FAQ (IOS) by light_rock_zz

Version: 4.4 | Updated: 11/12/2024
FAQ of the Month Winner: January 2020 | Highest Rated Guide

Ships

Auras & Zens Comparisons

Comparison between various Auras & Zens. Apexes are considered where relevant.

In this section, we will be comparing some similar Auras and Zens and see how they fare against each other.

  • Apexes will be mentioned if relevant.
  • Some Auras and Zens are not included because they are too different from others.
  • Some comparisons are clear cut and don't need so much explanation and will be briefly touched on below.
VL vs GM

Winner: Vorpal Lance, unless you use the Tungsten Warhead apex of Goliath Missile.

  • Vorpal Lance sweeps the field much faster than Goliath Missile due to the fast speed of Vorpal Lance.
  • Goliath Missiles move slowly which makes it much more difficult to sweep the field of Invaders
    • You have to manually position yourself both horizontally and vertically in the correct ideal spot to launch Goliath Missiles.
    • On the other hand, with Vorpal Lance you only need the correct horizontal position, with the vertical position mattering much less.
  • Goliath Missiles have a large blast radius while Vorpal Lance's radius is very thin in a straight line.
    • This makes RNG much more of a factor in Vorpal Lance than Goliath Missiles, as excellent and consistent speedrunners with Goliath Missiles sweep fast with Goliath Missiles, which means little RNG at play.
    • With Vorpal Lance, experienced speedrunners can sweep left to right quickly, but the need to move horizontally coupled with the RNG movements of Ravens and Sparrows means Vorpal Lance is not a guaranteed hit against them.
    • This makes Goliath Missile ships more consistent in speedrunning than Vorpal Lance ships.

Including Apexes:

  • With Goliath Missile Disintegrator Warhead Apex , Goliath Missile speedrunning becomes even more consistent and easier due to the fact it can clear bullets to quickly jump between the target spots you need to throw Goliath Missiles at.
  • With Vorpal Lance Twin Lance Apex , Vorpal Lance becomes slightly more consistent in speedrunning, but there is still a quite lot of RNG at play.
  • The picture changes with Goliath Missile Tungsten Warhead Apex vs Vorpal Lance in Armored missions.
    • The capability of Goliath Missile Tungsten Warhead to wipe out any Armored Ravens even in its blast radius make Goliath Missile Tungsten Warhead the clear winner over Vorpal Lance, which struggles against RNG.
    • Meanwhile, Goliath Missile has significantly less RNG, and can wipe out Armored Ravens with extreme reliability in the hands of the skilled that can sweep fast.
VL vs FL

Vorpal Lance clearly wins, even with the Lance Wake Apex Focus Lance has.

SEMP vs IC

Winner: Unless you are dealing against Rocs or Condors, Stun EMP is the clear winner.

  • Ion Cannon struggles against Vultures since you need to use 2 Ion Cannons and quickly move from one side to the other to throw Ion Cannons on BOTH sides of the Vulture.
  • Stun EMP doesn't have the same problem since it's large radius that usually allows it to reach all of its turrets.
  • Stun EMP usually stuns everything else as well since a Vulture is so huge, so you are more likely to be able to disable the whole field of turrets.
  • Throwing Ion Cannons against Vultures just don't let you stun the rest of the Invader turrets effectively without having a large stockpile of Ion Cannons.
  • Stunning Eagles with Ion Cannon can sometimes even prove difficult when you don't have the maneuvering space, so sometimes you only stun 2 out of 3 of its turrets.
  • 2 Ion Cannons are sufficient to keep a Condor or Roc stunned, while it usually takes an Stun EMP of quite a sizeable radius to stun a Condor or a Roc.
  • The only other characteristic of Ion Cannon that has an advantage has over Stun EMP is the fact that if any turret of an Invader is stunned, the Invader freezes in place.
    • This allows it one to set up Zen charging upfield safely without the worry of turret collision.
    • Unfortunately, this only really benefits Mega Bomb (which means only Dragonfly).
      • As Mega Bomb is often effective only in denser waves, the inability of throwing several Ion Cannons to effectively stun all turrets on field means charging Mega Bomb after throwing all required Ion Cannons to stun the field is a dangerous and impractical strategy.
    • Zens like Mega Laser , Focus Lance & Clover ATS are usually charged at the bottom of the screen.
    • Reflex EMP's short charging time means turret collision is not really a problem too.
    • There is little reason to use any form of defensive Zen like Kappa Drive , Teleport & Personal Shield , unless you are using them as mobility tools to allow you to stun the next Invader.
      • Barret Epsilon is a special case. Using Teleport Explosive Arrival after stunning with Ion Cannon works quite well.
  • The only real advantage to using Ion Cannons is against Rocs and Condors .
    • Stun EMP is only at most effective for 2 rounds.
    • Ion Cannons can last longer with a full stockpile of 6 Ion Cannons.
      • Unfortunately, 4 Ion Cannons have the equivalent stunning power of 2 Stun EMPs.
      • On the plus side for Ion Cannons, it's not always easy to keep particles around for 2 Stun EMPs.
      • Having 6 Ion Cannons (although impractical most of the time) is still a possibility (one can always stockpile from previous waves), unlike having only 2 Stun EMPs at max which may or may not be sufficient.
BEMP vs PD

Winner: For purposes of survivability, Bullet EMP. For speedrunning purposes, Point Defence can sometimes excel over Bullet EMP.

  • Majority of time, the answer would be Bullet EMP, especially in the higher ranks, where bullet density is very high.
    • Bullet EMP will work better since it disregards how many bullets there are.
    • So long the bullets are in range of the Aura, they will be eliminated.
  • For lower ranks, Point Defence will work much better since the bullet density is much less.
    • Furthermore, Point Defence doesn't deplete all in one go which allows you to clear bullets even after using Point Defence for a while.
  • However, Point Defence works much better against dense Sparrow waves which come equipped with Caged MIRVs .
    • This is because unless you have an AoE Zen damage means, Sparrows will die one or few at a time, making it difficult to get rid of all their pellets at once.
  • Point Defence can be better if you simply need to position yourself laterally slightly.
  • Bullet EMP is more of a panic button when there are just too many bullets on field and too much going on you need a break from it all.
  • Point Defence allows you to position yourself to one side without burning too much Aura
    • Bullet EMP can sometimes be overkill and clear too much space where not necessary.
    • When you need to move laterally again slightly, you would still have enough Point Defence Aura to move sideways
    • With Bullet EMP, new bullets may block your way, especially if the Bullet EMP previously fired was not big.
  • Point Defence is usually better against faster bullets since they come in less quantities and will hold up longer against them.
    • However, darts may still be very plentiful and Bullet EMP may work better when faced with a massive dart barrage.
    • Against boomerangs , Point Defence works much better since Bullet EMP can reset boomerang turrets, which causes them to fire again.
  • Point Defence may work better in speedrunning, since it is not a one time use.
    • This can be used to stay close to Invaders to optimize your main weapon or deploy fast charging offensive Zens with less worry that you will run out of Aura to defend yourself.
    • Bullet EMP is usually only sufficient to stay close for a short time before you probably have to retreat downfield.
  • For desperate survival where you are grazing off bullets and forced to use the minimum Aura size, both Bullet EMP and Point Defence work equally well
    • Bullet EMP might be marginally better with it's slightly larger size (depending on how much you grazed before spamming Aura).

Including Apexes:

Point Defence EMP Laser Apex makes Point Defence becomes far superior to Bullet EMP, but only in Shuriken/MIRV missions.

  • The Point Defence EMP Laser Apex is just so efficient in terms of energy consumption to number of eliminated bullets.
    • It is simply unmatched by Bullet EMP.
  • In other missions, the slow acting nature and the small radius for each laser of the Point Defence EMP Laser Apex makes Point Defence quite difficult to use.
    • Although you are unlikely to run out of Aura due to the slow Aura depletion rate, you are more vulnerable to fast moving bullets.
    • Bullet EMP is able to to deal effectively against fast moving bullets (except boomerangs ), so the Point Defence EMP Laser Apex isn't as great here.
    • A skilled user of the Point Defence EMP Laser Apex will be able to survive indefinitely against a bullet entourage by skillfully avoiding the faster bullets.
      • However, boomerangs will still be a huge problem since you have to dodge them, since the Point Defence EMP Laser Apex won't help you eliminate them.
    • While it seems like the Point Defence EMP Laser Apex is great at surviving against bullets, it fails against any form of laser fire.
      • The slow acting nature of the Point Defence EMP Laser Apex makes strafing fast enough to avoid slow tracking lasers or Invaders moving about with spread lasers very difficult.
      • In contrast, Bullet EMP can usually clear enough space to strafe effectively enough to avoid laser fire.
BEMP vs Phalanx

Winner: Bullet EMP, although Phalanx should not be undermined

  • Bullet EMP will usually excel over Phalanx.
  • However, Phalanx works well in some situations.
    • Particularly, Phalanx excels better under heavier waves, or front-heavy waves where Eagles or above are the frontmost Invaders.
    • When you have Bullet EMP, after using it once, you would run out of defensive options (unless you have a defensive Zen )
      • Grazing bullets tightly will result in only a small Bullet EMP radius to use in desperate bursts.
      • This is usually not useful against faster bullets such as darts and boomerangs where a small Bullet EMP has negligible effect.
    • In contrast, with Phalanx, you are able to effectively pull off 6 decently sized Bullet EMPs
      • This holds up for a longer duration to get rid of heavy Invaders in front.
    • That being said, it is possible to conserve enough particles for a second decently sized Bullet EMP to last you long enough.
      • However, after using the second Bullet EMP, you are on your own to dodge and graze tight, especially against Condors and Rocs .
  • Both Auras work well with long charging Zens which are Mega Laser and Mega Bomb , since both protect you long enough to charge them completely.
    • With Phalanx however, you will likely need to sacrifice that one counter to do so.
    • The same can be said for Bullet EMP, where after using Bullet EMP you would have no defences left.
    • That being said, it's usually not a problem for Bullet EMP since particles would be available for you after charging such a Zen .
    • Note that both Auras will not guarantee your safety depending on bullet speed (for both Auras), bullet density (for Phalanx) and clearance space (for both Auras).
Barrier vs Phalanx

Winner: Barrier

  • The only time where Phalanx might be better is when dealing against heavy or front heavy waves. (Like Bullet EMP vs Phalanx)
  • Barriers may not last you the full duration, while Phalanx can get you out of tight situations for up to 6 times.
    • However, you can prepare for such a heavy wave by putting many barriers upfield.
  • Unlike Bullet EMP, a small barrier works wonders.
    • The smallest barrier will block off a large barrage of bullets
    • It even withstands one full burst of lasers , so long it is deployed just before laser fire.
    • Even though the small barrier will start fading almost immediately, it is the Phase Out duration which will keep you protected for quite a while.
    • Be sure to trap a few bullets from lanes inside your small barrier so that you can continue to graze off them to try to get another barrier up as soon as possible.
    • Note that unlike Bullet EMP, it is harder to get the minimum Aura size for Barrier compared to Bullet EMP.
  • Unlike Barrier, Phalanx does not deal well against laser fire, and may require up to 3 counters to fully defend against them.
  • When faced with bullet lanes such as from darts or pellets, Barrier will likely hold up from grazing by deploying the minimum barrier radius .
    • In contrast, it is difficult to use Phalanx against both bullet and laser fire.
  • Against a huge mess of bullets such as shurikens and pellets from MIRVs or Caged MIRVs around you, Barrier is unlikely to save you, but Phalanx can.
    • Upfield barriers only just may allow you to have sufficient time to get rid of frontline Invaders before the barrier(s) fade and deploy the last spare barrier at hand.
  • Phalanx is a bit better against Doomsday Lasers and Doomsday Bombs compared to Barrier.
    • Phalanx is unaffected by Doomsday Bombs , while pretty much every barrier on field will die after a Doomsday Bomb.
    • It is easier to avoid a Doomsday Laser with a Phalanx, since Barriers are usually quite large.
  • Barrier is better against Doomsday Super MIRVs since it can block off other bullets as well as one Super MIRV.
    • Phalanx can at best, only fully neutralize one Super MIRV.

Including Apexes:

When comparing the Reflector Apexes that both Barrier and Phalanxes have, it is clear that Barrier Reflector is vastly superior to Phalanx Reflector.

  • You can deploy more than one barrier at the same time, while you can only deploy one Phalanx at a time.
  • The coverage area of Barriers to reflect lasers is also significantly larger than Phalanx.
  • Lastly, you have to carefully keep on deploying Phalanxes to keep up against heavy laser fire
    • No such problem with Barrier.
  • If you run out of barriers or Phalanxes, you just strafe to dodge the laser fire, so no advantage if you are low on energy.
MS vs LS

Winner: Missile Swarm

There's no contest that Missile Swarm is way better than Laser Storm.

  • Missile Swarm deals more damage than Laser Storm
  • Missile Swarm deals its damage in a much shorter time
    • This means a less likelihood of particle overflow.
    • In contrast, Laser Storm is extremely likely to result in particle overflow, which wastes particles.

There are a few small Laser Storm advantages over Missile Swarm, but it mainly lies in the fact that you can see Laser Storm as a low-skill Missile Swarm.

  • No need to worry about initial targeting
  • Release early and forget. In fact, you can even release before the next wave arrives, although this is generally not recommended.
  • Missile Swarm requires lock-on targeting duration which may be small, but sometimes significant when you are dodging bullets.
    • When it comes to lock-on targeting, differences in lock-on targeting speed differs from Invader to Invader. Sparrows lock on faster than Vultures .
    • Sometimes, this can mean a difference between locking on to upfield Invaders.
  • Turret priority targeting: Laser Storm eliminates turrets, Missile Swarm usually doesn't eliminate turrets, the curvy paths of Missile Swarm usually makes them hit the Invaders' hull instead. Generally, Missile Swarm is generally just pure damage.

With the Laser Storm High Power Apex , it brings Laser Storm more on par with Missile Swarm in terms of overall DPS output. However, Missile Swarm is still generally faster at damage disposal than Laser Storm High Power.

So what's the point of Laser Storm anyway? According to the dev EL:

In concept, MS is more like a 'need-it-right-now' damage burst weapon, the speed of the missiles and their homing behavior determine how good it is at that. Then there are other factors that influence how much of that total damage you will effectively have. Missiles hit the wrong target (that might be in their path), they hit targets simultaneously (that might not need that many missiles) and the missiles themselves deal damage in chunks (that might be more than the target needs to be destroyed). Please re-read these factors to make sure they are super clear, because these are what make this ability.

LS is more like a 'I-need-some-help-clearing-this-and-recovering' ability, it increases your total damage output for a relatively long time. The lasers deal a fixed rate of damage during their entire lifetime. How long it lasts and how the damage is distributed mainly determines how good this ability is. Sure, higher dps per beam is always better, but that just creates imbalance. The distribution is important because it helps a lot if Laser Storm clears the small enemies and turrets, removing as much threat as possible and freeing up new energy to pick up. The maximum duration is the way it is because it is feasible to gather 100 energy during that time and activate a new Laser Storm when the current one is done.

These are aspects the MS cannot do well. Sure it can target turrets, but not hit them reliably and for smaller enemies, same thing.

For both these abilities you can see that Ultimate and Apex abilities are generally designed to emphasize their unique aspects and abilities. Some are meant to break the rules a bit. These abilities are not the same and never will be.

BEMP vs REMP

Winner: Bullet EMP for the purpose of survivability, Reflex EMP for the purpose of speedrunning

Both abilities clear bullets. However, their usage is quite different.

  • Reflex EMP is meant to be used as a wave opener, dealing as much AoE damage as possible.
  • In contrast, Bullet EMP's first usage usually only comes when you are sufficiently threatened.
  • Aside from the first usage in a wave, both abilities play a similar role as the wave progresses.
  • The 20 AoE damage from Reflex EMP makes it a lot better at speedrunning since it is significant against dense waves.
    • Against much heavier waves, the 20 AoE damage doesn't count for much.
  • On the other hand, Bullet EMP does no damage at all.
    • It's only use in speedrunning is for re-positioning purposes to land an offensive Zen or aim your main weapon more effectively.
    • Reflex EMP does the same job of re-positioning (usually somewhere mid-wave if the wave is very heavy).
    • With the rather wide AoE clearance range of Reflex EMP, it is generally sufficient for re-positioning purposes.
  • Bullet EMP can do better in heavy waves, especially when in comes in the context of survival
    • You can usually use Bullet EMP multiple times
    • Reflex EMP can at best, be used twice in such heavier waves.
    • The long charge time recovery for Reflex EMP means a lot of dodging would be required before you could use Reflex EMP again in the same heavy wave.
    • While desperate, Bullet EMP can save you with very small Aura radius
    • No chance or survival with Reflex EMP if it has not cooled down.
  • Reflex EMP's range is usually insufficient when it comes to trying to strafe to dodge lasers
    • Dodging lasers with Bullet EMP is much more effective given Bullet EMP can have a huge radius
    • Bullet EMP even resets laser turrets.
    • As the wave drags on though, Reflex EMP may have better clearance range than Bullet EMP and a slightly better fighting chance to survive against lasers .

Including Apexes:

  • A highly contentious battle is between the Bullet EMP Destructive Wave Apex and the Reflex EMP High Damage Apex.
    • Reflex EMP High Damage is generally be the winner here, as the additional damage that Reflex EMP High Damage deals is dealt immediately upon the wave's arrival.
    • In contrast, you have to keep on refilling your Bullet EMP Aura to keep dealing only at most 10 AoE damage each time, which makes Bullet EMP Destructive Wave much slower at speedrunning.
    • Against waves where you may not have enough time to get upfield, both apexes can be quite evenly matched.
      • You may not be able to pull off an optimal Reflex EMP such that it damages a lot of the field.
      • With the Bullet EMP Destructive Wave Apex, you can hold off for a while and build up Aura so that you can reach upfield Invaders.
      • You can also wait a while before going upfield and releasing Reflex EMP High Damage, but this is much more difficult than building up a huge AoE damage radius for Bullet EMP Destructive Wave.
  • If you just compare the Bullet EMP Destructive Wave Apex against normal Reflex EMP, it is obvious that Bullet EMP Destructive Wave Apex is much better.
    • It is easier to deal AoE damage with the Bullet EMP Destructive Wave Apex .
    • You can even deal 20 AoE damage with 2 full sized Bullet EMPs, which is entirely possible against a wave after dense waves.
  • Reflex EMP Extended Range Apex makes Reflex EMP more on par with Bullet EMP
    • A second Reflex EMP in a wave can clear out a lot more space than tiny Bullet EMPs, clearing out much more space.
    • This makes Reflex EMP on par with Bullet EMP when faced with bullet lanes (since Bullet EMP has the capability to graze for Aura ) littered with other annoying bullets between the lanes you are in.
  • Bullet EMP Extended Range Apex doesn't do a lot to improve Bullet EMP. Thus, it will not be discussed.
MB vs REMP

Winner: Depends. In missions with a lot of fast moving bullets, or incredibly bullet dense missions, Reflex EMP is the winner. Otherwise, Mega Bomb wins

  • Both Zens have some form of AoE damage
    • Reflex EMP has a smaller range with smaller AoE damage.
    • However, Mega Bomb has absolutely no form of bullet clearance (at least, without apexes).
  • The long 2s charging time of Mega Bomb makes it difficult to charge it on higher rank missions that have fast bullets, like General - No Lasers missions or Dart/MIRV missions.
    • In contrast, the 0.6s charging time of Reflex EMP always make it possible to have Reflex EMP go off in any mission.
  • The lack of bullet clearance from Mega Bomb (even if taking into account the EMP Core Apex , which doesn't do much) means Shuriken/MIRV missions at higher ranks are close to impossible to pull off.
    • Meanwhile, Reflex EMP can still deal respectable AoE damage while allowing you to clear such missions.
  • The lack of bullet clearance from Mega Bomb also means its difficult to deal against Caged MIRVs
    • Reflex EMP has no such issues.
    • The Mega Bomb EMP Core Apex does to alleviate the issues caused by Caged MIRVs .
  • In every other mission type, the crux of Mega Bomb, with the Fusion Core damage of 40 and the wider 30 AoE damage makes it superior to Reflex EMP that has a smaller range and only deals 20 damage.
    • Even with the Reflex EMP High Damage Apex , the 40 Fusion Core damage is simply unmatched, since you can land Fusion Core on 2-3 Herons or 2-3 Eagles , which is just an insane amount of additional damage compared to simply 30 AoE damage from Reflex EMP High Damage.
  • Reflex EMP's capability to provide bullet clearance makes Reflex EMP superior in very heavy waves in the context of survivability.
    • This is especially so against Condors and Rocs where Mega Bomb simply has no place other than the initial damage.
      • Note that you can charge Mega Bomb twice when there is a Roc , once against the welcoming party, and the other against the Roc itself where you could potentially land Fusion Core to deal 70 damage.
      • In that aspect, Mega Bomb still triumphs over Reflex EMP in terms of damage dealt even in heavy waves.

Including Apexes:

  • Mega Bomb Extended Range Apex has little benefit to Mega Bomb, and will not be discussed.
  • Mega Bomb EMP Core Apex doesn't help much since the long charging time for Mega Bomb means that whatever is being cleared is likely not very desirable
    • You won't really know what bullets will reach that small Fusion Core region in 2 whole seconds, which is a long time.
    • The small Fusion Core area isn't very big to consider the bullet clearance significant either.
    • Since Mega Bomb doesn't really have much bullet clearance aside from the EMP Core Apex, there is no point to discuss the Reflex EMP Extended Range Apex .
  • Comparing Mega Bomb Compressed Blast Apex against Reflex EMP High Damage Apex, Reflex EMP High Damage still wins
    • Reflex EMP High Damage still provides bullet clearance.
    • The Mega Bomb Compressed Blast Apex only wins over Reflex EMP High Damage in heavier waves with 4 Herons or 4+ Eagles .
    • Otherwise, Mega Bomb Compressed Blast Apex doesn't do a lot of additional AoE damage in other waves.
    • Mega Bomb Compressed Blast Apex does wipe out Shielded and Armored Ravens completely, while Reflex EMP High Damage Apex does not.
      • This has the capability to save time in using other damage means, especially your main weapon which requires target switching
        • This can be huge time savers in denser waves.
      • In this case, it depends on the specific ship.
        • Some ships have heavy hitting main weapons that are easily wasted on heavily damaged Ravens .
        • Other ships have other forms of damage that can spread out single target damage effectively.
        • If the ship has a form of single target damage that spreads effectively, or another form of AoE damage , then Reflex EMP High Damage Apex is still the winner.
ML vs Nightfury

Winner: Mega Laser, unless in Shuriken/MIRV missions, where Nightfury wins

  • Mega Laser is almost always the clear winner.
    • Mega Laser is significantly much more abusable and can be used with a higher frequency compared to Nightfury.
    • Nightfury suffers from a very long Charge Time of 2.3s compared to Mega Laser's 1.9s.
    • The 0.4s is significant and can mean all the difference in a dart or boomerang hitting you.
    • In heavy and dense waves, it is even possible to pull off 2 Mega Lasers in that wave
      • You will never see that happening with the Nightfury.
    • It may even be impossible to pull off a Nightfury at the start of a medium (or above) wave due to the long Charge Time and faster bullets.
      • You can quite easily pull off an Mega Laser in such medium waves.
  • However, Nightfury is better than Mega Laser in one mission type, Shuriken/MIRV missions.
    • In these missions, bullets move so slowly, so 0.4s is not very significant.
    • The number of times Nightfury can be abused is around once a heavy and/or dense wave.
    • Nightfury can be used in medium waves if the next wave does not call for a Nightfury to be used.
    • In the heaviest and densest wave, Nightfury can even be abused up to 2 times.
  • Overall, Nightfury damage is usually lower compared to Mega Laser.
    • This is because Mega Laser can be abused twice in a heavy wave, compared to Nightfury where you can only do it once.
    • Even in the presence of Rocs , you can at best, only pull off 2 Nightfurys compared to at best, 3 Mega Lasers.
  • However, the main selling point which makes Nightfury more effective than Mega Laser is the bullet clearance it provides.
    • The large bullet clearance space provided by Nightfury clears out large amounts of MIRVs and shurikens, much more than Mega Laser.
    • On the other hand, Mega Laser's bullet clearance only serves as a way for you to ride up the Mega Laser to collect the particles from destroyed Invaders.
  • The enormous condensed 300 damage of a Nightfury is almost always guaranteed to clear out all Invaders on the side of the field you fire the Nightfury, provided there isn't a Vulture or above.
    • Even with a Vulture , it is likely the Nightfury will pop off the turrets on the Vulture (and even 2 of the Condor's side turrets).
    • This is very important in Shuriken/MIRV missions since remaining Invaders on one side on the field will still continue to pump in MIRVs from MIRV Launchers, which will still cause the entire field to be flooded with MIRVs. Nightfury eliminates that problem.
    • For Mega Laser, it depends on both how heavy or dense the wave is.
      • Pulling off a second Mega Laser incurs another 2.4s of Charge Time which adds up to 4.3s to almost guarantee clearing off that side of the field.
      • Nightfury requires just 2.3s (Up to 3s from incomplete cooldown).
      • RNG comes into play for Mega Laser on whether you will clear off all the Ravens as the Mega Lasers can easily miss them.
    • Thus, Mega Laser doesn't guarantee your safety on that side of the field you fire Mega Laser, while Nightfury will.
  • In addition, the rapid RNG movement of Invaders can cause Mega Laser to be less optimal than intended.
    • This is specially if the wave is dense but not heavy.
    • This may cause Ravens to dodge your Mega Laser and waste some damage.
    • On the other hand, Nightfury doesn't care.
      • So long you don't charge it in a corner and cause some of the beam width to be close to or beyond the edge of the playable field, you are sure to hit anything in front of you.