recursal/Fanatic-Fandom huggingface dataset:
Hammerhead

Hammerhead

Frigate, Engineer

Main ability: Repair droid: Restores high hull points for the selected ally over 4 seconds. Restores shield after the hull. By default this ability targets the front ship.

Cooldown: 13 sec.

Auto attack: Plasma Cannon: deals low damage

Health: Heavy armor: high health

Passive ability: Invulnerability sphere (Cooldown: 9 sec.): Restores medium shield pts for allied ships. Grants 0.421 (at 2 stars, hardware rank 1, ship lvl 1) seconds of invulnerability to the allied ship with the lowest hull value.

## Quick overview

Hammerhead is an engineer role ship. Its active ability restores hull and then shield to one allied ship over 4 seconds. Its passive ability grants invulnerability to the allied ship with the lowest health for a brief time and restores shield to all allies every 9 seconds.

### Tier Rating: B

Recommendations: Hammerhead is a near-meta ship. It is a medium priority for upgrading.

## Strategies and potential uses

Hammerhead is essentially a more powerful version of Brokk with a slight speed disadvantage on its active ability. However, Hammerhead's passive is much more improved compared to Brokk, giving the lowest-health ally invulnerability for a short time. Hammerhead's active is also improved, healing shield as well as hull, and its heal is more powerful compared to Brokk's despite the speed disadvantage. While Hammerhead is not as powerful as Raptor, it is still quite useful, and should be upgraded as well as Raptor.
Anaconda

Frigate - Engineer

Main ability: Nanodrone Cloud: Repairs hulls of allies by (high) pts. in 5 sec.

Cooldown: 32 sec.

Auto attack: Plasma Cannon: Deals low damage.

Health: Heavy armor: high health

Passive ability: Power barrier (Cooldown: 18 sec.): Applies invulnerability to the ally with the least hull points for 8 sec. and boosts its damage by (low) pts.

## Quick overview

Anaconda is a healer/support ship. Its active ability is very slow to recharge but offers a powerful heal. Its passive gives invulnerability to the allied ship with the lowest health for 8 sec. every 18 sec.

#### Overall Tier Rating: D

Recommendations: This is a good ship for beginners to farm and upgrade to help you through the portal, but once you unlock Raptor it becomes obsolete.

## Strategies and potential uses

Anaconda is one of the best and most powerful healers in the game for early players, and almost every single player will need to use this ship at some point for the Portal game mode in order for your ships to be able to survive all the way through. Anaconda also applies invulnerability to the least healthy ally for 8 seconds every 18 seconds, which is very helpful for keeping ships alive and allowing you to still get 3 stars on a battle, although this can sometimes be less powerful than Raptor's unique, which can sometimes allow you to survive against raid bosses until the timer runs out. However, at lower levels Anaconda far outperforms Raptor in terms of sheer healing output. On offense Anaconda is weak, without even a high powered auto attack. Anaconda's long cooldowns are offset to some extent by its high energy regeneration. Anaconda is also easier and more accessible to farm than Snow Fox or Raptor, making it even more useful for early game players. Note that Brokk is another good healer, and it is a little easier to farm than Snow Fox, since Snow Fox can only be farmed through regular containers and 1 hard battle, while Brokk can be farmed through regular containers and through 4 hard battles.

## Farming locations

Episode 1-8

Episode 2-14, 2-19

Episode 3-8, 3-19
Inverter

Fighter - Guard

**Main ability: Conversion** *(Cooldown: 18 sec)*: Gains autoattack of a random copied ship. Damage depends on the Inverter's upgrade level. (The Inverter turns into a random ally or enemy ship, this ability will be the main ability of that ship)

**Auto attack:** Inverter: Gains autoattack of a random copied ship. Damage depends on the Inverter's upgrade level.

**Health:** Conversion shield: low health

**Passive ability:** Conversion program (Cooldown: 16 sec): Gains passive ability of a random copied ship. Damage depends on the Inverter's upgrade level.

## Quick overview

Inverter is a unique ship that turns into a copy of a random allied or enemy ship in battle. It gains the copied ship's active and passive abilities, but retains Inverter's original health and autoattack stats.

### Tier Rating: A

Recommendations: Inverter is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

The Inverter is a powerful and extremely versatile ship, being able to turn into any allied or enemy ship. Its damage will be the same as that ship would have at the same upgrade level as your Inverter is currently at; so if you have a level 50 Inverter on a team with a Ghost and it turns into the Ghost, its active and passive abilities will have the same damage as the Ghost would at level 50. Inverter is best paired with other powerful ships, as you only need 3 other very good ships to make a meta team with the Inverter- and two of any meta ship is practically guaranteed to be able to stop most non-meta teams. Inverter is a great equalizer in arena and other game modes where both teams are composed of good ships. While Inverter's active ability description states it has a cooldown of 18 seconds, it actually gains the same cooldown as whatever ship it turns into; the same principle also applies to its passive ability cooldown. If you send Inverter by itself against Defiler or clan boss, it will turn into a random ship from your fleet.
Brokk

Frigate - Healer

Main ability: Repair drone: Repairs hull of a single ally by medium pts.

Cooldown: 9 sec

Auto attack: Kinetic Cannon: Deals low damage

Health: Kinetic armor: medium health

Passive ability: Shield regeneration (Cooldown: 10 sec): Restores medium shield pts for all allies.

## Quick overview

Brokk is a single-target healer ship. Its active ability heals one allied ships' hull, and its passive ability restores shield to all allied ships.

#### Tier Rating: C

Recommendations: Brokk is not very effective in battle; it is not recommended for upgrading.

## Strategies and potential uses

Brokk is essentially a less effective version of Hammerhead. Everything that Brokk does, Hammerhead does better, although Brokk does have a speed advantage. However, if you missed Hammerhead's event or do not have it leveled, here are some tips for how to use it: Brokk is best used to heal a low-health ship which is a high priority for the enemy team, usually the ship in the front of your fleet. If you use low-health ships regularly, or use a virus team, then Brokk can actually be quite helpful, since virus ships are capable of dealing heavy damage but need more durability to really be effective. Brokk's main use is in a defense team for grand tournament, but it can be used with virus teams in arena or other PvP modes.

## Farming locations

Episode 1-8 veteran, 1-19

Episode 2-9

Episode 3-20

Episode 4-6
Ronin

Ronin

Frigate, Gunship

Main ability: Chain lightning: Deals medium damage spread between 6 targets, decreasing with each subsequent target by 50%.

Cooldown: 13 sec.

Auto attack: Laser cannon: Deals medium damage.

Health: Kinetic armor: medium health

Passive ability: (Cooldown: 0.3 sec): Each round increases critical hit chance by 4% and deals low damage to the current target.

## Quick overview

Ronin is a DPS role ship. Its active ability deals damage first to the target, then 5 times to other enemy ships in a chain pattern, the damage decreasing by 50% with each ship after the target. Its passive ability increases the critical chance of each hit from the active ability by 4%, meaning the last hit will have a bonus critical chance of 20%, and deals damage to the primary target.

### Tier Rating: D

Recommendations: Ronin is an average ship. It is only recommended for upgrading if you have no better ships.

## Strategies and potential uses

Ronin is notable because of its main ability, which seems intended to counter-act Snow Fox's heal, since both of these abilities work in the same way. Ronin's passive helps it to deal increased damage by increasing potential critical chance and dealing more damage to the primary target. While it is somewhat outdated in the current pvp environment, it can be helpful in clan wars when you get to the last ships in your roster and are trying to get through one more wave. It can also be useful in portal and the "Great Portal" mode. Its damage output is fairly low compared to more modern ships as well, this is part of what makes it obsolete, along with its lower-end health and (for today's meta) fairly long cooldown.

## Farming locations

Episode 1-4, 1-18

Episode 2-12

Episode 3-1, 3-13
Sombra

Sombra

Fighter, Gunship

Main ability: Asphyxiation: Drops a pack of pulse drones on the enemy, dealing medium damage and disabling the enemy ships for 0.652 seconds (level 1, 2 stars, hardware rank 2, equipment 0/3)

Cooldown: 8 sec.

Auto attack: Laser cannon: medium damage

Health: Kinetic armor: high health

Passive ability: Shadow shroud (Cooldown: 9 sec): Every 9 sec. applies a self-shield absorbing medium damage.

## Quick overview

Sombra is a DPS role ship. Its active ability is a "runner" type attack dealing damage in a medium AOE (similar to Singularity) and stunning enemy ships for a time that increases with upgrades. Its passive ability activates a shield absorbing an amount of damage pts. every 9 sec.

### Tier Rating: A

Recommendations: Sombra is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

As the update description says, Sombra is a synthesis of damage and control; it is essentially a newer version of Singularity [Object 18?], and as such, it will remain relevant and dominant for a long time.

Sombra's fast cooldown, combined with the ability to stun three enemies for at least 2.0 seconds even at fairly low upgrade level, makes it quite powerful offensively, and its stun capability makes it not something to ignore.

Its passive ability raises a "self-shield" that protects Sombra by blocking a fairly high amount of incoming damage; unlike Object 18, this shield does not protect all ships on the team, or protect from debuffs, but given that Sombra is a runner-type ship, it is basically untargetable while performing its attack and for several seconds before and after while it gets into attack position, then returns to its normal position.

Keep in mind that, while enemy ships on defense will miss attacks against runner ships, when player-controlled (aimed) many ships can easily still hit runner ships at the first part of their attack run. Overall, the shield makes Sombra quite durable, in addition to its already decent base durability.

On a team with other ships that boost durability, such as Object 18 and Zealot, Sombra becomes even more formidable.

Sombra can somewhat be countered by Kite, as it shoots down missiles, and Object 18, Zealot, and Hellkern.
Storm Viking

Interceptor - Suppressor

Main ability: Interference: Blocks the enemy's active ability until Storm Viking receives damage equal to 12% of its hull. (Note: This is the value when first activated; this value increases with upgrades. Also this ability seems to deal some damage over time when used a second time on the same enemy.)

Cooldown: 20 sec.

Auto attack: Laser cannon: Deals medium damage.

Health: Phase shield: low health

Passive ability: (Cooldown: 10 sec.) Fury: After receiving (low) damage increases all attacks by (low) pts. for 3 seconds.

## Quick overview

Storm Viking is an ECM role ship. Its active ability blocks the enemy from using its active ability until Storm Viking receives damage equal to a percentage of its hull. Its passive ability increases damage dealt by all its attacks by a small amount for 3 sec., after receiving a small amount of damage.

### Tier Rating: F

Recommendations: Storm Viking is a trash-tier ship. It is not recommended for upgrading.

## Strategies and potential uses

Storm Viking is not good on offense because of its basically zero DPS, and its low health which negates any benefit from the health condition on the ability block imposed by its main ability. Its passive seems to cause a slight damage over time effect when its ability is used a second time, but only for 3 seconds, and if the timing is not aligned with its main ability, then even this extremely small amount of potential damage will be lost. The Storm Viking's ability recharge is also somewhat slow which makes it less effective in any role, although it can be effective against ships with defense-oriented main abilities such as the Shark, Anaconda, Raptor, Tormentor, other Storm Vikings, etc. On defense the Storm Viking can be fairly effective if the other ships on the squad have higher health and DPS, as it can tie down enemy ships for long enough that the rest of your team can destroy the enemy squad.

## Farming locations

Episode 1-7, 1-14 veteran

Episode 2-7, 2-20

Episode 3-6

Episode 4-8

Episode 5-8, 5-20
Inquisitor

Inquisitor

Fighter, Guard

Main ability: Icy squall: Attacks all enemy ships with ice missiles, deals high damage and has a 13% (at lvl 1, 2 stars, hardware 2/3) chance to freeze them.

Cooldown: 9 sec

Auto attack: Plasma Cannon: deals high damage

Health: Phase shield: high health

Passive ability: Icy haze (Cooldown: 9 sec): Increases the damage of Icy squall by medium pts. Adds a cloud to the squall, which disables the enemy ships passive abilities for 5 sec.

## Quick overview

Inquisitor is a guard role ship. Its active ability launches missiles that deal damage in a medium AoE and have a chance to freeze affected ships. Its passive ability increases the damage of the active ability and disables frozen ships' passive abilities for 5 sec.

### Tier Rating: A

Recommendations: Inquisitor is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

Inquisitor is best used with Polar Bear and Granite, due to the interaction between them since they are ice ships; Polar Bear will share its autoattack with Granite and Inquisitor, and each time enemies are frozen it will trigger Granite's passive ability, dealing massive damage over time and reducing their energy recharging speed. Inquisitor can also be used in the "Rocket Power" pirate battle, since its ability uses missiles. Inquisitor is useful against a wide range of ships due to its passive block ability, most notably Precursor, Templar, Templar AE, T-Rex, and Hammerhead. It is a far superior alternative to Dart in this role. Inquisitor by itself is directly countered by Kite.
Polar Bear

Polar Bear

Frigate, Gunship

Active ability: Ice storm: Launches 7 combat drones that deal low damage and freeze a random enemy ship for 5 sec. Freezing decreases enemy damage by 6% (at firmware lvl1, equipment 2/3, 3 stars).

Cooldown: 9 sec.

Auto attack: Deep freeze (unique auto attack): Deals low damage per sec. Freezes the enemy and decreases his damage by 1%. (at firmware lvl1, equipment 2/3, 3 stars). The effect is transmitted to all allied freezing ships.

Health: Phase shield: high health

Passive ability: Bridge of ice spikes (Cooldown: 14 sec.): Launches 15 combat drones that deal low damage.

## Quick overview

Polar Bear is a DPS role ship. Its active ability launches 7 drones (missiles) that deal damage to random enemy ships and freeze at least one random enemy ship for 5 sec., which decreases its damage. Its passive ability launches another 15 drones (missiles) that deal damage to random enemies.

### Tier Rating: A

Recommendations: Polar Bear is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

Polar Bear is best used with Granite, Nyx, and Inquisitor. Polar Bear's autoattack will be shared with each of these ships; it will initially trigger Granite's passive, and each time afterwards that the enemy is frozen will also trigger Granite's passive, slowing the enemy team and dealing massive damage over time. This team is currently (Jan 2021) the dominant team in most pvp game modes. Polar Bear is useful in many situations because of its high damage. A modification of the main ice team for better defense could be swapping Inquisitor for Dragonfly.
Connect

Every magical girl has a connect (Japanese: コネクト) skill.

Every attack that a magic girl initiates charges up her connect gauge, which stores up to 3 charges.

Once a magical girl's connect skill is full, it may execute a Connect. To do so, the player must drag one of her discs (initiator) onto another magic girl (executor).

* The executor will receive the effects of the initiator's connect skill.
* The connect gauge of the initiator will be cleared.
* The executor will perform a normal attack of whatever disc type was used for the Connect.
	+ All disk rules apply, including combos and connect gauge charging.
* The connect disc counts as both owned by the initiator and the executor. This means that Puella Combos can be formed with either character.

Connect attacks ignore any status ailments that may otherwise prevent a magical girl from attacking.

* For example, if you have a Madoka with bind and you connect to her with another character, she will perform the connect attack regardless of the fact that she has the bind status.
Dragon

Dragon

Frigate, Gunship

Main ability: Disintegrator: Deal low damage to a single target. (This ability must be aimed)

Cooldown: 8 sec.

Auto attack: Plasma Cannon: Deals low damage.

Health: Heavy armor: medium health

Passive ability (Cooldown: 6 sec.) Mini torpedo: Deal low damage to the enemy with the most hull points (highest health)

## Quick overview

Dragon is a DPS role ship. Its active ability deals damage to one target enemy ship. Its passive ability launches a missile that deals low damage to the enemy ship with the highest health every 6 sec.

### Tier Rating: F

Recommendations: Dragon is a bad ship. It is only useful at the very beginning of the game, and is not recommended for upgrading as soon as you get better ships.

## Strategies and potential uses

Dragon is one of the least useful ships in the game except at the very beginning, since it is one of the five starter ships. On offense, it deals less damage than most of the other good damage dealers; Loki is a far more effective offense ship with similar usage. On defense Dragon is somewhat useful since its ability is so fast; its passive is less useful than it could be because it attacks the highest health rather than the lowest health enemy, so it cannot provide fine finishing blows. In PVP and portal Dragon is a ship to be watched carefully but not necessarily feared. Since its ability goes off so often, it can sometimes destroy lower health enemy ships just by its constant attacks, rather than by any significant damage output from each attack; however, Nyx and even Lynx are more effective than it at this tactic. One possible use for the Dragon in early to mid-game would be to pair it with Nodachi, since Nodachi increases allied speed, potentially boosting the Dragon's lower damage output to acceptable levels.

## Farming locations

Episode 1-1, 1-12

Episode 2-5, 2-18

Episode 3-4
Flamberg

Fighter - Gunship

Main ability: Flamethrower: Deals high damage to all enemies in the line of fire.

Cooldown: 10.5 sec

Auto attack: Laser cannon: Deals medium damage.

Health: Kinetic armor: high health

Passive ability: Scorching (Cooldown: 5 sec.): Ignites the enemy. This deals high damage over 5 sec.

## Quick overview

Flamberg is a DPS role ship. Its active ability is a medium AOE that deals damage to enemies in a medium area. Its passive ability deals additional damage over time to the enemy.

### Tier Rating: A

Recommendations: Flamberg is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

Flamberg is an extremely useful and powerful offensive/DPS role gunship, dealing high damage and using a "runner" type attack, making it untargetable by AI ships while it is performing its attack; this makes it especially useful against Golden Alien clan boss, since Golden Alien's attack only deals damage to ships that are in the normal position. Flamberg, as an "ignition" (fire) ship, has synergy with Magnetar, which will boost its damage. Its runner attack capability can be useful against ships such as Kris or Loki, as long as you time ability activation correctly. Flamberg also has a decent health pool and some damage over time capability. It is fairly quick, and a serious threat to slower, lower-health enemy ships, or teams with no stun/energy burn capability. Some counters to Flamberg include Nyx, due to its stun and very fast recharge, and Hydra, since its passive stun of gunships will usually keep Flamberg stunned until Hydra's active ability can be activated, which will deal significant damage and stun it again. Another counter involves using fast ships with a runner type attack in the position that Flamberg will go to when it attacks; Singularity, Flamberg, and Sombra can be placed opposite the enemy Flamberg, and with proper timing these ships can avoid being hit with Flamberg's active ability, since they will be doing their own "run" attack against the enemy team.
Harpy

Frigate - Gunship

Main ability: Combat drone: Deals high damage to the target.

Cooldown: 29 sec.

Auto attack: Laser cannon: Deals high damage.

Health: Heavy armor: high health

Passive ability: Bunker buster (Cooldown: 5 sec.): Attacks the Tank role ship with a missile dealing low damage.

## Quick overview

Harpy is a DPS role ship. Its active ability launches a drone that deals damage to a single enemy ship. Its passive ability launches a missile that deals damage to the enemy tank ship (or the ship in front) every 5 seconds.

### Tier Rating: F

Recommendations: Harpy is a trash-tier ship. It is not recommended for upgrading.

## Strategies and potential uses

Harpy can be used potentially in a "breaker" fleet for clan wars. It's main weakness is its extremely long cooldown, which prevents it from being useable in most situations. It can potentially be used in the "Rocket Power" challenge, where missile attacks deal increased damage, since both of its abilities count as missile attacks. If you have no better ships, Harpy can also be used as an anti-tank ship. When facing it in PvP, use Kite or Caltrop to counter its attacks. While Harpy is a relatively low-priority target in PvP, try to keep it from being able to use its ability in battle, since it can deal significant damage.

## Farming locations

Episode 1-10 veteran

Episode 2-11

Episode 3-17

Episode 4-11, 4-12

Episode 5-12
Predator

Fighter - Suppressor

Active ability: Biomorph lash: Deals high damage on the line of fire and disables enemies for 3 sec.

Cooldown: 17 sec.

Auto attack: Bio weapon: deals high damage

Health: Improved armor: high health

Passive ability: Biostorm (Cooldown: 12 sec): Steals a percentage of the enemy's special ability regeneration for 5 sec.

## Quick overview

Predator is a suppressor/ECM role ship. Its active ability deals damage to enemies in a line attack and stuns them for 3 sec. Its passive ability steals a percentage of the target enemy's energy recharge for 5 sec. every 12 sec. and adds this to Predator's recharge.

### Tier Rating: B

Recommendations: Predator is a near-meta ship. It is a medium priority for upgrading.
Patrons

Patrons are a game feature, unlocked at level 30, that allow you to boost the stats of all the ships in your fleet. Upgrading patrons requires a unique resource called Reputation , which can be obtained from Rare container and Premium container , as well as some later veteran missions in the campaign. There are five separate types of patrons, which are listed below. Note that, to fully upgrade one type of patron, you have to upgrade the third patron in the specific type to 5 full stars. For example, to fully upgrade the active ability patron, you would have to upgrade Tana Young to 5 full stars.

## Active ability

The active ability patron, when fully upgraded, boosts all your ships' active ability by 10%.

## Passive ability

The passive ability patron, when fully upgraded, boosts all your ships' passive ability by 10%.

## Shield

The shield patron, when fully upgraded, boosts all your ships' shield by 10%.

## Hull

The hull patron, when fully upgraded, boosts all your ships' hull by 10%.

## Tactical abilities

The tactical abilities patron, when fully upgraded, boosts all your ships' critical chance by 2%, dodge chance by 2%, and damage resistance by 2%.
Ship Farming Guide

This page is meant to be a guide to farming locations for ship blueprints.

HOW DO WE USE IT

## Episode 1

Hard battles in this location take 12 energy per battle. Veteran battles in this location take 50 energy per battle.

Battle 1: Dragon/Defender

Battle 2: Ghost/Tormentor

Battle 3: Crusader/SPIRAL

Battle 4: Ronin/Snow Eagle

Battle 5: Reaper/Endeavor

Battle 6: Nightingale/Nightingale

Battle 7: Storm Viking/Gargoyle

Battle 8: Anaconda/Brokk

Battle 9: Caltrop/Dart

Battle 10: Archelon/Harpy

Battle 11: Lion/Lynx

Battle 12: Dragon/Nodachi

Battle 13: Nightingale/Space Wing

Battle 14: Crusader/Storm Viking

Battle 15: Swift Mk3/Loki

Battle 16: Ghost/Sawtooth

Battle 17: Caltrop/Dragonfly

Battle 18: Ronin/Shark

Battle 19: Brokk/Desert Eagle

Battle 20: Reaper/Object 18

## Episode 2

Hard battles in this location take 14 energy per battle. Veteran battles in this location take 60 energy per battle.

Battle 1: Mjolnir/Saw One

Battle 2: Archelon/N/A

Battle 3: Ghost/Templar

Battle 4: Nightingale/Bear

Battle 5: Dragon/N/A

Battle 6: Reaper/T-Rex

Battle 7: Storm Viking/Inverter

Battle 8: Crusader/N/A

Battle 9: Brokk/N/A

Battle 10: Caltrop/N/A

Battle 11: Harpy/N/A

Battle 12: Ronin/N/A

Battle 13: Lion/N/A

Battle 14: Anaconda/Scimitar

Battle 15: Swift Mk3/Bronze reputation

Battle 16: Ghost/Bronze reputation

Battle 17: Nightingale/Bronze reputation

Battle 18: Dragon/Saw One

Battle 19: Anaconda/Bronze reputation

Battle 20: Storm Viking/Bronze reputation

## Episode 3

Hard battles in this location take 16 energy per battle. Veteran battles in this location are marked at 60 energy per battle but have not yet been added.

Battle 1: Ronin

Battle 2: Caltrop

Battle 3: Archelon

Battle 4: Dragon

Battle 5: Ghost

Battle 6: Storm Viking

Battle 7: Nightingale

Battle 8: Anaconda

Battle 9: Archelon

Battle 10: Lion

Battle 11: Reaper

Battle 12: Snow Fox

Battle 13: Ronin

Battle 14: Swift Mk3

Battle 15: Caltrop

Battle 16: Archelon

Battle 17: Harpy

Battle 18: Mjolnir

Battle 19: Anaconda

Battle 20: Brokk

## Episode 4

Hard battles in this location take 18 energy per battle. Veteran battles in this location are marked at 65 energy per battle but have not been added yet.

Battle 1: Tormentor

Battle 2: Lion

Battle 3: Razor

Battle 4: Caltrop

Battle 5: Sawtooth

Battle 6: Brokk

Battle 7: N/A

Battle 8: Storm Viking

Battle 9: N/A

Battle 10: Mjolnir

Battle 11: Harpy

Battle 12: Harpy

Battle 13: N/A

Battle 14: Swift Mk3

Battle 15: N/A

Battle 16: Crusader

Battle 17: N/A

Battle 18: Mjolnir

Battle 19: N/A

Battle 20: Crusader

## Episode 5

Hard battles in this location take 20 energy per battle. Veteran battles in this location are marked at 70 energy per battle but have not yet been added.

Battle 1: N/A

Battle 2: Lion

Battle 3: N/A

Battle 4: Caltrop

Battle 5: N/A

Battle 6: Reaper

Battle 7: N/A

Battle 8: Storm Viking

Battle 9: N/A

Battle 10: Mjolnir

Battle 11: N/A

Battle 12: Harpy

Battle 13: N/A

Battle 14: Archelon

Battle 15: N/A

Battle 16: Caltrop

Battle 17: N/A

Battle 18: Mjolnir

Battle 19: N/A

Battle 20: Storm Viking
Episode 5

## Episode 5

1. Iridium asteroid
2. Revenant ruins
3. Planet debris
4. Infected asteroid
5. Crystallid flagship
6. Iridium deposit
7. Iridium strand
8. Platform debris
9. Infected ruins
10. Infected belt
11. Infected debris
12. Expedition remains
13. Bione orbit
14. Blood fog
15. Jericho ruins
16. Empire ruins
17. Defiler
18. Revenant agents
19. Bione debris
20. Bione
Guide to Ships: Cooldown

## Overview

This page is a guide to the ships, listed in order of their main ability cooldowns, from fastest to slowest. Faster ships are usually more effective than slower ships, especially in the current meta, and some ships, like Cerberus, are so slow as to be effectively unusable. In addition, this page also shows a guide to all ships' passive ability cooldowns (listed fastest to slowest), and contains ability descriptions for ships whose passive abilities technically don't have cooldowns.

### Note on Inverter

While Inverter's ability description states that its cooldown is 18 seconds for its main ability and 16 seconds for its passive ability, it actually has the same cooldowns and abilities as whatever ship it turns into. For this reason, it is not included in the tables, since it can have the cooldown of any of the other ships in the tables.

## Ship Passive Ability Cooldown/Reload Index

The table below is a list of ships that have a passive ability cooldown that is either related to their active ability or is otherwise not a normally timed ability. (x) refers to a stat that will increase as the ship is upgraded.
All Ships

This page is meant as a listing of all the ships in Star Conflict Heroes. This only includes player ships, not AI NPCs. Each ship will have its two main in-game description categories shown here. Note that this may not be a complete list as ships are added as they are found in arena or grand tournament, since these are some of the only ways to find these descriptions for certain ships. As of 27 April 2021, there are 85 player ships.

To get to the category for ships, go to this page: [1]

Anaconda: Frigate, Engineer

Apollo: Fighter, Guard

Archelon: Frigate, ECM

Axe: Frigate, Tank

Bear: Fighter, ECM

Black Swarm: Fighter, Guard

Boremys: Fighter, Gunship

Brokk: Fighter, Engineer

Caltrop: Interceptor, Guard

Cerberus: Frigate, Gunship

Crusader: Frigate, Tank

Cutter: Fighter, Gunship

Dart: Fighter, ECM

Defender: Fighter, Gunship

Desert Eagle: Fighter, Guard

Dragon: Frigate, Gunship

Dragonfly: Fighter, Guard

Endeavor: Frigate, Gunship

Executor: Frigate, Tank

Falcon: Fighter, ECM

Frakir: Frigate, Tank

Flamberg: Fighter, Gunship

Gargoyle: Frigate, ECM

Ghost: Fighter, Guard

Granite: Fighter, Guard

Grizzly: Frigate, Gunship

Hammerhead : Frigate, Engineer

Harpy: Frigate, Gunship

Hellkern: Fighter, Guard

Honor: Fighter, Tank

Hunter: Frigate, ECM

Hydra: Fighter, ECM

Inverter: Fighter, Guard

Inquisitor: Fighter, Guard

Jaguar: Fighter, ECM

Joker: Fighter, Gunship

Kite: Fighter, Guard

Kris: Interceptor, ECM

Lion: Fighter, ECM

Loki: Fighter, Gunship

Lynx: Fighter, Gunship

Magnetar: Interceptor, Gunship

Mauler: Fighter, Gunship

Minotaur: Frigate, Tank

Mjolnir: Fighter, Guard

Neutron : Fighter, Guard

Nightingale: Interceptor, Gunship

Nodachi: Fighter, Guard

Nyx: Fighter, ECM

Object 18: Frigate, Guard

Octopus: Frigate, Tank

Peregrine: Interceptor, Gunship

Polar Bear: Frigate, Gunship

Precursor: Interceptor, ECM

Predator: Fighter, ECM

Raptor: Fighter, Engineer

Razor: Fighter, Gunship

Reaper: Frigate, Gunship

Ronin: Frigate, Gunship

Saw One: Fighter, Guard

Sawtooth: Fighter, Gunship

Scimitar: Fighter, Tank

Shark: Fighter, Tank

Shogun: Frigate, ECM

Singularity: Fighter, Gunship

Snow Eagle: Fighter, ECM

Snow Fox: Fighter, Engineer

Sombra: Fighter, Gunship

Space Wing: Interceptor, ECM

Spike: Interceptor, Guard

SPIRAL: Frigate, Gunship

Stiletto : Interceptor, Gunship

Storm Viking: Interceptor, ECM

Swift Mk3: Interceptor, ECM

Sword: Fighter, Guard

Templar: Frigate, Gunship

Templar AE: Frigate, Gunship

Tiger: Fighter, Gunship

Tormentor: Frigate, Tank

T-Rex: Frigate, Tank

Wakizashi AE: Fighter, ECM

Witch: Frigate, Gunship

Zealot: Frigate, Tank

Zhen: Interceptor, ECM
Nyx

Fighter - Suppressor

Main ability: Icy grip: Deals high damage to the selected target, incapacitates it for 6 seconds and freezes it for 4 more seconds. While it's frozen, the target's damage drops by 20%.

Cooldown: 7 sec

Auto attack: Kinetic Cannon: deals medium damage

Health: Kinetic armor: high health

Passive ability: Cryocontrol (Cooldown: N/A): When another ship freezes the enemy, has a 25% (at 2 stars, hardware rank 1, equipment 1/3) chance to incapacitate it and prolong the freeze. Ice ships boost damage resistance by 11% (at 2 stars, hardware rank 1, equipment 1/3).

## Quick overview

Nyx is a suppressor/ECM role ship. Its active ability deals damage to the target enemy, stuns it for 6 seconds, and freezes it for 10 seconds, reducing its damage by 20% while frozen. Its passive ability increases damage resistance by a percentage for all allied ice ships and gives them a chance to stun enemies whenever they freeze them, as well as increasing the duration of the freeze debuff.

### Tier Rating: A

Recommendations: Nyx is a meta ship. Obtaining and upgrading it is highest priority.

## Strategies and potential uses

Nyx is very powerful because of its rapid-cycling stun, it can stun lock almost any ship in the game. It also helps other ice ships by increasing their damage resistance through its passive. Damage from frozen targets is also reduced by 20%, which is similar to Kris but slightly less powerful. When other ships freeze enemies, Nyx has a chance to stun them and freeze them for longer, reducing their damage. With a team of ice ships (preferably Dragonfly, Granite, and Inquisitor for the other three ships), Nyx can be very powerful, and this team can be very powerful and effective both on offense and defense. Nyx is very effective in all game modes, especially arena, where stun locks can be highly effective; in grand tournament, the forced auto mode means that Nyx fires slower than with manual targeting, preventing it from being able to effectively stun lock enemy ships. It is very effective in both these game mode and pirate battles and Headhunt game modes, even by itself; it would be even more powerful with a full ice team. Nyx is also useful with the combination of Polar Bear and Granite, making these ships tankier.
Sword

Sword

Fighter, Gunship

Main ability: "Cascade" system: Attacks the left, right and rear enemy ships, dealing 14698 damage (at level 1). Each shot has increased critical hit chance.

Cooldown: 12 sec.

Auto attack: Plasma Cannon: Deals medium damage.

Health: Phase shield: high health

Passive ability: Zwitter-ion (Cooldown: 14 sec.): Surrounds the allied fleet with a field blocking 3799 damage. Allied ships inside this field increase critical damage by 121%. (stats are at level 1)

## Quick overview

Sword is a guard role ship. Its active ability deals damage to the left, right, and rear enemy ships, increasing critical chance with each subsequent hit. Its passive ability raises a barrier that blocks an amount (pts) of incoming damage and increases the critical damage of all allied ships by a percentage, every 14 sec.

### Tier Rating: B

Recommendations: Sword is a near-meta ship. It is a medium priority for upgrading.

## Strategies and potential uses

Sword is very useful against clan bosses when used with Saw One and Loki, capable of dealing massive damage from critical hits and boosting Loki's critical damage even further. Potentially good ships to put in the fourth slot for this team are Singularity, Grizzly, and Black Swarm; of these three, Grizzly offers the advantage of best chance to score critical hits, since it deals damage 20 times if you wait for its passive to trigger; Black Swarm offers the advantage of best flat damage, according to its main ability description; and Singularity offers the advantage of bringing a consistent energy burn to the team, preventing the boss from using its ability. This is ineffective against Defiler, however, so Grizzly or Black Swarm may be better choices there. Sword is even more useful in PvP, because it gains increased critical chance against multiple ships; this means that the Saw One-Loki (and now Sword) combination can actually be somewhat useful in PvP now.
Cerberus

Frigate - Gunship

Main ability: Destructor: Deals high damage to every enemy on the line of fire.

Cooldown: 36 sec.

Auto attack: Plasma Cannon: deals low damage

Health: Heavy armor: medium health

Passive ability: Increased damage (Cooldown: 10 sec.): Increases auto-attack damage of all allies by low pts. (stacking)

## Quick overview

Cerberus is a DPS role ship. Its active ability deals damage to enemies in a line, and its passive ability increases allied ships' auto-attack damage by a low amount, which stacks each time this ability activates.

#### Tier Rating: F

Recommendations: Cerberus is far too slow for use in battles; it is not recommended for upgrading.

## Strategies and potential uses

Cerberus can be used with Hunter , since Hunter pulls all the enemy ships together; then Cerberus can deal damage to all of them. This strategy using Hunter can also be used with Bear or Black Swarm or other ships that deal damage using a line attack. Even with this strategy, Cerberus is not a very good ship, since it is very slow and deals somewhat less than average damage with its ability, given the current meta ships' damage potential. Cerberus is also vulnerable to stuns from Hydra, and to ships with energy burn; since its cooldown is so long, an energy burn will have a more significant effect on it than on a fast ship.
Apollo

Fighter - Guard

Main ability: Singularity cannon: Deals low damage to enemies on the line of fire and lower damage to nearby ships. This ability must be aimed.

Cooldown: 18 sec.

Auto attack: Kinetic Cannon: Deals heavy damage.

Health: Kinetic armor: low health

Passive ability: Weapon overcharge (Cooldown: 8 sec.): Increases damage of allied gunships by (low) pts. for 5 seconds.

## Quick overview

Apollo is a DPS/support ship. Its active ability is a small AOE that deals damage to several enemies. Its passive boosts allied gunships' damage for 5 sec. every 8 sec.

#### Tier Rating: F

Recommendations: This ship is not recommended for upgrading.

## Strategies and potential uses

Apollo is currently one of the worst ships in the game, it is not recommended for new players to upgrade it. It is outclassed by other ships in all respects. It has low health, low damage, and is very slow. It also does not bring any significant boosts to the team; although it boosts offense slightly it is not very significant, and slight damage boost is not a significant buff in the current meta.
Minotaur

Frigate - Tank

Main ability: Quark labyrinth: Deals medium damage to the target and transforms 50% of the ship's current durability into additional damage.

Cooldown: 12.5 sec

Auto attack: Plasma Cannon: Deals low damage

Health: Heavy armor: high health

Passive ability: Ariadne's Nanothread (Cooldown: 6 sec): Restores medium durability once every 6 sec.

## Quick overview

Minotaur is a tank role ship. Its active ability deals damage to a single enemy ship and converts 50% of the ship's current durability into bonus damage. Its passive ability heals the ship every 6 sec.

### Tier Rating: C

Recommendations: Minotaur is a distant-meta ship. It is a low priority for upgrading.

## Strategies and potential uses

Minotaur is mainly useful for DPS, despite its designation as a tank. It is best paired with a fast single-target healer (Brokk or Hammerhead) to maximize its damage, since it deals more damage at higher health. It can also be paired with Honor, Zealot, and Snow Fox to increase team durability, boosting Honor and Minotaur's damage output.
Regular container

Regular containers are lootboxes that drop resources, blueprints of less powerful ships, or entire ships.

The ships that can be obtained from regular containers as of July 2019 are as follows:

Apollo

Ronin

Joker

Razor

Anaconda

Mauler

Saw One

Ghost

Caltrop

Tormentor

Sawtooth

Nightingale

Dragon

Cerberus

Shark

Snow Fox

Reaper

Crusader

Lion

Octopus

Storm Viking

Harpy
Spike

Interceptor - Guard

Main ability: Laser pulse: Fires four lasers across a large area. Deals low damage to each affected ship in the zone.

Cooldown: 10 sec.

Auto attack: Plasma Cannon: deals low damage.

Health: Phase shield: low health

Passive ability: (Cooldown: 9 sec.) Interdictor: Activates counterspace defence systems. Deals low damage once every 0.2 sec to every enemy passing by.

## Quick overview

Spike is a guard role ship. Its active ability deals damage to all enemies. Its passive ability deals damage to enemy runner ships passing over the allied fleet every 9 sec.

### Tier Rating: B

Recommendations: Spike is a near-meta ship. It is a medium priority for upgrading.
Jaguar

Fighter - Suppressor

Main ability: EM missile: Deals (low) damage in a small area and burns 70% active ability energy. (This ability must be aimed.)

Cooldown: 16 sec.

Auto attack: Kinetic Cannon: Deals heavy damage.

Health: Kinetic armor: medium health

Passive ability: Weapon inhibitor (Cooldown: 8 sec.): Freezes a random enemy and reduces its damage by 50% for 4 sec

## Quick overview

Jaguar is a suppressor/ECM role ship. its active ability launches a missile that deals damage in a small area (but effectively is a single-target ability) and burns 70% of the target's active ability energy. Its passive ability launches a missile that freezes a random enemy and reduces its damage by a percentage for 4 sec, every 8 sec.

### Tier Rating: D

Recommendations: Jaguar is an average ship. It is recommended for upgrading if you have no better ships available.

## Strategies and potential uses

Jaguar is a niche ship, extremely useful in certain special circumstances. It technically counts as an ice ship, so it can be used on a team with Polar Bear and Granite to take advantage of their interaction; Polar Bear shares its freeze autoattack with all allied ice ships, which in turn triggers Granite's passive ability, dealing heavy damage over time and slowing enemy energy recharge. Granite's passive will trigger again each time an enemy is frozen, so each time Jaguar's passive activates it will trigger Granite's passive. These interactions make Jaguar considerably more useful than before Polar Bear was added to the game. Jaguar can also be used against slower clan bosses when paired with Nodachi, giving your team considerable damage reduction capability. Its ease of access, since it can be farmed from arena, is another point in its favor. Jaguar is also a ship that can be used in the Rocket Power challenge, although its damage, while increased, is still fairly low compared to most other ships that benefit from the challenge's boost to missile damage.
Black Swarm

Black Swarm

Fighter, Guard

Active ability: Black swarm: Attacks ships in the line of fire with a swarm of ultra-durable sharp darts up to 16 times, dealing medium damage.

Cooldown: 10 sec

Auto attack: Plasma Cannon: low damage

Health: Phase shield: high health

Passive ability: Eyes of Zoroaster (Cooldown: 0.001 sec): When an allied ship or the Black Swarm itself is destroyed, all enemy ships fall under its gaze, burning 24% (at 2 stars, hardware rank 1, equipment 1/3) of their energy.

## Quick overview

Black Swarm, while designated as a guard ship, is a DPS role ship. Its active ability deals damage 16 times to enemies in a line attack; if aimed at the enemy ships in the center, it will deal damage to both the front and the back ships. Its passive ability burns a percentage of enemy ships' energy whenever an allied ship is destroyed, countering energy regeneration to some extent.

#### Tier Rating: A

Recommendations: Black Swarm is a meta ship, obtaining and upgrading it should be a high priority.

## Strategies and potential uses

Black Swarm is very useful against bosses due to its extremely high damage; it can also be helpful for getting through Precursors or Zealot teams. Black Swarm's passive ability can be used to prevent enemies from rapid-fire destroying your team, especially against ships with high damage and high energy regeneration such as Inquisitor. While this strategy is not optimal, Black Swarm can also be placed with low health ships to burn as much enemy energy as possible; one team for this strategy could be Black Swarm, Executor, Swift Mk3, and Nightingale; these two secondary ships have low health and are not very strong, but have fast cooldowns, allowing them to do some damage at least to the enemy team. They can be substituted for other lower health ships.
Precursor

**Fighter - Suppressor**

Since info on Precursor is hard to obtain due to it's real money cost, I'm including imgur gallery to Precursor screenshots from the game for Precursor info credibility - https://imgur.com/a/rypsHaL .

Assemble cost from blueprints - 500 000 credits.

**All stats below are ship level 1, firmware level 1, no hardware equipped.**

**Main ability**: Pandora Sphere: 12 sec cooldown. Deals 19 500 damage to enemies on the line of fire and reduces their auto attack by 216 pts.

**Auto attack**: Bio weapon: 312 damage.

**Health**: Improved armor: Hull 25 350. Shield 21 125.

**Passive ability**: Phoenix: 0.1 sec cooldown. When hull pts. drop to 0, a special shield is activated absorbing 29 900 damage while the ship is restoring its hull.

## Quick overview

Precursor is a suppressor/ECM role ship. Its active ability deals damage in a line attack and reduces affected enemies' autoattack. Its passive ability restores some of its hull points when it reaches 0 health and gives it invulnerability while it is healing itself; it does this up to three times unless its passive is blocked.

### Tier Rating: B

Recommendations: Precursor is a near-meta ship. It is a medium priority for upgrading.

## Strategies and potential uses

The Precursor is a very powerful defensive ship; its passive triggers three times, unless it is blocked by Dart or Inquisitor, which allow you to kill it off the first time it reaches 0 durability by blocking its passive; it is also very tanky, making it even harder to kill. If you do not have a ship that blocks enemy passive abilities, this means you have to kill Precursor four times before it is finally destroyed-although the amount of health regenerated by its passive ability decreases slightly each time it is triggered. Its active ability also deals heavy damage, and it can dodge some enemy attacks. Precursor is, unfortunately, somewhat slow compared to most modern meta ships, and can be stun locked by Nyx; because of its dodge, Singularity and Boremys' energy burns are less effective against it.
Favorites

Favorites is a game feature that was added in the 1 October 2019 update. It allows you select a ship to your favorites by clicking on the blue star in the upper right corner of the ship's info screen. Ships in your favorites will appear at the top of your fleet screen. You can select up to 12 ships as favorites.
10 ガチャ Ticket

ファイル:10 ガチャ Ticket.png  10 ガチャ Ticket is a **special currency** for ガチャ.

It's a reward for **Login Bonus** and **ミッション**.

10 ガチャ Ticket can replace マギアストーン to **roll** 10 x **Rare ガチャ** 魔法少女 (see ガチャ rates for more information) .

In the Shop, you can purchase 10 ガチャ Ticket in exchange of データはない⁠ .

It's recommended to buy the Pack 【1 x データはない⁠ | 5 x データはない⁠ | 5 x データはない⁠】for 200 マギアストーン every month. In contrast, 10 rolls ガチャ cost 250 マギアストーン.