recursal/Fanatic-Fandom huggingface dataset:
Magie Céleste

La Magie Céleste est une magie à la fois apte et porteuse liée à l'utilisation de la puissance des astres

## **Description**

C'est une forme puissante de Magie qui permet à son utilisateur d'utiliser les propriétés de nombreux phénomènes astraux . Les propriétés de la Magie Céleste comptent principalement sur des masses cosmiques comme des météores , la génération et la manipulation de l'énergie d'étoiles dans son propre corps et l'invocation d'esprit céleste

.L'utilisateur peut en créer et invoquer de l'explosion légère aux rayons à haute puissance destructrice sur leurs adversaires et même de véritables astres pour les sorts les plus puissants.La lumière n'est pas la seule substance utilisée, cependant.

L'utilisateur est aussi capable d'utiliser la puissance de la gravité contre l'adversaire pour l'utilisation destructive ou bien sur lui-même pour se mouvoir en volant à une vitesse si élevée que seulement très peu de mages peuvent égaler ; la force des attaques peut être comparable avec les effets causés par un météore s’écrasant.

La dernier fonction de cette magie permet à son utilisateur d'appeler des Esprits Célestes, en ouvrant leurs portes grâce à l'utilisation de clés.Ces clés sont séparées en deux catégories : les clés en argent qui sont les plus courantes et les plus rares, les clés en or du zodiaque.

Les cercles magiques de cette Magie sont jaune-dorée avec au centre un symbole d'étoile (sauf pour les invocation où le cercle varie selon l'esprit.
Dr. Brenner

## **Character name**

This first section is called a lead. You'll want to fill it with the most important aspects of the character's life. Think about a newspaper article. Put the best stuff up front!

## Biography

Use this section to give greater details about the character's life.

## Behind the scenes (Praises/Critics)

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Abilities

An ability is a secondary ability within the Phoenix II franchise.

## List of Abilities

Abilities can be split into two categories, Aura and Zen Mode

* Auras
* Zen Modes

Auras (Aura sing.) need energy (collected from killing invaders). Tap with two fingers the same time to use their ability.

The following is a list of Auras

Zen Modes are activated by not moving, being in a state of "Zen"

The following is a list of Zen Modes
Nancy

"What do you think? Where were you this morning?! I missed first period!"

## **Character name**

This first section is called a lead. You'll want to fill it with the most important aspects of the character's life. Think about a newspaper article. Put the best stuff up front!

## **Background**

Living... in small-town Hawkins, Ind., with her parents and her siblings – her younger brother Mike and her much younger sister, Holly. Nancy was close to Mike when they were kids, but now that she’s in high school they don’t have much in common any more.

Profession... high school student. Nancy gets excellent grades and has always been a rules-follower, but that’s starting to change now that she’s caught the eye of Steve Harrington. The charming Steve pursues her hard, and Nancy can’t deny that she likes the surprising attention from the most popular guy at Hawkins High School. Nancy and her best friend Barb have never been in the cool crowd, but Steve can change that almost single-handedly. At least, he can change it for Nancy. Steve isn’t too interested in Barb and she in turn is suspicious of Steve, which is driving a wedge between Nancy and her best friend.

Interests... hanging out with Barb and making out with Steve. Though it’s starting to look like Nancy might have to choose between the two. And then Barb disappears after a party at Steve’s house, just adding to the weird things happening in Hawkins.

Relationship Status... dating Steve. Well, Nancy says they’re not dating, but it sure looks like they are. Then there’s the quiet and artsy Jonathan Byers, who has a crush on Nancy. It could get messy.

Challenge... finding out what happened to Barb. Nobody else seems too worried about Barb’s disappearance, especially since the town is already preoccupied with the vanishing of Will Byers, Jonathan’s younger brother. Nancy and Jonathan soon join forces to look for them both together.

Personality... feisty, funny, and determined. Like many girls in high school, Nancy is skilled at eye-rolling and door-slamming. But she’s also smart and perceptive, traits that are helping her navigate the tricky path to adulthood. They’re also helping in her search for Barb.

## Behind the scenes (Praises/Critics)

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Gottfried

* **Gottfried :**Gottfried est une *Hyper Magie originelle oubliée*. Cette Magie servirait à invoquer toutes les étoiles et à en augmenter le nombre pour ensuite créer une colonne magique de couleur doré enrobée d'éclairs bleus . Gottfried demande énormément d'énergie magique .

## Incantation:

"*J'implore les cieux... entendez ma prière et faites descendre les étoiles ici bas. De grâce... Illuminez le monde... Illuminez la Terre... Illuminez les de vos mains... Déversez sur moi une pluie d'étoiles filantes et scintillantes... Gottfried!! »*
Aura Skills

Aura skills are special skills that require Aura energy to execute. Their effects vary: they are split under Offensive and Defensive auras.

### Offensive Aura Skills

Offensive Aura skills are meant for dealing damage than improving the survivability of the vessel (except Vorpal Lance). More often than not, they'll increase the damage output of a ship and allow taking out multiple ships at the same time or bring down larger foes like Vultures, Condors or Rocs.

* Missile Swarm
* Laser Storm
* Vorpal Lance

* Blade Storm (Shogun)

### Defensive Aura Skills

Defensive Aura skills improve the survivability of the ship by either removing or blocking the bullets, or preventing a ship from attacking.

* Bullet EMP
* Stun EMP
* Ion Cannon
* Barrier
* Phalanx
* Chronofield
Bullet EMP

## Description

Bullet EMP is one of the main aura abilities available to ships in Phoenix 2. Bullet EMP, in this case, is one of the more common ones that most players are familiar with. The Bullet EMP, although a basic ability, can be easily classified as one of the best aura abilities in the game due to its wide use of applications and it’s many life-saving properties.

The Bullet EMP is very simple. Upon activation, all bullets in the aura ring are destroyed. This doesn’t effect lasers. Therefore, the Bullet EMP is the immediate go-to ability for players who seek to beat bullet-heavy missions. The Bullet EMP is also extremely versatile, as grazing rewards much more energy as you would expect for the aura, allowing players to activate it more constantly.

The Bullet EMP’s ultimate ability is “Reset Stun” which enables the Bullet EMP to reset the weapon cycles of turrets, particularly useful for turrets with long cycles that are about to unleash its volley of bullets / MIRVs / lasers.
Météore

* **Météore :** Le corps de l'utilisateur est entouré par la magie ce qui lui permet de se déplacer dans l'air à une vitesse  incroyable. Même, si quelqu'un a pu détecter sa trajectoire il est presque impossible de le rattraper. Avec sa rapidité, l'utilisateur frappe ses adversaires avec des attaques de mêlée puissantes. On peut noter que ce sort donne à l'utilisateur la capacité de voler, ou au moins à se déplacer très vite pendant une longue durée sans qu'il n'y ait nécessité d'un contact avec le sol.
Vorpal Lance

## **Description**

Vorpal Lance, or commonly abbreviated to VL, is an offensive aura available in Phoenix II. Upon activation, a small, high-speed projectile is fired which pierces through ships dealing 39.6 damage, at max level, to each ship in its path, enough to destroy a Raven and critically damage a Heron. It is similar to Ion Cannon in that its aura is stored as "counters" rather than an energy pool, giving you the capacity to fire 4 lances. For 1500 credits, you can access its ultimate ability, Vorpal Wake. Once purchased, lances will clear any projectile in their path, including MIRVS, therefore giving you some assistance in survivability.

## **Advantages and Disadvantages**

Vorpal Lance is an extremely powerful ability since the 'counter' system allows you to use your aura more efficiently. This means that you can spare a lance on clearing some bullets in tricky situations and escape, or destroy 2 columns of ravens in quick succession. However, it may be difficult to master these strategies since invaders are constantly moving and bullets come from all directions. Also, lances themselves are very small particles, about the size of your ship, meaning that high accuracy is required. Therefore, you have to be quick to move once you fire a lance or there's a chance that fast projectiles from the sides, such as boomerangs or darts, can reach you.
Photurius

Photurius is an extremely powerful offensive ship capable of dealing massive damage. It can’t remove bullets in any way other than it’s mega laser, so kill your enemies quickly. It’s weaponry consists of:

## Weapons/Abilities

### Zen

Mega Laser

Photon Charges

This armor-piercing weapon is great for breaking lines of squishy targets like Sparrows or Ravens, and can be used for melting down tanks like Eagles or Vultures. It has a relatively quick reload speed and fires much like a shotgun.

Stun EMP

This aura is used to stun and possibly damage swarms of Invaders. I suggest using it before that Eagle in the corner of your screen fires it’s spinners and MIRVs.

Mega Laser

This Zen mode has a quick charge-up time before unleashing a massive, devastating frontal laser. This laser severely damages enemies and clears all the bullets it touches.

So, that’s Photurius for you. If you invest in it and maybe even give it an Apex form, it can be DEVASTATING. I hope you enjoyed!
Trireme

The Trireme is a fast-paced ship introduced at the very start of Phoenix 2’s development cycle. Being one of the most versatile ships in the game, the trireme is sure to devastate the invaders at your bidding.

## Weapons/Abilities

### Burst Pulsar

The Trireme’s main weapon is the Bursting Pulsar fires bursts of thin laser beams at a very fast rate, making it excellent at destroying lone targets and sparrows. There is a noticeable delay in between bursts, however. Once a laser beam is fired, the beam will instantly hit its target, and therefore the Trireme has no chance of missing.

As the Bursting Pulsar is a tracking weapon, the ship selects targets randomly. Therefore, the player cannot direct the ship to destroy specific enemies or turrets. Depending on the player, this could be a flaw or an advantage, as an automatic tracking weapon enables the player to focus more on dodging.

## Playstyle

Trireme’s abilities have Missile Swarm and Teleport point towards a more aggressive playstyle. The Trireme’s playstyle involves constant missile swarming and teleporting.

The Trireme is considered one of the safest offensive ships available, due to his crucial zen mode: teleport. This allows the Trireme to get away from ugly situations, or teleport to more energy in order to re-fill his missile swarm aura.

Missile swarm is the core of trireme’s playstyle. A single swarm is enough to take down a single vulture or a swarm of ravens, and In the wake of destruction, his burst pulsar finishes the job.

Trireme does have some weaknesses, however. Due to his inability to target specific enemies or turrets, more important enemies could possibly overwhelm the player, eventually leading to his demise.
Roc

* Unprotected
* Armored
* Shielded
* Sinister Armored
* Sinister Shielded

Shielded HP - 945

## Intel Icon

Rocs are the rarest enemy ship present in Phoenix 2, and usually the most dangerous. Being the largest enemy in game and the enemy with the largest health pool, Rocs instill fear in many players when their arrival is slowly signaled.

### Appearance

These invaders have a large hull similar to the Condor. There are 2 extended wings at the back, 2 large extended wings at the front, and 2 giant extended wings on the sides. The wings are connected by black suspension components with wires. This invader has 6 glowing structures on it's center, instead of a cockpit like the one on the Vulture. There are 2 large claws in front of the structures. and a huge long triangular plate behind the cockpit in the center. This invader has 8 engine thrusters, making it the ship with the most engines (including 2 large ones on the sides behind the inner turrets, and 2 huge ones in the center).

However, since a portion of the back part of the Roc is cut off from the screen, it is unconfirmed that it has 8 engine thrusters and 2 more extended wings at the back.

Rocs arrive much, much slower than other invaders. Rocs may be accompanied with other invaders in front of it, referred to as the "welcoming wave." Rocs have an estimated HP of ~1000 (not confirmed) and have ten turrets, the of any invader. Rocs will only spawn in Acts 5 and 6.

### Estimated Health

Shielded Roc - 945, about half in shields

Armored Roc - 785 (30% damage reduction from armor)

Unprotected Roc - 830

These stats aren't confirmed, but an approximation by the Phoenix II community's players. This typically makes Shielded Rocs the most dangerous, as turrets can't be destroyed until the shield is destroyed, which is about 450 health, giving the Roc time to fire its spinners and Doomsday weapons multiple times.

### Strategy

Rocs can cover the entire play area with bullets, which makes strategy important in dealing with them. A common and usually easier strategy is to play defensive. Abilities such as Bullet EM and max rank Teleport are effective in dealing with projectiles, while Ion Cannon may be more useful in isolating which turrets the player wants to disable. Stun EMP, although covering a larger area than Ion Cannon, is usually ineffective in dealing with Rocs, as there won't be anything to recover energy from while the Roc is stunned(no grazing), leaving the player vulnerable once Stun EMP expires.

The harder way is offensive, a.k.a. "kill it before it kills you," achievable with extremely high burst ships such as Disaris with the Omega apex or Von Braun.

Very rarely, multiple Rocs will spawn within the same mission, and even within the same Act. Condors may also appear in the same mission, but never in the same wave.
StrangerPedia Wiki

## Introduction to StrangerPedia Wiki

Welcome to Stranger (Things) Pedia. The un-un-un official Fan Page for Stranger Things on Netflix.

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

**New to Stranger Things? Perhaps you're a huge fan? This is the site for you!**

List of...

Characters:

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:
 Seasons

Create an article about a whole season by typing the title below:

## Pages created so far

* Barb
* Becky Ives
* Billy
* Bob
* Character name
* Claudia Henderson
* Connie Frazier
* D'Art
* Donald Melvald
* Dr. Brenner
* Dr. Owens
* Dustin
* Eight
* Eleven
* Erica
* Fun and Games
* General Discussion
* Holly Wheeler
* Jonathan
* Joyce
* Joyce Byers
* Karen Wheeler
* Lonnie Byers
* Lucas
* Main Page
* Marsha Holland
* Max
* Mike
* Murray Bauman
* Nancy
* New on Wikia starter pages
* News and Announcements
* Officer Callahan
* Officer Powell
* Questions and Answers
* Russell Coleman
* Scott Clarke
* Season 1
* Season 2
* Sheriff Jim Hopper
* Steve
* StrangerPedia Wiki
* Ted Wheeler
* The Demogorgon
* Theresa
* Will
Exarch

Exarch is a Super Rare ship, characterised by its shield breaking Phase Prisms.

Phase Prisms use a target tracking system to target track enemies. Exarch starts off with two of these and acquires more when upgraded (up to around 8). Dealing around 25-35 damage, it has an almost shotgun-like burst when new waves/Acts come in. They soon become un-shotgun-like and fire continuously and sporadically. Phase Prisms are ‘shield breaker’ type weapons making them quite effective against energy-shielded invaders. Phase prisms are also equipped on the behind of Exarch can can be used when Exarch is behind enemy lines.

### Aura:

Exarch’s Aura ability is vorpal lance. It fires a large spear that pierces enemies and can easily take out dangerous turrets (think Darts or MIRVs). Quite effective against hordes of ravens or sparrows as it goes straight through. It is recommended to disable the energy-shield before launching the vorpal lance so the lance won’t be wasted on the shield and can be utilized on the turrets.

### Zen:

Exarch’s Zen ability is the mega laser. It fires a wide and large laser that destroys anything in its path or at least screws over the enemy quite a bit, shielded, armored or neither. Maxed out makes the laser wider but some apexes ironically make the laser thinner.

## Playstyle:

Exarch’s playstyle is sorta like a ‘find-a-wave-that-has-a-lotta’-sparrows-in-the-front-and-destroy-them-all’ type of playstyle. Hard to explain but that’s the only effective experience I’ve had with Exarch. I guess Exarch is also good at beating at large enemies.
MIRV

Multiple Independently-Targetable Reentry Vehicles (MIRVs) are ballistic missile payloads that divide between multiple targets. In Phoenix II, they describe large projectiles that divide into separate Pellets or Lasers.

MIRVs appear to be a large glowing orb. When they approach a fixed distance to the player ship, they divide into a spread of 32 Pellets or 5 Lasers. MIRVs fired from the turret will not immediately detonate if the player is within range, although the Player can collide with the MIRV itself. Point Defense lasers with the ultimate upgrade can destroy the orb itself, as if it was a standard bullet, removing the significantly enhanced risks of their many constituent projectiles. Teleports ultimate upgrade allows you to teleport on top of the MIRV and destroy it, although it is trickier to do so with Laser MIRVs.

MIRVs are produced from both fixed turrets and omnidirectional turrets.

**Fixed MIRV turrets**

Fixed MIRV turrets always face downwards, and they produce MIRVs aimed straight downwards or in a spread. The number of MIRVs produced by fixed turrets range from a single MIRV to a spread of six MIRVs as 3 groups of 2.

## Fixed MIRV Turrets

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

**Omnidirectional MIRV turrets**

## Omnidirectional MIRV Turrets

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

Omnidirectional MIRV turrets(known colloquially as Bloomers) operate much like rotating turrets by simultaneously projecting MIRVS in all directions without targeting. Four levels of omnidirectional MIRV turrets exist.

## Intel Icon

* MIRV
* Laser MIRV

## Some attributes

### Third

Very dangerous turret, so players will have to stay out of it's path
Shogun

* Default
* Epsilon
* Sigma

### Zen

**Reflex EMP**Radius: 225Charge time: 0.6sCharge time increase: 2sCharge time recovery: SlowDamage: 20

The **Shogun** is an armor piercing, very sustain damage, offensive ship characterized by its main weapon, the **Phantom Katana**, its aura, Blade Storm, and its zen, Reflex EMP.

### Phantom Katana

The Phantom Katana is a heavy damage weapon capable of striking multiple invaders at once. it appears on the screen as large blurred purple slashes targeting invaders. this weapon is very useful in destroying enemy turrets, since its damage is centered at the middle.

### Blade Storm

This is a unique aura ability, similar to to the missile weapons on ships such as Atlas. It has a purple aura and when fired, it creates many purple waves around the ship, crashing into and damaging invaders.

### Reflex EMP

The Reflex EMP is similar to the Bullet EMP, but has a smaller range and charges up by activating Zen Mode. It takes about half a second to charge, then releases a bullet EMP around your ship. Very useful for clearing bullets quickly, and with its Ultimate, the ability can also clear away any nearby smaller invaders.
Kada Veni

the **Kada Veni** is one of the many player-controlled ships in Phoenix 2. Although seemingly fine at the start, the Kada Veni is filled to the brim with many flaws, and has earned itself the title of “the worst ship in the game” beating Ogon by a single place.

## Weapons/Abilities

### Pulse battery

The pulse battery is the kada veni’s Main weapon. The battery fires small orbs at moderate intervals, which stay floating for a short time before zooming off towards their target. These orbs have a strange homing behavior, so misses are not uncommon. This, coupled with each orb’s low damage, make the pulse battery an incredibly dull and ineffective weapon. Something else to note is the noticeable screen shake generated when a pulse orb hits an invader, which can throw some players off-course.

### playstyle

Due to the unreliable nature of the kada’s Main weapon, many players turn towards the kada’s two abilities, barrier and mega bomb, for support.

Kada playstyle often utilizes constant usage of barriers. The barrier protects the ship from projectiles and lasers, allowing the player to safely charge a mega bomb, which will quickly destroy most targets on the screen. The kada’s main weapon is often used to destroy small enemies to gain more energy, or to fire at big invaders.
Aura Ability

Each ship in Phoenix 2 has an Aura ability. Aura abilities are charged by energy. There are two main types of Aura abilities: Aura and Counter. Aura abilities are circular rings i.e. Bullet EMP, Stun EMP, Missile Swarm, etc. These are usable even when the're not fully charged, just with partial effect. Counter auras are shuriken shaped indicators around the player's ship i.e. Vorpal Lance, Ion Cannon, etc. A Counter aura cannot be used until it has gathered enough energy for at least one full charge.

## Aura Abilities

* Aura
* Counter

## Aura

An Aura ability is the spherical energy ring surrounding the player's ship. It is locked when the player has just purchased the ship, and can be unlocked for 100 credits.

## Counters

Some auras use Counters instead of a ring around the player's ship. Counters are shown as shuriken shapes rotating counter cock-wise surrounding the front and/or sides of the player's ship. Fully charged counters spin faster than a non charged counter.

## List of Aura types and colors

* Bullet EMP - Blue
* Stun EMP - Purple
* Barrier - Pink
* Laser Storm - Orange
* Missile Swarm - Green
* Point Defense - Cyan
* Chrono Field - White
* Blade Storm - Magenta (This is a unique Aura Ability exclusive only to the Shogun.)

## List of Counter Aura types and colors

* Vorpal Lance - Very light pink
* Phalanx - light purple
* Ion Cannon - Blue
* Goliath Missile - Yellow

## Bullet EMP Ships

* Shinova
* Veil
* Jericho
* Tempest
* Phoenix
* Juggernaut
* Aurora
* Mirage
* Lyova
* Disaris

## Stun EMP Ships

* NC-150
* Krillou
* Mist Star
* Oran
* Cinnri
* Czar
* Photurius
* Torrent
* Nimbus
* Zimtr

## Barrier Ships

* Jn'Dur
* Razor VI
* Kada Veni
* Tillat'or
* Gorthaur
* Heechi
* Sakura
* Predator
* Qhelqod
* Stinger

## Laser Storm Ships

* Fujin
* Buhloo
* Havoc
* Eylon
* Ogon
* Xaniea
* Essin
* Lokie
* Scuuxun
* Reaper

## Missile Swarm Ships

* Proxymar
* Trireme
* Geist
* Atlas
* EX04239
* Von Braun
* Prime X
* Corsair
* UHB
* Kibarrax

## Point Defense Ships

* Tar'Cah
* Yoth-Hola
* Wrackr
* Vuxine
* Arietis
* Zephyr
* Proteus
* Orion
* AB8/Klyn
* Widget
* Luna
* Pandora

## Chrono Field Ships

* Baqlor
* Hime
* Yigothu
* Njörun
* Trinity

## Vorpal Lance Ships

* Vani-Vith
* Gladius
* Saber
* Exarch
* Antioch
* Wraith
* Icarus
* Neni
* Jeria
* Naya
* Warden

## Phalanx Ships

* 502-Q8
* Hunter
* Valkyrie
* Boxer
* Lorilou
* Marauder
* Zhetass
* Esperon

## Ion Cannon Ships

* Dragonfly
* Barret
* Sonah
* X-81
* NC-271
* Polaris
* Xavis

## Goliath Missile Ships

* Claymore
* Starless
* Banshee
* Centurion
* Mistral
* Monsoon
Dart

Darts are invader projectiles that have the following properties:

* Colored red
* Fins give projectiles an "arrow" or "rocket" shape
* Move faster than pellets, at a constant speed

Darts are produced by turrets that track the player, and by rotating turrets that produce circular patterns

**Tracking Dart Turrets**

Tracking Dart Turrets face the player ship and move at a constant speed. Higher level dart turrets track the player ship more rapidly, but never above a maximum rotation speed. Higher level dart turrets also produce multiple volleys of spreads of darts and if the player ship moves as the volleys are fired, the turrets will continue to rotate to track the player.

## Tracking Dart Turrets

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

**Rotating Dart Turrets**

Rotating dart turrets spin in a clockwise direction and produce a radial pattern of darts. Three levels of rotating dart turrets, often called dart spinners, produce denser radial patterns. These patterns are notably less dense than pellet spinners, but may include pairs of parallel darts arranged in a radial pattern.

## Rotating Dart Turrets

* Tier 1
* Tier 2
* Tier 3
* Tier 4
Zen Skills

**Zen modes** are special skills used by the player to unleash a devastating attack or defend themselves from bullets or lasers.

To unleash a Zen, the player must let go of their finger and stand still. All Zen skills have a charge-up time and charge time penalties.

Offensive Zen Skills
These zen skills are designed to deal maximum damage towards the invaders.
* Mega Laser
* Mega Bomb
* Focus Lance
* Tracking Minigun *(Only limited to Corsair)*

Defensive Zen Skills
These Zen skills improve the survivability of the ship, with the exception of Kappa Drive before it gets ultimates.
* Reflex EMP
* Personal Shield
* Teleport

*- Kappa drive is a situational zen, as it can be used to fulfill an offensive or defensive purpose.*
Razor VI

Charge Time: 1.9s

Charge Time Increase: 0.25s

Charge Time Recovery: Very Fast

The **Razor VI** is a shield breaking, high burst, defensive ship characterized by its **Phase Disruptor**, Barrier and Mega Laser .

## Weapons/Abilities

### Main Weapon

The Razor VI's main weapon is Phase Disruptor. Firing from three ports on the razor’s wings, the phase disruptor deals excellent burst damage. Unupgraded, the razor can only fire a single laser out of one port, but after each upgrade, the razor gains the ability to fire more.

### Abilities

The Razor VI's abilities include Barrier and Mega Laser, which allows for one of the safest Mega Laser setups.

## Playstyle

The razor is one of the most common ships seen on the leaderboard due to it’s extremely safe mega laser layout. The most common strategy used by most players is to activate the barrier and charge the mega laser in the safety in it, therefore rendering any enemy bullets unable to hit you whilst charging. After the path of destruction the mega laser leaves behind, the phase disruptor finishes off the rest. This enables constant mega laser fire, which often makes a joke of bigger enemies and crippling the smaller ones.

The Razor is coined a “horseman” by many members of Phoenix 2's community, as a way to mock how successful the ship is.
Map

## Maps

The current maps are: Prometheus Array, Dovacoon Forge, Blight Sector [3,84], Ceres Major, Gau Prime, Arcology, and Zhey Auna. Maps are just backgrounds that make Phoenix II more fun, but some maps correlate with specific Invader types or weapons in Daily Missions.

Gau Prime: always Shielded Invaders, usually dart and laser weapons

Prometheus: typically laser and shield

Dovacoon Forge: boomerang (doomerang)

Ceres Major: MIRV

Other maps can have varying Invaders per mission, and even those listed above can end up different with the upcoming 5.1 update.
Saber

The **Saber** is an Armor Piercing, Focus/Homing ship characterized by the Nova Blaster, Vorpal Lance, and Reflex EMP.

## Weapons/Abilities

### Main Weapon

Saber's main weapon is the Nova Blaster. This weapon has very high burst damage and also has the added benefit of homing into nearby invaders. However, it can still be used to target specific turrets on an invader very easily, making room for a lot of versatility in its use.

### Abilities

The Saber's abilities include Vorpal Lance and Reflex EMP. Vorpal Lance allows for the player to deal damage to all ships within its line of fire, making it an excellent weapon for wiping out crowds of ships, especially when full of Ravens. It also has the added benefit of clearing a few bullets along its trajectory. A maximum of up to four shots can be stored at any given time. Reflex EMP allows the player to quickly clear all bullets within range when necessary, acting as a chargeable Bullet EMP albeit with less range. It also has a unique side effect of dealing damage to invaders within the same range, although its use is very situational.

## Playstyle

### Overview

Despite popular belief, Vorpal Lance and Reflex EMP have a unique synergy in which they each play an offensive role and a defensive role. Vorpal Lance is mostly used to destroy crowds of invaders or specific turrets, but can also be used to clear bullets as a last-ditch effort. Likewise, Reflex EMP is mostly used to clear bullets when necessary, but can also be used at the start of certain waves to destroy groups of sparrows and cripple ravens.

For any Saber player, the timing of its abilities is very crucial to overall success in using Saber. Vorpal Lance should preferably be used near the start of a wave before bullets start clogging up the screen. It is advised to save at least one shot, in case of dire need. After firing off the Lances, Reflex EMP should immediately be used, if necessary, in order to clear away bullets that have come dangerously close to Saber or to damage any nearby invaders. Meanwhile, the main weapon should also be working to destroy any threatening invaders or turrets. After you clear all the invaders in a wave, it is recommended that you collect energy particles in order to charge up your Vorpal Lance ability for its next use.

Alternatively, one could rush to the top of the screen after using the Vorpal Lances and then deploy their reflex EMP bomb. However, it is worth noting that this strategy will most certainly not work in the case that the invaders are armed with tracking-type weapons, or even MIRVs if the ship is located relatively far up the screen.
Phalanx

## Phalanx (defensive aura)

### Overview:

The Phalanx Aura is a small sheild that is projected infront of your ship when activated. The sheild covers a decent area infront of your ship, and will break if put under enough punishment. With upgrades, the sheilds become stronger and you will be able to store up to 6 sheilds at one time. The ultimate upgrade expands the sheild, making it much wider, and curved around the edges in order to further protect the player. The shield, when taking damage, will change colour depending on how much ”health” is left. (Purplish pink (high hp) —> Pinkish red (low hp)). Not many ships have access to the phalanx ability.

### Playstyle:

Three play styles I can think of off the top of my head; (1:) defensive, (2:) “break-through” or (3:) spam. (1:) Defensive is a play with the phalanx where the player were to simply put down one shield, block a few bullets, then replace it when it breaks. (2:) “Break-through” (B-T) playstyle is extremely risky, especially because I dont think Firi has fixed the phalanx/bullet glitch. It consists of putting up a shield and (when overwhelmed with bullets) charging through all the bullets until you (most likely) die. (3:) is spam playstyle. Effective when blocking lasers, because of lasers continuous damage and the fact that you can get invaders that like to absolutely ***deck*** themselves out with tracking lasers, the playstyle consists of watching how much health the shield is on and replacing it when it drops to only half health, resulting in a lack or total waste of shields. Spam playstyle can also be mixed into B-T playstyle if you dont wanna die doing the B-T (Charge through multitudes of bullets and lasers and other crap and *actually* spam the ability because that flimsy piece of garbage wont hold up for a damn second).

### Apex:

Some Apex forms of ships include further upgrades to the phalanx ability. one such apex upgrade can create a smaller, weaker phalanx at the front. The smaller phalanx protects the bigger phalanx which protects the player from being shot down. But theyre hella’ expensive.

## Ships with Phalanx

* 520-Q8 (Common)
* Valkyrie (Common)
* Boxer (Common)
* Marauder (Common)
* Hunter (Rare)
* Lorilou (Rare)
Point Defense

Point Defense is an aura that will fire lasers at targeted bullets when activated. Bullets have health, in which a laser must deal to a bullet before it is destroyed. MIRV projectiles have the most health.

With each level, the amount of point defenses increases by 2.

At maximum level, point defense has 10 lasers with a fire range of 410, with 300% efficiency.

Point defense fires at around 430-450 shots per minute at maximum.

#### Ships That Have Point Defense

Tar'cah (Common)

Vuxine (Rare)

Zephyr (Common)

Orion (Rare)

AB8/KLYN (Rare)

Yoth-Hola (Super Rare)

Wrackr (Common)

Aretis (Rare)

Proteus (Rare)

Widget (Super Rare)
Destruction Stellaire

**Destruction Stellaire :**L'utilisateur se courbe et dirige ses mains vers le bas, avec tous ses doigts fermés sauf l'index et  le majeur. Il commence alors à déplacer lentement sa main droite jusqu'à ce qu'elle soit vers le haut. Les nuages virent au noir au-dessus de l'utilisateur et commencent à tourner pendant la formation d'un cyclone couvrant une grande zone autour de l'utilisateur, même le ciel. Un astre céleste naît au niveau de l'oeil du cyclone et s'abat sur la cible, provoquant d'énormes dégâts, notamment visibles par une explosion surpuissante et la formation d'un énorme cratère par la suite.
Auror Cases

The Auror Office has received intel from a recently captured dark wizard/terrorist who gave up his organization's latest grand plan in exchange for a reduced sentence. This a series of four separate attacks that have been scheduled to go off today, we don't know when because he didn't know. There is a potential hostage situation, the placement of a potion rigged to explode in a crowded place, a high-profile leader from America who is at risk of an abduction and a straight-up attack in a public location. I have assigned each of my auror-in-trainings to work with an intelligence operative. Allan and Gray you are working together. Berzina, you are staying with me in 'go' status, if the shit hits the fan, we deploy.

* Hostage Situation: Sakellarios-Willow and Griffin; 4 Terrorists
* Straight-up Terrorist Attack: Knight and Allan; 3 Terrorists
* Threat of Abduction/Security Detail: S. Grey and M. Grey; 2 Terrorists
* Exploding Potion: Davidson and Évreux; 1 Terrorist
Aurora

## Quantum Nuke

The Aurora is a High Impact ship that fires a large purple blob that does AOE damage to nearby Invaders. It is capable of killing a full health Heron with two splash damage hits with the main weapon at max rank.

## Bullet EMP

Aurora's Aura is Bullet EMP, which upon activation clears all bullets within its circular range(increasing with upgrades) while resetting and briefly stunning turrets at max rank.

## Teleport

Aurora's Zen is Teleport. After a short charge, the ship emits pulses of light with the game running slower indicates that Teleport is charged and ready to use. To use, the player must place their finger down on the screen, and the ship will teleport to that location.
NC-271

The NC-271 is a shield breaking, defensive ship that is characterized by its Plasma Cluster, Ion Cannon and Personal Shield.

Its main weapon, Plasma Cluster, unleashes a cluster of light blue projectiles approximately every 3 seconds that do well with clearing shielded and smaller enemies. If the cluster strikes a target and the target is destroyed, the remaining cluster of projectiles will continue past the cleared enemy until it strikes another target.

Its abilities are Ion Cannon and Personal Shield. Ion Cannon can disable large invaders and deal a decent amount of damage. Personal Shield can protect the ship when a large wave of bullets are unleashed.
Condor

* Unprotected
* Armored
* Shielded

Shielded HP - 525

## Armaments

### Number

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

## Some attributes

### First

The Invader will at least appear once in the mission

### Third

Will spread a lot of bullets on the screen

The Condor is the younger sister of the much more powerful Roc and a deadly adversary in the invading force. Harboring an estimated 750 HP and six turrets, the Condor is not an invader you would want to mess with.

Condors are commonly referred to as “fast spawning Rocs” in
the community. This is due to their size, which takes up almost the whole screen, similar to a Roc. But yet, they don’t take much time to glide down from the top of the screen, instead flying in fast similarly to a Vulture and opening fire. The Condor's speed allows it to catch in-experienced players off guard, or overwhelm the player if its escorts are still in the fight (in front, behind, or both).

### Appearance

These invaders have an hull that is similar to the Eagle. They have 2 wings extended to the back and 2 large wings extended to the sides. They have 4 claws around the cockpit. It's cockpit is a tiny red stub with 2 white zig-zag lines on it. There are 3 red plates coving a part of the engine thrusters in the back. These invaders have 5 engine thrusters at the back, smaller than the ones on the Vulture but there are 3 giant ones in the center that are bigger than the ones on the Vulture.

## Strategy

The Condor’s main weakness is its low level of turrets. Rocs have ten turrets, which means taking all of them out pose a challenge. But with the Condor’s six, a focused weapon or continuous fire can easily take out key important turrets.

Depending on the player, a Condor’s size may be considered a weakness too. This is because due to the Condor’s large size, it will soak up all the damage from the player’s weapons (totally ignoring how inaccurate the weapon is) and therefore high damage ships such as the Von Braun quickly wipe Condors off the screen, if you are experienced in using ships like that. The Condor’s size makes it a victim to constant flanking as well.

To deal with a Condor, never let your guard down, and use high-survivability ships to counter the its large health pool.

Condors can spawn at 3-4 and all waves afterwards.
Phoenix

The **Phoenix** is a shield breaking, defensive ship characterized by its forward firing Helix Cannon, Bullet EMP and Personal Shield. The **Phoenix** is also one of the five ships in Phoenix 2 which have also appeared in the first game, Phoenix HD.

The Phoenix has a rarity rating of “rare” and requires 1500 credits to be purchased at the Warp Gate's Get Ships section.

## Phoenix

* Default
* Beta
* Delta

## Weapons/Abilities

### Main Weapon

Helix Cannon

The Helix Cannon continuously fires small blue laser bolts at an impressive rate. The bolts follow a helix pattern, hence the name “Helix Cannon”. The helix cannon does not stall, nor does it have any sort of delay, so it excels at providing a constant stream of damage. The Helix Cannon performs well on weaker enemies as well as eliminating key turrets from the more dangerous foes. Selecting one of Phoenix's Apex Forms will add 2 small homing missiles to the main weapon as a reference to Phoenix in Phoenix HD.

### Abilities

Bullet EMP

The Phoenix‘s Aura Ability is Bullet EMP. The aura is capable of recharging itself at a phenomenal rate as the Phoenix can constantly tear apart enemies, providing a steady stream of Aura energy. This allows the Phoenix to be effective in bullet-heavy Shielded missions.

Personal Shield

The Phoenix‘s Zen Mode is Personal Shield. Although not useful in most circumstances, the shield can save one’s life if activated at the right time.

## Playstyle

### Overview

The Phoenix is a relatively defensive ship, having both Bullet EMP and Personal Shield. Its main weapon fires quickly, so there's little punishment for missing a few shots.

### Strengths & Weaknesses

The Phoenix's main weapon deals exceptional damage, and coupled with Bullet EMP it allows you to play very recklessly, and Personal Shield can be used to catch your breath for a little while if necessary. That being said, the Phoenix lacks any sort of homing or tracking abilities without an Apex, and relies a lot on its Aura and Zen to clear areas covered by bullets to get in position. Overall, it is a powerful ship, but requires practice to use.

## Gameplay Demonstration (Gameplay from Phantasm)

https://www.youtube.com/watch?v=YgXM7ob86X0
Vuxine

Vuxing's Vortex Launcher is not that extra aggresive, but turns out to be lots of projectiles. Its Aura is point defense, Zen Mode is Kappa Drive.

## Playstyle and Strategies

As Vuxing is not a good damage burster, it is very defensive. Its Zen Mode Kappa Drive keeps its Point Defense alive to disable projectiles. Therefore Vuxing's Zen Mode is its most important weapon.
Shinova

The **Shinova** is one of the four ships that the player first unlocks in their first warp gate activation in Phoenix II, alongside Veil, Jericho, and Tempest. It is a shield breaking, defense-oriented ship characterized by its Tachyon Cannon, Bullet EMP, and Kappa Drive.

## Weapons/Abilities

### Main Weapon

The Shinova's main weapon is the Tachyon Cannon. It fires blue projectiles in short succession. The projectiles initially have a slow velocity, but accelerate over time as they travel away from the ship.

### Abilities

The Shinova's abilities include the Bullet EMP and the Kappa Drive. The combination of the two offers the potential for clearing extensive amounts of projectiles and survivability in bullet-heavy missions.

## Playstyle

See Shinova/Playstyle for a comprehensive guide on how to use this ship.

## Gallery

Shinova firing its main weapon.Activating Bullet EMP.Utilization of Kappa Drive to regenerate energy and graze bullets.
Doomsday Laser

## Doomsday Turrets

* DD Laser
* DD Bomb
* DD MIRV

A Doomsday Laser is a new invader weapon that initially showed up during the 5.0 update. Larger than most invader turrets, it's about the size of an MIRV bloomer and charges its laser in about two seconds. It fires a large, red beam straight down the screen, taking up about a quarter of the "safe zone". The beam lasts for 1.5-2.5 seconds, and takes some time to recharge, like a normal laser. Luckily for players, it doesn't track, and usually it doesn't show up more than twice per wave at maximum. (the Gau Prime #1316 Roc is an exception)

It can be reflected with Personal Shield and Super Reflect, typically the reflected laser destroying the turret in milliseconds (if the invader isn't shielded). Doomsday Lasers can only be carried by Vultures, Condors, and Rocs. They can be seen in all Acts but 1, but never in Community or Specialist Missions. Doomsday Bombs and Doomsday Lasers typically won't be in the same mission.

## Doomsday Bomb

The Doomsday Bomb charges up a giant shockwave that takes up a large portion of the screen. It's radius is indicated by a large red transparent circle around the turret and will disappear when it fires. It is possible to escape from the shockwave in time when it fires if you are already inside the radius.

## Doomsday MIRV

Doomsday MIRVs are the most dangerous turrets in the game, they are similar to omnidirectional MIRV turrets but fires a lot more rings at once. They will begin to open up charge up and then fire a column of 4 rings by firing a row of 1 ring 4 times in a row in all directions, flying right up at them and activating the MIRVs is not recommended especially if it is laser MIRVs. Its radius is indicated by red particles around the turret with white dots that indicates where the rings will fire from.

## Intel Icon

* DD Laser
* DD Bomb

## Some attributes

### First

Players will encounter this weapon at least once

### Second

Very big radius takes up a big portion of the screen, so stay at a safe position away from it on the screen

### Third

If it fires while the player is inside the radius then it's game over, so stay out the radius when the turret is about to fire
Heron

* Unprotected
* Armored
* Shielded
* Sinister Armored

Shielded HP - 73

The Heron is an invader armed with two turrets and a fixed central turret. The central turret is always a teir1 turret similar to a sparrow's main weapon, while the other two turrets can be very significant. Herons never have rotating or omnidirectional turrets.

Whereas Ravens and Sparrows can frequently be defeated without player attention, Herons are the smallest invader ships that almost always require direct player attention. They are durable enough to sustain direct fire from most main weapons long enough that other threats will have to be negotiated while firing. They can also survive damage from most Zen weapons, except Mega Laser. A combination of advanced turrets, rearward placement behind invader ships, and overall durability can make invader formations that include Herons very difficult, even if larger ships are not present. In addition, Herons usually appear in groups of two and in later waves are usually seen accompanying much larger targets such as Eagles or Vultures.

### Appearance

These invaders have an Y-shaped hull with 2 wings extended at the back. It has 2 claws at the front protecting the center gun from the sides. They have 2 engine thrusters at the back, the same amount as the Raven. Their reactor and wires can be seen in between the turrets.

## Gallery

Row 1: Two armored herons, left, and two unarmored (hull) herons, right. From left to right: Two T2 mirv cannons with central pellet gun, two T2 tracking laser cannons with central fixed laser, Two T2 boomerang throwers with central shuriken launcher, and two T1 pellet cannons with central dart gun.

Row 2: Two unarmored (hull) herons, left, and two shielded herons, right. From left to right: Two T1 shuriken launchers with central pellet cannon, two T2 shuriken launchers, with central pellet cannon, two T1 pellet launchers with central laser cannon, and two pellet launchers with central laser cannon.

Row 3: Three shielded herons. From left to right: Two T2 pellet cannons and a central pellet cannon, two T1 dart cannons and a central pellet cannon, and two T2 dart cannons and a central dart cannon
Mega Bomb

## Description

The Mega Bomb is an attack Zen Ability which enables the player to charge a large energy bomb, which can be activated to wipe all weaker Invaders off on the screen. Although useful at times, the Mega Bomb is considered underpowered.

The Mega Bomb is considered underpowered due to its lack of damage. A single bomb only can be wipe out the Sparrows and Ravens, but all other enemies who are above from Ravens will survive the initial blast, while some larger enemies like Vultures are likely unaffected from the Mega Bomb. This is somewhat mitigated by Fusion Core, but Mega Bomb is still largely inferior to many other abilities such as an Ultimate Stun EMP, which can be fired constantly while destroying all Sparrows & Ravens on the screen (with a bonus stun).

This may not be useless because the Mega Bomb is constantly used at the begging and the starting of a wave as the player has enough time to charge it. Due to its constant one-use policy per act. If you’re lucky to use twice or thrice times, the Mega Bomb is mostly used for softening up enemies before your main weapon kicks in. Therefore, it is advised to not rely on mega bomb too much.

Mega Bomb’s ultimate ability is called **Fusion Core**. With Fusion Core enabled, the reactor cores of invaders are dealt 30 damage.

## Ships with Mega Bomb

* Veil
* Juggernaut
* Krillou
* Jn'Dur
* Kada Veni
* Qhelqod
* Buhloo
* Proxymar
* Kibarrax
* Wrackr
* Baqlor
* Wraith
* Valkyrie
* Dragonfly