Blast can inflict enough damage that your turrets should be able to finish the Dark Colossus off. However, it will not kill the Dark Colossus.

## History

* 04/10/2021:
	+ War Rage radius increased to 2400 (from 2000).
* 18/08/2021:
	+ Cost reduced to 60 (from 70).
* 11/06/2021:
	+ Hitpoints reduced to 3000 (from 3500). Now matches Light Colossus.
	+ Rage duration increased to 6.0s (from 4.0s).
* 27/05/2021:
	+ Dark Colossus added to the game.
Phoenix

* Art
* Fighter

***"With its extremely strong hull, Phoenix can distract multiple turrets and enemy fighters near enemy Battleships. After its destruction, it will leave behind a large number of Stealth Fireflies."***
Phoenix is a Fighter with more hitpoints than any other Battleship in the game. Although its damage output is very low, it spawns fifty Stealth Fireflies upon its destruction. Phoenix's high health, unique abilities, and high hydro cost make it quite the tricky Module to play, yet deadly if played well.

## Strategy

### Playing with Phoenix

* Phoenix works well if an enemy Commander pushes with stealthed fighters, as that will result in more fighters getting distracted and a greater chance that Phoenix can trigger its death effect.
* Phoenix should not be played late in the game as there's less time for enemies to destroy it.
* At 90 hydrogen, Phoenix is the most costly unit in the game. Ensure that other units are already in place to deal with any potential threats.
* Phoenix is a death sentence for Athena, as Phoenix will chip away at Athena's shield and prevent it from recharging.
* Phoenix is great at distracting enemy Battleship Turrets. Spawn fighters behind Phoenix to deal damage without risk of getting shot at.

### Playing against Phoenix

* It may be wise to ignore an attacking Phoenix as their damage is low anyways.
	+ The exception to this rule is Athena Commanders, for reasons mentioned above.
* Meteors, Decay, or Stealth Tank can all be used to dispatch the swarm of Stealth Fireflies that the Phoenix spawns upon death.
* Structures may be used to distract the Phoenix.
	+ In Duel, Hydrogen Factory can be placed near the collapsing zone to lure the Phoenix in. If done correctly, the Phoenix along with all of its fireflies will be trapped inside the zone once it closes.

## Video

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## History

* 18/06/2021:
	+ Damage increased to 140 (from 110).
* 11/06/2021:
	+ Damage increased to 110 (from 100).
* 27/05/2021:
	+ Damage increased slightly.
* 20/05/2021:
	+ Damage increased significantly.
* 16/04/2021:
	+ Bug that allowed Phoenix to be placed anywhere on the map fixed.
	+ Cost increased to 90 (from 70).
* 09/04/2021:
	+ Phoenix introduced to the game.
Stealth Wisp

* Art
* Fighter

***"The stealth version of Wisp. Can be deployed anywhere on the map. Can only be targeted by Battleships or Fighters that have stealth weapons."***
Stealth Wisp is a stealthed variation of the Wisp. Like Wisps, they are fighters that can be placed anywhere on the map. They are similar but slightly stronger than normal Fireflies. Wisps take time to travel to their target and emit a visible effect, giving opposing Commanders time to counter them.

## Strategy

### Playing with Stealth Wisp

* Like normal Wisp, Stealth Wisp is useful at taking out units that are not adequately defended by opponents, such as poorly placed Hydrogen Factories or the base in Base Assault.
	+ Stealth Wisp is better at this task as its stealth capabilities allow them to avoid detection from most enemy fighters.
* Stealth Wisp can also be used to deal damage against enemy Battleships, although they are easily countered by fighters or simply by moving the Battleship Turrets in range of the Wisps.
	+ This is most effective against Battleships with weak Turret coverage, such as Hades and Mercury.

### Playing against Stealth Wisp

* Ensure that your spawned units are adequately defended.
	+ This may be more difficult to do as most fighters cannot target Stealth Wisps. Other stealth fighters must be used.
	+ While an Effect Area can be used to take Wisps out if you fail to protect your units, Stealth Wisp's low cost results in a net loss of hydro besides Meteors.
* Stealth Wisp, in addition to its deploy time, takes additional time to travel from the enemy Battleship to its deploy location. This gives ample time to prepare a counter.

## Video

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```

## History

* 28/06/2021:
	+ Damage increased to 31 (from 29).
* 18/06/2021:
	+ Hitpoints increased to 100 (from 80).
	+ Damage increased to 29 (from 27).
* 11/06/2021:
	+ Damage increased to 27 (from 24).
* 27/05/2021:
	+ Damage increased.
* 20/05/2021:
	+ Damage increased.
	+ Given better visual indicator.
* 13/05/2021:
	+ Stealth Wisp added to the game.
Hydrogen Factory

* Art
* Structure

***"Periodically produces Hydrogen over its lifetime. The produced Hydrogen is instantly transferred to Battleship that placed the factory."***
As the description says, Hydrogen Factory produces hydrogen periodically. It produces 10 hydrogen every six seconds, producing 90 total hydrogen in its 54 second lifetime. Hydrogen Factories can be targeted by fighters, and take damage from AoE modules. They will also be targeted by fighters that ignore other fighters, such as Colossus or Arrow.

## Strategy

### Playing with Hydrogen Factory

* Due to the fact that Hydrogen Factories take damage from AoE modules, it is best, when placing multiple factories, to keep them far apart. This limits the effectiveness of Ion Blast against factories, which can cause significant hydrogen losses when dealing damage to multiple factories
* Playing Hydrogen Factory at the beginning of a match is generally best, building up hydrogen production to be used in combat. Using it during combat is usually a waste of hydrogen as it takes time before hydrogen is gained from the factory.
* Hydrogen Factory can be used to distract units that target Battleships and structures, such as Phoenix and Rocket Launcher.

### Playing against Hydrogen Factory

* If Hydrogen Factories are placed close to each other, the hydrogen spent on Ion Blast will be less than the amount of hydrogen that your opponent will lose from the damage dealt by it.
* Since Hydrogen Factories are often placed behind battleships, with the intent of the ship protecting the factories, Wisps can be used to deal some damage to it without harm. Waiting until your opponent has placed a unit will generally mean more time needed for them to place something to counter your Wisps.
* If you're in a position to launch an attack against your opponent, you can do so when they enemy plays a Hydrogen Factory, as they will be at a significant hydro disadvantage. This is especially effective when playing as Mercury

## History

* 13/05/21:
	+ HP reduced significantly.
Apollo

***"APOLLO is a well rounded ship, offering a good balance between agility and strength. Its hangar bays regularly launch fireflies that can assist in combat."***
**Apollo**  is a ship that moves with medium speed, and has mid-strength hull. It is considered as a very well rounded ship without any weaknesses. A balance between hull strength and maneuverability, good turret placement covering the entire ship, and an active Commander Ability makes it an easy ship to use well.

Apollo's Turret coverage is considered to be one of the best, with its six hardpoints positioned close together to ensure maximum coverage. Two Turret hardpoints on each side allow for effective broadsides, and the bow and stern Turrets are great at point defense.

## Commander Ability: Hangar Bays

***"While active, APOLLO's hangar bays will continuously spawn Fireflies."***
When activated, Apollo's Hangar Bays will spawn a pair of fireflies every 2.5 seconds for 20 seconds, with a cooldown of 30 seconds. This can be used to overwhelm an opponent, giving high dps and many targets, being difficult for single target weapons to deal with.

## Strategy

### Playing with Apollo

* The fireflies that spawn can be useful, but can also be the death of stealth units that wouldn't otherwise have died when targeted by AOE fighters such as Titans, or Bombers
* The fireflies spawned by Apollo can be used for some extra dps when hidden behind the cover of a ship with high hp such as a colossus

### Playing against Apollo

* Large groups of fireflies in one place can be susceptible to meteors and decay. Equipping one of those can help deal with large swarms or fireflies
* Stealth fireflies can deal with fireflies without being targeted themselves, however they can be left vulnerable to attack from other stealth units as they target the fireflies from the Apollo's *Hangar Bay*
* An Interceptor can be an effective counter to Apollo's *Hangar Bay,* especially when paired combination with a stronger unit
* Bombers and any other form of area damage unit are proven useful against firefly swarms, though slower units such as titans with slower fire rates are not always effective in fighting hordes of fireflies

## Video

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## History

* 18/06/2021:
	+ Hangar bays must now be activated.
	+ Spawn rate increased to 2.5s (from 5.0s).
Artifacts

Artifacts contain a variety of random resources that help Commanders build and upgrade their fleet of Battleships. Artifacts are given as rewards for completing the Technology bar in the Technology tab or reaching Influence milestones in the Influence map. Artifacts may also be purchased in the Resources tab. Artifacts can give Credits , Module blueprints, Turrets, and Ship XP.

Artifacts obtained via the Technology bar give greater rewards based on the "Zone" that the Commander has achieved (a removed feature from Early Access; currently unknown as to what determines what Zone one is in). Artifacts that provide multiple unique Modules or Ship Blueprints distribute the total Blueprints equally between the Modules or Battleships.

## Small Module Artifact

This small Artifact contains 25 Credits and a small amount of Blueprints for one Module (the exact amount depends on the Commander's Influence). Only obtainable through the Research Bar and the Influence Map.

## Large Module Artifact

This larger Artifact contains 70 Credits, plenty for two random Common Modules, and a few for one random Rare Module (depending on the Commander's Influence). Only obtainable through the Research Bar and the Influence Map.

## Battleship Blueprint Artifact

This Artifact contains Battleship Blueprints for multiple Battleships. Only obtainable through the Research Bar.

## Turret Artifact

This Artifact contains 1-2 Common Turrets and may have a single Rare Turret or a rare Turret Boost. Obtainable through the Research Bar, but may also be purchased.

## Large Turret Artifact

This Artifact contains 3-4 Common Turrets, usually has a single Rare Turret, occasionally an Epic Turret, and rarely a Turret Boost. Obtainable through the Research Bar, but may also be purchased.

## Rare Modules Artifact

This Artifact contains 150 Credits and Blueprints for three Rare Modules. Only obtainable through purchase.

## Giant Artifact

This Artifact contains 400 Credits and Blueprints for four Common Modules and three Rare Modules, as well as Ship XP for 1-2 Battleships. Only obtainable through purchase.

## Credit Artifact (Removed)

This Artifact only contains 300 Credits. Was obtainable through the Research Bar, but now no longer in the game. Its model was repurposed for the Giant Artifact.
Duel

***"Destroy the enemy Battleship."***
Duel is a Game Mode where the objective is to defeat the opposing Battleship with any means necessary. Portals periodically appear and spawn neutral fighters that will attack any Commander's fighters or Battleship. The map has a collapsing zone that destroys any fighter or Battleship caught inside it when it shrinks, forcing all Battleships towards the center of the map.

## Useful Battleships

* **Apollo's** Hangar Bays come in handy when dealing with the early neutral units, as well as providing supplementary damage on enemy fighters and Battleships. The Fireflies spawned by Hangar Bays will stack up against the first wave of Fireflies, forcing the enemy battleship to react.
* **Ares** can activate War Rage to get the upper hand in a situation.
* **Zeus** has a large hitpoint pool to survive engagements and can destroy pushes or stop hydrogen generation with its Nuclear Bomb.
* **Mercury** can end a duel very quickly if your opponent uses their hydrogen carelessly, as your own survival isn't important as long as the enemy battleship dies first.
* **Hades**' Resurrection Bay can overwhelm the enemy battleship with sheer numbers.
* **Gaia** can use its Gaia Fighter early in the match to extract significant value and potentially end the match.
* **Kronos**' Time Drive gives it a massive advantage in combat, especially later in the game where it covers the whole playable area.

## Strategy

* Avoid heading towards the center early, as the neutral Colossi that spawn may target you.
	+ The exception to this is if you're using a rushing strategy. If you are, try to either end the game before the colossi spawn, or position yourself so you don't take aggro from both colossi.
* Know what your battleship is best for, and avoid fighting the enemy battleship on their terms. For example, don't try to engage in a battle of attrition vs a Zeus or Kronos.
* Avoid allowing your opponent to either build up a threat to you, or build a significant economical advantage over you.
* If you're not confident in your chances of winning directly, consider trying to cheese the enemy with an unexpected strategy.

## History

* 11/06/2021:
	+ Player starting positions adjusted to 2 sectors away.
* 13/05/2021:
	+ Colossus spawn positions moved closer to player starting positions.
* 30/04/2021:
	+ Duel added to the game.
Kintharian

Kintharians have a dark skin and an affinity to earth and heat. They inhabit the South of the Seed World XG26 987. Gerulf is the only known Kintharian.

## Grade 7 Kintharian bloodline

The specificities of the kintharian bloodline from Jake are as follows:

Genome composition: 100% Kintharian, 24 pairs of chromosomes. Similarity with the human genome: 84.62%

Expected physical characteristics:

* Silver Irises and hair
* Dark skin
* Lifespan quintupled
* Overdeveloped canines, larger jaw, short claws
* Increased libido
* Increased height, wider and denser bones, stronger muscle fibers and more developed muscles
* Reduced brain mass
* Metabolic adaptations: The skin can absorb minerals from the soil as well as electromagnetic radiation, including sunlight, to provide energy and oxygen to its host

Expected mental characteristics:

* Aggressiveness, impulsiveness.
* Diminished intellectual faculties, more simplistic reasoning

Expected Aetheric Characteristics:

* Kintharian Body: The body continues to strengthen as long as there is a source of heat, radiation or minerals nearby
* Kintharian Spirit Body/Soul: The mind is strengthened by the Aether contained in electromagnetic radiation and heat sources
* Stone Skin: The body can withstand high temperatures and radiation, including high pressure and friction
* Heat and radiation tolerance: The body temperature is no longer fixed at 37°C and can withstand a much higher internal temperature without shutting down
* Earth Manipulation: Including all the minerals, atoms and inorganic traces found in the soil of Kinthar's home planet, which is a small volcanic telluric planet very close to its sun
* Heat and Radiation Control: It becomes possible to thermally and energetically excite any object, including one's own body
* Accelerated Healing: It is possible to heal even the most lethal and disabling wounds by burying oneself underground in a warm space. At a high level, this bloodline skill can heal almost anything in no time with a good lava bath
Relic Capture

***"Collect Relics and return them to your side of the map to capture them."***
In Relic Capture, you must collect relics that randomly spawn on waypoint with your battleship, **then deliver them back to your 'base', which is marked by the flashing sectors.** Due to the frequency of movement in Relic Capture, you'll find that most of your hydrogen will be spent on movement. Your goal is to have more relics in your base by the end of the game than the enemy has. Neutral portals also spawn on the left and right sides of the map, spawning neutral Colossi and Fireflies.

## Useful Battleships

* **Mercury** is extremely powerful in relic capture, especially at high levels, because its Teleport ability allows it to travel anywhere on the map. Because of this, Mercury has a huge advantage over other battleships, as it can collect more relics faster than other battleships, can steal relics from other battleships by reaching the relics first, can avoid enemy units by teleporting, and can intercept and stop enemy battleships from depositing. Mercury also has the fastest and most efficient normal movement in the game, making it the best ship for raw relic output.
* **Artemis** is a strong ship in relic capture because of its low move cost, high speed, and high effective hitpoints. Since Artemis will almost always be moving, it will have Motion Shield active, rendering it extremely difficult to kill. It can cheaply and effectively collect many relics and deliver them to its base with little risk of dying, making it overall a strong ship in relic capture.
* **Apollo**'s Hangar Bays are very powerful in Relic Capture because they provide free constant unit spam in a gamemode where you have very little hydrogen for units. The Hangar Bays also don't stop when the enemy battleship dies, resulting in situations where the Apollo's opponent gets spawncamped by Apollo's ever-growing horde of fighters.
* **Hades**' Resurrection Bay synergizes well with the 'meta' units of relic capture because said units will keep producing value after being resurrected.

## Strategy

* The best units for Relic Capture are ones with very high value for their cost; units that spawn more units are very valuable, as are high-value cards like Portal or any Factory card.
* Avoid bringing inefficient cards if possible, as your hydrogen will be spent mostly on movement so you'll need to get the most value out of the few cards you actually play.
* Be careful when playing cards like Titan, as they can easily get stuck in one place fighting the constant Firefly spawns for the whole match
* Make sure you bring cards like Stealth Fireflies or Interceptor to deal with the neutral units
Colossus

* Art
* Fighter

***"This high HP fighter attacks enemy Battleships directly. It can shield weaker ships behind it, and do decent damage on its own."***
The Colossus is a relatively cheap anti-battleship tank unit. With a decently heavy weapon, a strong hull and a low cost, this unit can be easily fit into your pushes. It doesn't attack enemy fighters, so be sure to provide it with adequate support.

## Strategy

### Playing with Colossus

* Colossus can be used with Apollo's Hangar Bays at the start of the game to provide a highly formidable push - the enemy will need 40 hydrogen to counter the Fireflies coming from Hangar Bays, but will also need something to deal with the Colossus
* Colossus and Arrow is one of the most simple bread-and-butter combos in the game, but it's also very effective. Colossus + Arrows will quickly destroy the enemy battleship or objective unless given an immediate response
* Colossus can be used to group up enemy units for an AOE
* Colossus only costs 40 hydrogen, so use it frequently to start pushes or just to throw onto the field - there's not much that will properly counter Colossi for less than 40 hydrogen

### Playing against Colossus

* Colossus doesn't target units, so any unit can destroy it
* Firefly Squad can kill Colossus very quickly with their massive DPS
* No AOE will destroy a Colossus (except Destroyer nuke) so you'll need to play something
* Since Colossus won't kill your units but will cost the enemy hydrogen, use it to start a counter-push. For example, you could play a Titan to kill the Colossus and begin your push

## Video

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## History

* 13/05/2021:
	+ Cost decreased to 40 (from 50).
	+ Damage decreased slightly.
* 17/03/2021:
	+ Must now face its target in order to fire.
* 02/03/2021:
	+ Range increased.
	+ Better projectile impact visual effects.
	+ Projectile speed increased.
Firefly Squad

* Art
* Fighter

***"A group of Firefly fighters that spawn closely together."***
Spawns a horde of Fireflies. It doesn't provide as much firefly-per-hydrogen value as other Firefly-spawning cards, but makes up for this in sheer quantity of fireflies. Because of this, a Firefly Squad can easily destroy and enemy battleship or objective in little to no time, but it often gets countered by AOE units or cards.

## Strategy

### Playing with Firefly Squad

* Use Firefly Squad to take down a larger, more expensive unit like Cyclops or Destroyer. Do not try this against Titan, as the Fireflies will die to the AOE attack
* Firefly Squad can cause massive damage in very little time. Use it to cripple or destroy enemy battleships when they're vulnerable
* If you can bait the enemy into using their AOE cards on something else, use Firefly Squad to destroy them before they get their AOEs back online
* Area Shield can be used to block an enemy Decay, allowing your Fireflies to deal more damage before dying
* Firefly Squad is especially deadly if you catch the opponent without hydrogen to counter. This is unlikely, as Meteors only costs 20 hydrogen, but consider using it in your Mercury rushes anyways

### Playing against Firefly Squad

* Splash Turrets can mitigate the effectiveness of Firefly Squads
* Any AOE unit will kill most of the Fireflies before they can do any real damage
* Any AOE card will destroy a Firefly Squad, but be careful of using Decay as it can be countered with Area Shield

## History

* 20/09/2021:
	+ Deploy time increased to 4.0s (from 2.0s).
* 28/06/2021:
	+ Damage increased to 24 (from 20).
* 11/06/2021:
	+ Fighters spawned increased to 16 (from 12).
* 17/03/2021:
	+ Cost reduced to 40 (from 50).
Titan

* Art
* Fighter

***"A very strong Fighter with a powerful weapon that takes a long time to recharge but deals massive area damage."***
The Titan is a strong but slow unit that costs 80 Hydrogen to spawn and takes 8 seconds to deploy. Once spawned, it will turn and fire a large projectile at any units in range, every six seconds. When the projectile lands, it deals a massive amount of area damage to any fighters in range. If accompanied by smaller fighters, the Titan is capable of one-tapping weaker, low-level ships (such as Athena or Mercury) and can end combat encounters very quickly. With its powerful battery and strong hull, the Titan is a difficult and dangerous ship to destroy.

## Strategy

### Playing with Titan

* Cover the Titan while it spawns to prevent smaller fighters from attacking it.
* The Titan is best spawned at close range of its intended target.
* Use Interceptor with Titan to eliminate small threats that might challenge the Titan's pathfinding AI.

### Playing against Titan

* A Destroyer is the best close-range counter for a Titan.
* Multiple Ghosts - such as those spawned from a Ghost Factory can neutralize a Titan before it gets too close.
* A pair of regular fireflies can sufficiently distract a Titan, buying the player time for an evasive maneuver.
* Most unstealthed units will be instantly destroyed by the Titan's weapon.
* EMP can be used to slow down a Titan, however this tactic should only be employed as a last resort, or in tandem with another module.
* A high-level Ion Blast can take out lower-level Titans before they finish spawning.

## History

* 28/06/2021:
	+ Hitpoints decreased to 2500 (from 2800).
* 11/06/2021:
	+ Projectile speed increased to 2000 (from 800).
* 17/03/2021:
	+ Must now face targets to fire upon them.
	+ Turning speed greatly increased.
* 02/03/2021:
	+ Hitpoints slightly reduced.
* 23/02/2021:
	+ Deploy time increased to 8.0s (from 4.0s).