FAQ (IOS) by light_rock_zz

Version: 3.1 | Updated: 06/20/2024
FAQ of the Month Winner: January 2020 | Highest Rated Guide

Ship Details (Part 1)

Ships in Part 1
ShinovaNC-150Tar'CahVeilKrillouJerichoFujinJn'DurTempestYoth-Hola

Shinova


Strong against:
Dart/Pellet, Shuriken/Pellet, Shuriken/MIRV, Dart/MIRV, Dart/Boomerang/Pellet, General - No Lasers, Shuriken/Boomerang, Shuriken/Pellet/Laser
Weak against: Dart/Boomerang/Laser, Dart/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken

Ship Class: Defensive
+

Main Weapon: Tachyon Cannon

  • Average DPS = 31.25
  • Weapon Class = Continuous Stream
  • Rate of Fire = Medium
  • Projectile Speed = Slow, then Fast
  • Alternating left-right forward firing slightly accelerating projectiles

Survivability (Daily Missions): B
Survivability (Community Missions): B-

  • (+) Synergy between BEMP and Kappa allows infinite spam of BEMP, which can be used as a desperate last minute attempt to survive, especially in Shuriken/MIRV and Dart/MIRV missions. Use the time slowdown of Kappa Overdrive to carefully graze bullets and refill Aura.
  • (=) Tachyon Cannon is not the easiest to use, since it's left-right alternating and the projectiles are slow. Hitting invaders where you intend may not always be successful.
  • (+) It's still quite easy to pop turrets off with the Tachyon Cannon. Although the projectiles are slow, against bigger invaders like Eagles, the distance between the left and right cannons is small and it is still easy to aim down turrets. BEMP also helps a lot in positioning yourself to eliminate turrets.
  • (-) Shinova will start to struggle a bit on heavier waves due to the inability to navigate the field without a replenishment of BEMP. The flood of MIRVs all around the field and a main that is difficult to aim makes it very difficult to eliminate invaders or turrets once BEMP runs low.
  • (-) Particularly, Shinova struggles against MIRV Bloomers on Vultures since Vultures are huge and take time to kill while MIRV Bloomers just flood the field with MIRVs so quickly.
  • (-) Doesn't survive well with lasers since it doesn't have a way to deal with them. You can only use BEMP to clear enough space to strafe. However, because BEMP is spammed a lot, the amount of space cleared is usually quite small. Try to reserve BEMP until just before the lasers fire.

Speedrunning (Daily Missions): C
Speedrunning (Community Missions): C

  • (+) Main weapon can be optimized to land almost every shot. BEMP helps a bit in positioning your shots correctly.
  • (-) No offensive Aura or Zen
  • (-) The slow moving main makes it annoying to hit invaders so there'll be a couple of leaked projectiles no matter what.
  • Get closer to invaders to deal reliable damage, and use BEMP whenever threatened.

Fun Factor: C-

  • (=) The feeling of clearing bullets is great, but you seldom get a full Aura to clear massive areas due to its slow kill rate and thus less particles to fill your Aura.
  • (-) Very slow gameplay due to Kappa Drive. In Shuriken/MIRV missions, it is extremely tiring.
  • (-) Difficult reactor position. There's almost no way you can dodge through bullets without explicitly looking at its reactor.
  • (-) Its main weapon Tachyon Cannon travels very slowly and is very unsatisfying. Coupled with the left-right alternating firing, the main is anti-fun.
  • (=) Average impact sound from Tachyon Cannon.

Trivia

  • The base form of Shinova was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Shinova is used to be one of the ships that you can get from your first warp gate. It was subsequently removed in the v4.2 or v4.3 update.
  • Being the 1st ship in the game, it's been used for testing purposes frequently. Here, Shinova is inverted and testing the old Missile Swarm during the testing phase. Note that this was never released into the game in public.
  • Shinova also used to have a nuke like projectile, similar to Pandora's Nucleus Hammer weapon, except it was slower and harder hitting. You can see how a very early pre-alpha version of Phoenix 2 played like including a vastly different version of Shinova:
    Pre-Alpha Version at GDC


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Apexes

Alpha (BEMP Extended Range) - ¢5.000


Value: B
Cost vs Utility: A

Survivability (Daily Missions): B [No significant change]
Survivability (Community Missions): B- [No significant change]

  • (+) Obviously, useful in Shuriken/MIRV and Dart/MIRV missions more than any other mission type.
  • (+) The capability to very quickly generate a usable smallest size BEMP can save your life especially in longer battles against bigger invaders such as Vultures and above, as demonstrated in 5-3 and 5-4 in the video below.
  • (+) Able to fire larger range BEMPs to eliminate potentially more MIRVs in order to enable better navigability without the fear of exploding MIRVs while navigating to eliminate smaller invaders.

Speedrunning (Daily Missions): C [No change]
Speedrunning (Community Missions): C [No change]

Fun Factor: C- [No change]


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Delta (BEMP Destructive Wave) - ¢20.000


Value: A-
Cost vs Utility: S

Survivability (Daily Missions): B+ [+]
Survivability (Community Missions): B+ [+]

  • (+) Eliminates the threats of Sparrows, especially those with lasers.
  • (+) Eliminates Ravens quickly so they cause less problems. Once again, especially those with lasers
  • (+) Destructive BEMP also shortens battles with larger invaders like Eagles.
  • (=) Holding on to Kappa at expense of firing may be even beneficial for the cooldown phase of later waves where only Sparrows upfield remain, provided enough Sparrows are left on field.

Speedrunning (Daily Missions): B+ [+++]
Speedrunning (Community Missions): B+ [+++]

  • (+) Eliminates the biggest downfalls of the inaccurate and slow Tachyon Cannon, especially against Sparrows.
  • One shot of the Tachyon Cannon downs the shield of Ravens. Try to do that before firing Destructive BEMP since Destructive BEMP has no affinity.
  • Generally, try to down the shields of Ravens and Herons before allowing the Destructive BEMP to damage them.
  • Multiple Destructive BEMPs (usually up to 2) have the capability to wipe out Ravens completely, especially when their shield is downed since they aren't left with much health after that.

Fun Factor: B+ [+++]

  • (+) Not needing to chase down cumbersome Sparrows make Shinova much more fun to play.
  • (+) Destructive BEMP is always such a joy to enjoy to use, and watching Ravens and Sparrows go down with the huge AoE damage is just so satisfying.


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NC-150


Strong against:
Shuriken/Pellet, Dart/Boomerang/Pellet, Shuriken/Boomerang, Dart/Boomerang/Laser, General/Boomerang, General, Dart/Pellet/Laser, Shuriken/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken
Weak against: Shuriken/MIRV, Dart/MIRV, General - No Lasers

Ship Class: Close Combat
+

Main Weapon: Plasma Cannon

  • Average DPS = 34.375
  • Spread = Medium
  • Weapon Class = Continuous Stream
  • Rate of Fire = Fast
  • Projectile Speed = Fast
  • Spread of projectiles fanning in and out, fired in a general forward firing direction

Survivability (Daily Missions): S-
Survivability (Community Missions): S-

  • (+) Coupled with a high DPS, SEMP continually stuns invaders since SEMP can be replenished quickly.
  • (+) Not only does NC-150 have a powerful means of AoE damage from SEMP, its main is very powerful and can obliterate invaders very quickly. Herons and below are completely trivial.
  • (+) Despite being 34.375 DPS, the spread of the Plasma Cannon is not that wide, so it's still easy to use.
  • (+) There is no downtime so it's easy to understand.
  • (=) Against Eagles and above, you will start to struggle a bit. However, the stun duration of a full size SEMP is enough to take out one Eagle completely.
  • (-) In exchange for its high DPS, NC-150 has poor turret popping capabilities. This is generally non-issue since NC-150 kills so fast. However, in heavier waves, this might necessitate the need to pop in a PS for bullet defensive measure.
  • On heavier waves, SEMP should be fired only when a spinner/laser is about to start firing.
  • If you need to save for particles in the next wave which may be a heavy wave, use PS against a wave infested with a sufficient load of lasers. Stay at the bottom if there are more tracking lasers, move further upfield if there are more spread lasers.
  • After laser reflection, use PS Phase Out and get as far upfield as possible and launch an SEMP immediately.
  • PS is generally used against lasers, but can be also used as a last minute defence in bullet-only waves. Use once per heavy or dense wave. You can use it twice against heavier waves like 2 Eagles + 1 Vulture or against a Condor or Roc.
  • When dealing against a Condor or Roc, turret popping is possible if you get between 2 turrets at the back row. However, you'll need to have enough to launch 2 full size SEMPs since you need to down the shield first, which will go down after one round of SEMP due to the high DPS of NC-150.

Speedrunning (Daily Missions): A+
Speedrunning (Community Missions): A+

  • (+) A highly damaging main weapon which has a rather wide spread involves going right up to the invader while it is stunned to get maximum damage
  • (=) Because SEMP will disable lasers as well, you have to choose carefully between using invader lasers as a counter offence, or using SEMP to disable all other turrets on field.
    • Generally, in denser waves, it is better to use SEMP instead of PS for laser reflection damage. By denser waves, having more than 4 Ravens on field is a good idea to use SEMP instead of PS.
    • After there are less than 4 Ravens on field, it becomes a good idea to start using PS to reflect lasers.
  • (+) As PS is less used for laser reflection damage compared to other PS ships, it can also be used against bullets to cut through some impossible wavefronts of bullets.
  • Optimizing the Plasma Cannon to ensure as little spill as possible is key. Be as close to invaders as you possibly can. Thankfully, the spread of the Plasma Cannon is not terribly huge, so you don't exactly need to be at point blank for larger invaders which are more deadly because of their turrets and their higher health which might make them suddenly fire at you when you mis-estimate the stun duration.
    • For a Heron, you can still stand about half of NC-150's height away from it and still inflict full damage.
  • Be prepared to go behind Eagles and Vultures after firing SEMP the first time in a wave to destroy Ravens to continuously refill your Aura and keep large invaders stunned.
  • Try to strip off the shields of all invaders before launching SEMP for maximum speed. You'll need to decide when is enough before there are just too many bullets on field to necessitate the firing of SEMP so you can move around the field.
    • Remember, when you fire SEMP, you do have a time slowdown that you can use to navigate around some tight spots. This is especially against fast bullets like darts.
  • In certain waves, even though there may be quite a number of lasers, it may be faster to simply use SEMP (of course, strip off the invader shields first). In other waves, it is more worthwhile to let PS do the damage work. This requires experimenting.

Fun Factor: S

  • (+) The high DPS of NC-150 and the need to run about the field to get in close combat with invaders is very fun. SEMP makes this easy.
  • (+) AoE damage from SEMP, which can be dished out in short intervals.
  • (+) Nothing is more satisfying than watching a bunch of invaders floating about helplessly from SEMPs.
  • (+) Main Weapon feels great to use. It sounds like splashing water on invaders.
  • (=) Average reactor position

Trivia

  • The base form of NC-150 was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • NC-150 is one of the only 2 ships in the game that has its name printed on it, the other being it's "successor" ship NC-271. This only applies for the base form of the ship.
  • NC-150 is slightly asymmetrical, unlike most other ships, due to the way its name is printed on both sides of the ship.
  • NC-150 Beta is one of the only non-full offensive ships that has gotten a BoB before, on a laser heavy mission that had a very tough Roc in it.
  • NC-150 is one of the ships featured in an old game preview video for the App Store, making an appearance at 5s.
  • NC-150's main weapon during the early pre-alpha version of Phoenix 2 was quite similar to how it was like now, but much thinner. It also had the pre-alpha Aura version which was equivalent to today's Destructive Bullet EMP (except this pre-alpha Aura was even more powerful).


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Apexes

Gamma (SEMP High Damage) - 15,000¢


Value: S
Cost vs Utility: S

Survivability (Daily Missions): S [+]
Survivability (Community Missions): S [+]

  • (+) Much more resilient against bigger invaders such as Eagles. Firing multiple of these down Eagles much faster, before they can cause mayhem.

Speedrunning (Daily Missions): S [++]
Speedrunning (Community Missions): S [++]

  • (+) In the starting Acts, a small size SEMP can eliminate Sparrows. This is extremely crucial in early wave speedrunning, as chasing down Sparrows with the Plasma Cannon is quite difficult.
  • (+) In slightly later Acts, 2 full or almost full size SEMPs can wipe out Ravens entirely. This means a lot less chasing down Ravens which are badly damaged after being hit by SEMPs. This gives more leeway if you didn't manage to strip off the shields of Ravens.

Fun Factor: S [No significant change]

  • (+) The capability to wipe out Sparrows and Ravens significantly faster means NC-150 is just ever so slightly more fun to play.


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Beta (PS Super Reflect) - ¢10.000


Value: S
Cost vs Utility: X

Survivability (Daily Missions): S [+]
Survivability (Community Missions): S- [No change]

  • (+) Makes difficult Condors or Rocs with deadly T4 tracking lasers trivial.
    • Also makes such huge invaders with limited tracking lasers but lots of other bullet turrets much easier to deal with.
  • (+) SEMP covers up when PS is recovering due to how quickly waves, or simply Condors and Rocs. can get wiped out.

Speedrunning (Daily Missions): S+ [++]
Speedrunning (Community Missions): A+ [No significant change]

  • (+) Very powerful apex against waves with many lasers situated upfield, this apex can deal against heavy waves very effectively, making up for the shortfall in SEMP in being not as capable to deal with such waves.
  • (+) Any laser heavy wave is bound to be vaporized, especially if the lasers are coming from upfield.
    • Be always alert however, since sometimes the super reflected laser goes straight back to the turret and eliminates the source of the super reflected laser.
  • (+) On some occasions, it can even be beneficial to instead stress charge Super Reflect such that it destroys heavier waves faster. This usually applies against waves with laser MIRVs as you can sit on top of a laser MIRV as it is triggered to Super Reflect all of its 5 or 9 lasers. This requires experimentation, and obviously, a lot of skill to know when to charge a PS Super Reflect that has not cooled down completely.

Fun Factor: S+ [+]

  • (+) Although NC-150 is already very powerful against laser heavy missions, being able to completely destroy Condors and Rocs in one Super Reflect is just so satisfying.
  • (+) Similarly, even against normal waves, even if they only have Eagles and other smaller invaders, Super Reflected lasers destroying everything is just so satisfying.


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Tar'Cah


Strong against: Dart/Pellet, Shuriken/Pellet, Dart/MIRV, Dart/Boomerang/Pellet, General - No Lasers, Shuriken/Boomerang
Weak against: Dart/Boomerang/Laser, Dart/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken

Ship Class: Defensive
+

Main Weapon: Storm Blaster

  • Average DPS = 31.25
  • Weapon Class = Uninterruptible Burst
  • Rate of Fire = Fast
  • Projectile Speed = Medium
  • Reload Time = Fast
  • Thin stream of forward firing projectiles

Survivability (Daily Missions): B
Survivability (Community Missions): B-

  • (+) Synergy between PD and Kappa allows you to spam PD a lot.
  • (+) The capability to generate PD with Kappa means that if played correctly, with the exception of boomerangs, Tar'Cah is actually quite invincible in any mission with purely bullets. You can simply graze past darts and then use the smallest size PD to get you out of any bullet tight situation.
  • (+) Storm Blaster allows you to pop off turrets reliably. PD backed up by Kappa allows you to hold your place quite well enough to ensure the turret is popped off before moving on to the next one.
  • (+) Easy to handle Storm Blaster, with limited downtime.
  • (+) Against Boomerang heavy missions, use Kappa to carefully graze dart streams, as well as dodge boomerangs and between pellets released by MIRVs.
  • (-) No laser defence. Make sure you have enough PD Aura to strafe and escape the lasers that are aiming for you.
  • (+) PD allows you to quickly eliminate the first wave of MIRVs that come your way.
  • (-) Unfortunately, after that, the shurikens start flooding in which becomes too much for PD to eliminate.
  • Start on one side of the field in Shuriken/MIRV missions. Use PD to try and eliminate all the bullets, until you see the shuriken launchers locked on to you. Then, slowly inch the other side.
    • Use PD to eliminate the rest of the shurikens and pellets (from launchers and from MIRVs that explode) that come into the lane towards you. Only use PD when these shurikens are at point blank range, otherwise you will waste unnecessary Aura.
    • When in the shuriken cloud made by T4 shuriken launchers, don't bother to burn PD to eliminate MIRVs before they explode. Let them explode. Only use PD to eliminate MIRVs after the shuriken cloud has almost completely dispersed from the field.
    • Prioritize the elimination of MIRV Bloomers if they exist, otherwise, kill the Ravens with rapid firing MIRV launchers.
    • If there is not enough Aura to eliminate MIRVs even after the shuriken cloud has dispersed, don't be afraid to simply stay on the emptier side and simply let Kappa run to generate Aura for you. It is faster than diving right in and exploding MIRVs since you don't need to dodge the pellets released.
  • Use Kappa between waves, or when you need more Aura to eliminate bullets to escape a tight spot.

Speedrunning (Daily Missions): C+
Speedrunning (Community Missions): C+

  • (+) The uninterruptible nature of Tar'Cah's main allows it to continuously deal damage to invaders while using Kappa to generate one tick and gain a bit of PD Aura.
    • You can then use the PD Aura to change your vertical position.
  • Some damage will inevitably be leaked due to the short downtime between Storm Blaster bursts.
  • (-) No offensive Aura or Zen.

Fun Factor: C+

  • (+) It is quite a rhythm to release touch, and then use one contact to fire (and sometimes inch a bit to either side), and then after the first contact is established, use a second touch to fire PD.
  • (-) Kappa means usually slow gameplays.
  • (-) Unimpressive Storm Blaster impact sounds.
  • (-) No offence at all, so slow gameplay.
  • (=) Normal reactor position.

Trivia

  • The base form of Tar'Cah was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Tar'Cah is the only ship where only the base form is symmetrical, but both its apexes are NOT symmetrical.
  • Tar’Cah doesn’t use thrusters to fly unlike most ships. It looks like Tar’Cah actually glides through the air using its thin flaps attached to the ring. Now we can only wonder how the Lambda Apex continues to glide with all those torn flaps...
  • Here are some screenshots of a pre-alpha version of Phoenix 2 showcasing Tar'Cah, whose main weapon is very similar to its current version:


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Apexes

Delta (PD EMP Laser) - ¢20.000


Value: A
Cost vs Utility: S

Survivability (Daily Missions): HX [++++]
Survivability (Community Missions): A [+++]

  • (+) The capability to generate the smallest usable PD means invincibility in any bullet hell mission.
    • Particularly, this means that Shuriken/MIRV missions are significantly easier to play
  • (+) The DPS of Storm Blaster means that other than against front heavy waves, you will almost always be able to keep PD EMP Laser up to keep using PD to clear bullets. Just don't use it too fast, tap it rhythmically. Don't be afraid of bullets that are near you, unless they are really close.
  • (+) Even against the heaviest of waves, you can either simply graze off other bullets or spam Kappa to generate enough Aura to fire off one EMP Laser.
    • This is made even easier by the fact that the Storm Blaster is an uninterruptible weapon type, so you can still deal damage even if you spam Kappa a lot.

Speedrunning (Daily Missions): C+ [No significant change]
Speedrunning (Community Missions): C+ [No change]

  • Faster when dealing against Shuriken/MIRV and Dart/MIRV missions since easier to change targets.

Fun Factor: B- [++]

  • (+) Much more fun to play in Shuriken/MIRV and Dart/MIRV missions since you don't have to keep relying on Kappa to generate Aura to eliminate the bullets in front of you.
    • You can now just move around much more freely and use the Storm Blaster to eliminate invaders, rather than getting stuck easily.


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Lambda (PD Bullet Detonator) - ¢30.000


Value: A+
Cost vs Utility: A

Survivability (Daily Missions): B [No significant change]
Survivability (Community Missions): B- [No significant change]

  • (+) Deals damage against smaller invaders in front to eliminate them faster if used at the right time.
  • (=) Otherwise, Bullet Detonator apexes don't increase survivability for ships that don't really go into close combat.

Speedrunning (Daily Missions): A [++++]
Speedrunning (Community Missions): B+ [++]

  • (+) Very powerful against bullet heavy missions, especially Dart/MIRV missions.
    • In Shuriken/MIRV missions, also deals heavy damage against invaders, but it is easy to run out of PD fast. You need to be precise in knowing when to start spamming PD such that all the bullets eliminated are on top of invaders. This is usually tough since shurikens that are fired by front row invaders tend to take up a lot of Aura, especially if they are T4 shuriken launchers.
  • (+) Get up in the face of invaders to maximize this apex, but be prepared to retreat since PD will run out fast, and the only other damaging means is the Storm Blaster which isn't particularly powerful.
  • (-) The relatively lackluster damage of the Storm Blaster, which makes it quite hard to keep up the PD Bullet Detonator. Kappa only helps between waves to start with a bigger PD Bullet Detonator Aura to expand.
  • (+) Beyond that, Kappa may be used after downing a huge invader like a Vulture to get rid of the remaining smaller invaders via PD Bullet Detonator.

Fun Factor: A- [++++]

  • (+) Being able to generate lots of PD Bullet Detonator means a lot of opportunities to deal damage against invaders at the start of a wave.
  • (-) However, the lackluster Storm Blaster damage means PD Bullet Detonator is hard to sustain after the first few seconds or so.


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Veil


Strong against: Shuriken/Pellet, Shuriken/MIRV, Dart/MIRV
Weak against: Dart/Boomerang/Laser, General/Boomerang, Dart/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken

Ship Class: Attack & Retreat
+

Main Weapon: Fusion Laser

Survivability (Daily Missions): S-
Survivability (Community Missions): S-

  • (+) Particularly reliable against MIRV/Shuriken missions, BEMP ruthlessly eliminates bullets.
  • (+) You can launch multiple BEMPs to keep on clearing the field. Particularly, make sure you launch a BEMP just before or when the current wave ends, so that you can reliably set up MB for the next wave.
  • Once the MB goes off, quickly sweep the field to eliminate Ravens and refill BEMP.
  • (-) Weak against front heavy waves. In such situations, be sure to charge MB before the last invader is killed by the Fusion Laser. Particularly, try to land MBc on the 2 frontline Eagles. Not having MB to go off when these front 2 Eagles arrive can make surviving very difficult.
  • Against MIRV Bloomers, go up close to the frontline of MIRVs and launch BEMP pre-emptively so that you can catch the released pellets before they spread out towards the bottom of the field.
  • (+) BEMP's stun allows you to set up MB if BEMP is huge. Simply use BEMP, swipe to the bottom of the screen and begin charging MB. Beware of boomerangs and darts however, if they are sufficiently well behind it should be quite safe to charge MB. This technique works very well on Eagles and above.
  • In the case of a mis-estimation and the last invader is not yet destroyed, simply tap again and release to release another burst of the main and restart the MB charging.
  • (+) The strong and concentrated Fusion Laser allows you to pop off turrets quite quickly on bigger invaders. BEMP allows you to get into position very easily.
  • (+) Easy to handle Fusion Laser, with very short downtimes.
  • (-) The width of the Fusion Laser is quite large, so it's quite difficult to pop off difficult to reach turrets on a Condor or Roc. Fortunately, BEMP is a very good assistance in positioning.
  • (-) BEMP is your only means to deal against lasers that are headed straight for you. Use BEMP wisely when threatened by lasers.
  • Try not to use BEMP as a last minute resort, but instead as a repositioning tool to allow you to destroy invaders quickly.
  • The 2 points above can be used in conjuction - you can reposition yourself to hit another invader while avoiding tracking lasers.
  • (+) Small BEMPs can be used to mostly deal with pellets released by MIRVs, or misaligned darts that completely block off your escape path.

Speedrunning (Daily Missions): A
Speedrunning (Community Missions): A

  • (+) Powerful Fusion Laser. Optimizing its burst is important but difficult. Unfortunately, Veil's sustained burst with very little downtime means that it is extremely difficult to optimize without leaking part of it, especially for Ravens which cannot be killed by an MB.
  • (+) Because of the bursty and long nature of its main, it is easy to set-up MB for the next wave as you can start pre-charging MB every time you suspect the last invader is going to die, and let it proceed when the next wave is inbound. This ability to pre-charge means that you should always experiment to MB every wave where practically possible.
    • You can even make movements as you throw yourself into a desirable position just as the last burst of Fusion Laser goes off to finish the last invader on field.
  • (-) Weak against front heavy waves, especially against 2 front Eagles. In such situations, be sure to charge MB just as the last burst of Fusion Laser goes off. This ensures you can finish charging MB before the front Eagles come on field. Ensure that you land MBc on both Eagles. This allows you to finish off the 2 front Eagles quickly so you have more manuevering space to wipe the remaining invaders in the wave.
  • (-) You'll need to go upfield where possible to finish off heavily damaged Ravens after an MB. This means a waste of Fusion Laser damage.
  • (-) If there are many frontline Ravens (4 or more) with dart spreads, it is difficult to utilize MBc. Usually it's better to not bother landing MBc on larger invaders behind these frontline Ravens. This is because the bigger invaders behind will likely lose their shield, and then just regenerate it as you deal against the other threats. It is also risky to stay upfield while the frontline Ravens can fire backwards.
    • However, if against 2 Herons, it can be a very risky move that is worthwhile to pull off. After landing the MBc, eliminate the Herons by sweeping across them. Then launch BEMP to stun the frontline Ravens as you head back downfield below them.

Fun Factor: S-

  • (+) Powerful and satisfying main weapon Fusion Laser is easy to use, and great to hear in action.
  • (+) AoE damage with MB is fun for sure.
  • (+) Easy and basic reactor position.
  • (-) Can be difficult to go upfield to eliminate Shielded Ravens who were heavily damaged by MB, thus allowing them to re-generate their shields, which can be frustrating.

Trivia

  • The base form of Veil was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Veil is one of the 3 starter ships that you can get after you are past the Prologue.


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Apexes

Beta (MB EMP Core) - ¢10.000


Value: C+
Cost vs Utility: B

Survivability (Daily Missions): S- [No significant change]
Survivability (Community Missions): S- [No change]

  • Arguably, this is the most useful MBc BEMP Apex of all the ships that have this apex due to Veil's viability in Shuriken/MIRV missions.
  • (+) Allows Veil to push forward after releasing MB in order to fire BEMP further upfield and be able to catch a few more MIRVs or a few more bullets.

Speedrunning (Daily Missions): A [No change]
Speedrunning (Community Missions): A [No change]

Fun Factor: S- [No change]


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Sigma (MB Shield Breaker) - ¢35.000


Value: S
Cost vs Utility: S

Survivability (Daily Missions): S [+]
Survivability (Community Missions): S [+]

  • (+) No more heavily damaged Shielded Ravens to deal with. SB MB wipes them clean.
  • (+) Thus, no more risky moves to go upfield and sweep across the heavily damaged Ravens.
  • (+) Also, wipes Shielded Herons clean if they are on top of MBc.
  • (+) Landing MBc on 2 Eagles deals devastating damage to them, and it is easy to take them out with slightly less than a full burst of the Fusion Laser.

Speedrunning (Daily Missions): S [++]
Speedrunning (Community Missions): S [++]

  • (+) No more needing to sweep across heavily damaged Ravens, both upfield and downfield. It becomes even easier to optimize the Fusion Laser.
  • (+) Always aim to land MBc on 2 Herons if they exist in the wave, even if they are upfield. This vaporizes them entirely. You may waste part of the Fusion Laser burst when coming back downfield, but it is totally worth it.
  • (+) Landing MBc on 2 Eagles deals devastating damage to them, and it is easy to take them out with slightly less than a full burst of the Fusion Laser.

Fun Factor: S [+]

  • (+) No more needing to sweep across heavily damaged Ravens, both upfield and downfield. Significantly less annoying to optimize the Fusion Laser.
  • (+) Decimating shielded invaders with SB MB is a ton of fun, particularly against Ravens and Herons. The only small thing is that Veil's Fusion Laser is also SB, so the SB bonus from the Fusion Laser is less noticeable with SB MB.


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Krillou


Strong against: Shuriken/Pellet, Shuriken/MIRV, Shuriken/Boomerang, General/Boomerang, General, Shuriken/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken
Weak against: None in particular

Ship Class: Close Combat
+

Main Weapon: Photon Bombs

Survivability (Daily Missions): A-
Survivability (Community Missions): A-

  • (+) SEMP allows you to have breathing space to navigate around to kill Ravens fast and refill your Aura again. The stun duration is also great for popping off dangerous turrets such as spinners and MIRV Bloomers.
  • (+) If possible, always charge MB after the last shot clears the previous wave to set up for the next wave. Krillou's projectiles travel slowly which allow you to have time to charge MB as the shot travels.
  • The last invader being destroyed should ideally be a large invader, Eagle or above. This allows you to be sure the last projectile hits and you can charge MB.
  • (+) If it's not possible to pull MB off in the next wave, immediately use a SEMP, find a safe spot and resume charging MB (if they are sufficient Ravens around).
  • (+) SEMP and the small distance between the left and right sides of the Photon Bomb on Krillou still make turret popping extremely easy.
  • (-) The Photon Bombs are quite slow moving, which makes it quite difficult to hit correctly once SEMP wears off.

Speedrunning (Daily Missions): S
Speedrunning (Community Missions): S

  • 2 shots of the main kill a Raven. This means you should switch targets when you know that 2 shots are going to land. It can be hard due to Raven random movement, but you should be getting up very close to them to ensure your 2 shots hit.
  • (+) The SEMP + MB combination is insanely powerful. This combination has the capability to kill Ravens instantly despite the armor damage reduction (which many AP ships with MB struggle with) This means you only really need to focus on larger invaders, Eagles and above generally.
  • Optimizing the main to hit each photon bomb properly is not extremely difficult (but is still very difficult, just not impossibly so) as they fire at sufficiently slow intervals and have a pretty wide hit circle so missing a shot when piloted properly is quite rare.
  • MB positioning is extremely important: The Fusion Core of MB should generally hit multiple Herons or Eagles, or a Vulture if there are no Eagles and Herons around. This allows Eagles and Herons to be taken out quicker where particles are scarce. In order to go extremely fast, you have to position yourself out in the open and charge MB, which exposes you to a lot of danger, particularly from invader random movement.
  • Due to the need to take out turrets or Ravens very quickly, you must be able to switch targets extremely fast. This means that you will often go point blank with invaders, which is very possible due to SEMP.
  • Speedrunning with Krillou is different from simply surviving, as it is difficult to charge MB at the start of every wave. Instead, you will be first firing SEMP, and then finding an appropriate spot to charge MB at.
  • Because of this, if charging MB before the next wave is not possible, then retreat as downfield as possible to allow the Photon Bombs to be unloaded onto the next wave. Try to ensure that these Photon Bombs hit at least a Heron or larger. Since Ravens will be eliminated by the SEMP + MB combo, there is no point for Photon Bombs to be landed on them.
    • If this is not possible because the Herons or larger are all too upfield, then it might just be faster to not bother with going downfield to stack Photon Bombs. Instead, stay upfield so that there is no need to waste time moving into position after firing SEMP.
    • It is also difficult to very quickly get into position after firing SEMP, so staying upfield has its benefits, but may not always be faster.
  • Aim to go in close combat with invaders to take them out. SEMP will cover you being hit by bullets and laser. Just be careful of bullets leftover from a previous waves. The slow moving projectiles of Krillou also mean standing back to aim at invaders will be too slow. This means you will always end off any wave with yourself being positioned upfield, leaving you at point blank range with the next wave of invaders, which makes you certain to die if you charge MB first.

Fun Factor: S-

  • (+) Landing MBc on 2 Eagles deals devastating damage to them, and it is easy to take them out with slightly less than a full burst of the Fusion Laser.
  • (+) To wipe out Ravens instantly with SEMP + MB is definitely one of the most satisfying things to do, wiping all Ravens on the playing field immediately, which is something that is pretty unique to Krillou since no other AP ships have this Aura Zen combination.
  • (=) Even though the main is an alternating left-right, the interval between each shot from each side is quite fast and is less of an issue. The photon bombs also have a rather large hit circle so it's not too bad.
  • (+) Rather satisfying Photon Bomb impact sounds
  • (=) Even though the main does splash damage, it is usually quite negligible as you need 2 indirect blast damage to wipe out sparrows.
  • (-) When speedrunning this ship to land optimal MBc positions, this ship is very prone to RNG due to the high chance of turret collision.
  • (-) Very awkward reactor position.

Trivia

  • The base form of Krillou was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • At the v6.2 update which included an update to the game engine, Krillou's Photon Bomb explosion visual effects had to be reworked by the devs. In short, this was because every visual effect, including the particle emitters and the particles themselves, must be able to scale up and down correctly. This caused the smoke effects from the Photon Bombs to behave unexpectedly during testing phase, as all the smoke moved along with the shockwaves that were emitted instead of being left behind like a smoke trial. Luckily, this was fixed before the v6.2 update even went online. As the 3 screenshots below show, the shockwave releases the green smoke, and the green smokes make a smoke trial. All the smokes stays in place even as the shockwave moves outwards. More details can be found here.


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Apexes

Gamma (MB Compressed Blast) - ¢15.000


Value: S-
Cost vs Utility: B

Survivability (Daily Missions): B+ [-]
Survivability (Community Missions): B+ [-]

  • (-) Needing to get up close with invaders mean a higher chance of turret collision if you are only looking to survive the mission.

Speedrunning (Daily Missions): S+ [+]
Speedrunning (Community Missions): S+ [+]

  • (+) Excellent against heavier waves that have Herons or Eagles spaced apart from each other. This is especially for 4 Herons in a row, or Herons and/or Eagles on different rows. The Compressed Blast will deal the full 70 damage to them all.
  • (-) The right positioning at the dead center of the field should be still able to catch all Ravens on field. However, there could be RNG at play here and some Ravens that are usually frontline may escape.
  • (-) The perfect positioning is needed since the blast radius is so much smaller. This means being at the center of all invaders, which can mean even higher chance of turret collision.
  • For even more tips on how to speedrun with this apex, refer to this website:
    https://p2myth.club/docs/Cookbook/Krillou

Fun Factor: A+ [--]

  • (+) Being able to decimate heavier waves with this apex is fun.
  • (-) The higher chance of turret collision make this apex more frustrating to play, especially when it is forced upon you due to the smaller radius.
  • (-) Otherwise, you have to take the sacrifice of catching less invaders in the blast of MB Compressed Blast. Either way, that's less fun.


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Alpha (MB EMP Core) - ¢5.000


Value: B-
Cost vs Utility: A

Survivability (Daily Missions): A- [No significant change]
Survivability (Community Missions): A- [No change]

  • (+) Prevents a few unnecessary stupid deaths resulting from stray bullets being fired during the initial wave (which is hard to prevent) or bullets from previous waves.

Speedrunning (Daily Missions): S [No change]
Speedrunning (Community Missions): S [No change]

Fun Factor: S- [No change]


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Jericho


Strong against: Dart/Pellet, Shuriken/Pellet, Shuriken/MIRV, Dart/MIRV, Dart/Boomerang/Pellet, General - No Lasers, Shuriken/Boomerang, Dart/Boomerang/Laser, General/Boomerang, General, Dart/Pellet/Laser, Shuriken/Pellet/Laser, Laser/Shuriken
Weak against: None

Ship Class: Defensive
+

Main Weapon: Inferno Seekers

  • Average DPS = 25
  • Homing = Good
  • Weapon Class = Continuous Stream
  • Rate of Fire = Fast
  • Projectile Speed = Medium
  • Homing barrage missiles that move in sine waves fired in a general forward direction

Survivability (Daily Missions): B
Survivability (Community Missions): C+

  • (+) The combination of BEMP + PS enables Jericho to hold its ground for quite a long time.
  • (+) PS should not be underestimated. It is very useful for cutting across a cluster of bullets, instead of wasting a BEMP to get past it. Knowing how far PS Phase Out will get you is essential.
  • (+) PS can also be used against MIRV Bloomers. Simply go up to the intersaction point of the rings of MIRVs released and deploy PS there to neutralize them.
  • (+) Otherwise, if there is no way to use PS to get yourself into a safer spot, BEMP should be used. BEMP is actually the primary tool to survive, since bullets are really everywhere in Shuriken/MIRV missions.
  • In Shuriken/MIRV missions, because a majority of MIRVs are forward travelling, you can simply camp at one side of the field so that you don't face MIRVs on the other side of the field. Use BEMP to get rid of shurikens coming for you.
    • If you need to move because the shurikens are stacking on you, use BEMP to reposition yourself. and get rid of the MIRVs as you move horizontally.
    • If that is not enough, use PS to deal against the remaining MIRVs exploding.
  • (+) PS can be used in laser missions to provide some extra DPS. In fact, whenever possible, use PS instead of the main, because the main is not only of low DPS, but inaccurate. Just remember to keep in mind the cooldown of PS.
  • (+) In General/Boomerang mission where lasers can track pretty fast, PS will also become an important tool in keeping up with survival. Use PS instead of BEMP in the first burst of lasers so that there is a chance to use PS again later on in the wave.
  • If possible, use BEMP to reset the lasers just before the second round of lasers go off. This allows you to use PS again in the third wave, if any.
  • Learn to use PS Phase Out to maximize bullet clearance.
  • (-) Unfortunately, the low DPS and the inaccurate main, killing invaders slowly, means that you often need to dodge. A LOT.
  • (-) The Inferno Seekers are nowhere near reliable in popping turrets off, leaving you to face the full force of all or many turrets firing.
    • Also, impossible to control the Inferno Seekers properly to hit targets unless you go up really close to invaders, which is very risky for a ship that has low DPS and no other damaging means.
  • (-) Jericho would be a good ship for its Aura Zen combination, having good resilience against both bullets and lasers, it's just a pity the main doesn't keep up which makes surviving a tall task.

Speedrunning (Daily Missions): C-
Speedrunning (Community Missions): C-

  • (+) While PS can be used as damage in laser present missions, the main's low DPS and inaccuracy make this ship really slow.
  • (-) The Inferno Seekers can miss quite frequently, making the effective DPS of Jericho even lower.

Fun Factor: C

  • (-) There's really nothing else to do with this ship other than to dodge bullets and use your Aura and Zen when threatened.
  • (+) The Inferno Seekers can be somewhat fun to watch
  • (-) But the Inferno Seekers are frustrating when it sometimes stupidly misses targets and just fly off into the distance.
  • (-) Boring Inferno Seeker impact sounds.

Trivia

  • The base form of Jericho was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Jericho is one of the 3 starter ships you can get after you are past the Prologue.
  • Jericho, being one of the 3 starter ships, is frequently featured in game video previews for Phoenix 2. In fact, Jericho is in both an old and the new game preview videos.


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Apexes

Alpha (Main Weapon Radar Upgrade) - ¢5.000


Value: A+
Cost vs Utility: X

This apex makes the Inferno Seekers lock onto active turrets instead of simply any target points on invaders, making it a much more effective turret popper. This is how the new Inferno Seekers look like:

Survivability (Daily Missions): B+ [+]
Survivability (Community Missions): B+ [+]

  • The larger the invader, the more useful this apex is.
    • The turret seeking capability is so much better, that it even has the capability to pop turrets off a Raven.
  • The ability to strip an invader of highly dangerous turrets such as T4 shuriken launchers/spreads or MIRV Bloomers is a huge boost to survival when you are given more space to dodge between the other bullets, reducing the need to use BEMP or PS especially when both options can be exhausted.
    • The Inferno Seekers even know to go for active turrets, so you'll get less and less turrets to deal with as time goes. This is particularly useful against Condors and Rocs.

Speedrunning (Daily Missions): C [+]
Speedrunning (Community Missions): C [+]

  • The Inferno Seekers stop missing, so the effective DPS of 25 is now restored to Jericho. As it should be.

Fun Factor: C+ [+]

  • (+) No more missing from the Inferno Seekers, so no more frustration from stupidly missed shots.
  • (+) Compared to base Jericho, the way the Inferno Seekers curve to hit their targets properly now is a different flavor of fun from the curvy missiles in base Jericho.


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Gamma (PS Focus) - ¢15.000


Value: B+
Cost vs Utility: S

Survivability (Daily Missions): B+ [+]
Survivability (Community Missions): B- [++]

  • The quick recovery of PS enables its abuse, particularly against continuous rounds of laser bursts. This is particularly against the heaviest or densest of waves, a prime example being 5-4 in the video below.
    • Just be careful to make sure the reflection of lasers does not kill off the last invaders of a wave so that it can be used again in the next wave.
  • With the rather huge density of bullets on field, PS can also be comfortably used to Phase Out against walls of bullets when it is not worthwhile to reflect lasers.
  • Being allowed to use PS more frequently, PS can also be used against bullets. BEMP allows you to make up for careless mistakes if you do not optimize the Phase Out of PS enough.

Speedrunning (Daily Missions): C- [No change]
Speedrunning (Community Missions): C- [No change]

Fun Factor: C+ [+]

  • (+) More laser reflection from increased PS usage is fun.
  • (+) This apex, being a useful tool in learning how to use PS Phase Out against bullets, is an easy way to start learning this skill. BEMP is a very good fallback in case sub-optimal results of not being able to clear enough bullets.


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Fujin

Strong against: None in particular
Weak against: Shuriken/MIRV, Dart/MIRV

Ship Class: Full Offence (FO)
+

Main Weapon: Quantum Beam

Survivability (Daily Missions): C-
Survivability (Community Missions): C-

  • (+) The thin Quantum Beam is pretty good at popping turrets, given its high DPS as well.
  • (+) Relatively easy to handle Quantum Beam.
  • (-) But it is difficult to position as it does not have any assisted way to keep Fujin locked on to a turret.
  • (=) ML can pop one turret if positioned correctly, but this is difficult given that Fujin isn't the fastest ship out there.
  • (-) No defence other than ML which can clear bullets between waves.

Speedrunning (Daily Missions): S-
Speedrunning (Community Missions): S-

  • (-) Fujin is a very awkward ship. The thin Quantum Beam means that it is hard to optimize, especially when switching targets after one invader is destroyed. You will spill a lot of DPS.
  • (-) Not powerful enough to wipe a wave clean without it being flooded by darts from dart spreads.
  • (-) The darts being showered onto you means it can be very difficult to navigate your way around the field due to its thin main spread (which is only straight firing).
  • This means you need to be strategic about eliminating invaders. Start off each wave on one side if you can. Kill off that side of invaders and then attempt to move to the other side to take out the rest.
  • (-) The transition of sides is very awkward due it being blocked off by dart streams. Sometimes you have to circle around from the upfield which means leaking DPS from the main.
  • This attracts all darts to one side and when that side is gone, you should be able to take out the rest of the wave quickly enough so that darts do not flood the field.
  • It is possible to start from the middle but you are going to suffer trying to dodge your way around holes inbetween dart streams. Not recommended unless you are confident of dodging fast.
  • (+) The ML then LS combo vaporizes frontline Vultures pretty fast, in about <2 seconds (after the ML has fired)
  • (-) Unfortunately, LS is lackluster as the damage from LS is dealt slowly. The primary purpose of LS to disarm invaders is just irrelevant for Fujin.
  • LS every wave where possible, but don't do it at the end of an Act, unless it is a tiny Aura radius.
  • (+) A great technique to go faster reliably is to use a second LS at the end of a wave. Use this when the invader numbers have dwindled to a few remaining Ravens and Sparrows.
    • While the second LS is ongoing, start charging ML by positioning yourself midfield.
    • This allows LS to reliably eliminate the rest of the invaders, while making sure ML is ready before the next wave arrives.
    • Just make sure darts and boomerangs won't hit you as you are charging ML.
  • (+) When the field is a bit more clear of bullets (usually when only the Vulture is left), you can now start using the main to pop off high tier dart tracking turrets. Usually it shouldn't be necessary to pop off dart spinners because you either will struggle to hit it when it's active, or it's in cooldown state and you can kill the whole Vulture before it starts up again.

Fun Factor: S-

  • (+) Do you like lasers? Because Fujin has all kinds of lasers, from small ones (LS) to medium ones (Quantum Beam) to big ones (ML).
  • (+) Killing invaders fast is fun. Also, almost instantly vaporizing a frontline Vulture is very satisfying.
  • (+) The punchy sounds of the Quantum Beam is pretty satisfying.
  • (-) The ship design makes the reactor seem very awkward, and can be difficult to judge.

Trivia

  • The base form of Fujin was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Surprisingly, even after a long time, Fujin is the only ship that starts with the letter "F". Press F to pay respects.
  • Fujin used to be the app icon of Phoenix 2 before v3.0. The app icon has a different skin of Fujin which was never used. Here's the design of Fujin that never got used:
  • This unused skin of Fujin was also used as the cover art for the first soundtrack of Phoenix 2, Horns of Despair.
  • As Fujin used to be the titular ship in Phoenix 2, it was also featured in an old game preview video for the App Store, making an appearance at 12s.
  • There was a period of time when the predecessor game, Phoenix HD, used the old app icon of Phoenix 2 (which featured Fujin) as a button to link to the App Store page of Phoenix 2, while Phoenix 2 was already updated to the new app icon which features the ship Phoenix.
  • It is of no surprise that Fujin, at one point of time, used to be the dev's most used ship.


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Apexes

Epsilon (ML Double Shot) - ¢25.000


Value: B-
Cost vs Utility: B

Survivability (Daily Missions): C [+]
Survivability (Community Missions): C [+]

  • (+) Useful for a beginner Fujin speedrunner who wants to try out Fujin.
  • (+) Because of the thin and straight firing Quantum Beams, and ML being only focused on whatever is ahead, as well as LS being too weak to deal with invaders that are to the side of Fujin, this apex helps a lot in clearing out the front row invaders that might restrict your movement.
  • (+) Splitting ML into 2 columns would help Fujin give clearance space to the bottom of the field so that you can survive more easily.
  • (+) The better manuveurability of Fujin also means less end wave problems where you have to change to the other side of the field to finish the last surviving invaders off.
  • (+) ML Double Shot can also be used to pop off 2 turrets off a Vulture, which helps in manuveurability, although this is usually difficult to pull off.
    • Eagles also go down after one ML and just a few more shots from the main weapon. Thus, whatever directly in front of Fujin is bound to get mostly vaporized very quickly.

Speedrunning (Daily Missions): S- [No change]
Speedrunning (Community Missions): S- [No change]

Fun Factor: S- [No change]

  • There is not much point in getting this apex since you would likely be already very familiar with Fujin, unless you just want to enjoy Fujin a bit more easily.


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Sigma (LS High Power) - ¢35.000


Value: S
Cost vs Utility: S

Survivability (Daily Missions): C [+]
Survivability (Community Missions): C [+]

  • (+) Taking down invaders much faster is a boost to survivability, especially when Fujin tends to overflow on particles quite easily given it's a fast ship.

Speedrunning (Daily Missions): S+ [+]
Speedrunning (Community Missions): S+ [+]

  • (+) The increase in firepower provided by LS High Power allows Fujin to obliterate invaders at frightening speeds.
  • (+) Since Fujin in base form already kills fast, the abundance of particles also mean many LS continue to be launched at full Aura size, effectively almost doubling the DPS provided by LS.
  • (+) The quick action of LS to strip invaders of turrets makes Fujin powerful against larger invaders, including Rocs where you could see that the Roc quickly had its turrets stripped.

Fun Factor: S [+]

  • (+) The much more powerful LS sounds is extremely satisfying.
  • (+) The capability to kill even faster is satisfying
  • (+) The ability to tear turrets away from invaders a lot more easily is a huge joy.


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Jn'Dur

Strong against: None in particular
Weak against: Shuriken/MIRV, Shuriken/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken

Ship Class: Defend to Attack
+

Main Weapon: Plasma Diffuser

  • Average DPS = 34.375
  • Spread = Very Wide
  • Weapon Class = Continuous Stream
  • Rate of Fire = Fast
  • Projectile Speed = Very Slow
  • Spread of very slow moving diverging projectiles, each set of projectiles fired in very quick succession

Survivability (Daily Missions): B
Survivability (Community Missions): B

  • (-) Very difficult to control Plasma Diffuser. The slow projectiles mean that you have very little control on how you want it to hit invaders. You basically just spray the Plasma Diffuser all around & pray that it hits what you want to hit.
  • (-) Bad synergy between it's Plasma Diffuser and Barrier. The slow moving projectiles mean that going forward to place barriers upfield wastes DPS since you will not stack up projectiles for the next wave.
  • (-) This results in Jn’Dur NEVER being able to use its inner lining. All barriers are deployed at the bottom of the field.
  • (-) Because of Jn’Dur barriers being always at the bottom of the field, it is difficult to grab particles to sustain the barriers. When faced with consecutive waves of only large invaders, Jn’Dur will suffer a lot.
  • Jn’Dur slow moving main means that it requires its projectiles to flood the entire field, especially for waves with crowds and thus invaders everywhere.
  • This entails a very unique Barrier playstyle: Barriers are used for Jn’Dur maneuverability, deploying small barriers at the bottom of the field so that Jn’Dur can go to the sides of the field in order to flood the corners of the field.
  • The one thing if you need to remember about playing Jn’Dur is: SPAM. Spam barriers at the bottom of the field to no end. They will block bullets pretty effectively
  • Jn’Dur works best with small barriers being spammed all around downfield so that it has a sort of rectangular safety area at the bottom of the field to flood the field with its projectiles.
  • However, make sure to keep a small barrier that is deployable when the wave ends. This barrier is very important and allows you to charge MB safely. It also allows you to defend yourself against lasers which no matter how many small barriers you have already deployed, barriers don't last against them unless a fresh one is deployed just before the lasers fire.
  • Deploy this last barrier at hand at the start of the wave, only after all or nearly all of the bullets of the previous wave has died down. You don’t want your barrier to already start fading before the next wave of invaders start firing their weapons.
  • (-) The blanket main means it's impossible for Jn'Dur to pop turrets. Jn'Dur relies on killing the entire invader. Thus bigger invaders like Vultures with dangerous turrets like spinners or MIRV Bloomers are a massive problem.
  • As the wave starts to die out to its final few smaller invaders like Ravens and Herons, head downfield tfor a very brief moment, then head back up to charge MB. This technique kills most of the Ravens on field with ease, particularly those all the way upfield.
    • Deploy a barrier as you head downfield so that you are guaranteed that the MB will go off next wave without being shot point blank by any turret.
  • (+) Fortunately, Jn’Dur excels in frontline Vulture waves with Ravens at the back. This is because you can let the Plasma Diffuser continue firing for a bit longer, and then, start charging MB. If the start time of charging MB is sufficiently delayed enough (and you don’t die from being too late of course), the combination of MB and the projectiles that were emitted before charging MB will hit the Ravens behind, pretty much instantly killing them all after MB goes off.
  • Be careful when deploying barriers when met with DDLs. Use barriers to shift yourself to completely avoid DDLs. Once you are safe, regulate your barriers very carefully such that you still get a constant stream of particles. Deploy barriers just before they are big enough that they get hit by DDLs.

Speedrunning (Daily Missions): A
Speedrunning (Community Missions): A

  • (-) There's a lot of RNG involved in playing Jn’Dur, as invaders that move away from the centerline of the field are very hard to catch and chasing them down just sometimes ain't worth it as the projectiles of the main that stray off the screen will cause a leakage of DPS. Most of the time, it's easier to pray that the invaders will come back and hit your projectiles instead.
  • (-) Trying to speedrun is really difficult. You need to go up close to Herons or Eagles to finish them off at the end of the wave. Yet, that means the Ravens in the next wave would not be able to be damaged by the Plasma Diffuser first before MB goes off.
    • This means that if you need to finish off the last invaders on field first, finish them off by compressing several layers of the Plasma Diffuser (around 5-20 layers, depending on how damaged the last invaders are) at that side of the field where the invaders are from.
    • As you compress these layers of Plasma Diffuser, deploy the Barrier. This barrier will be somewhere in the midfield between upfield and downfield.
    • Finally, get into position for charging MB. As you retreat downfield, some layers of Plasma Diffuser will still continue to go off, which should affect the Ravens in the next wave.
      • If it's not possible to charge MB such that MB goes off before you get hit by any bullets, then head to the edge of the barrier, between the inner and outing lining of the barrier where possible. Otherwise, just charge downfield outside the Barrier.
    • This is just simply a very awkward way of speedrunning since conventional speedrunning with MB is to always try to charge it before the next wave arrives, but is necessary for Jn'Dur.
  • (+) An MB at the right time, being just able to catch all the Ravens, is the most ideal. This usually means charging MB rather late, and not always at the start of the wave.
  • Do not use MB for light waves. It is simply more efficient to continue using the main to flood the field and eliminate the tons of smaller invaders. Sparrows in particular get vaporized immediately if you use the main instead of using MB which incurs charging time. Only use MB if there are more than 2 Ravens on field. This applies mostly to early Acts.
  • For advanced optimisation, for waves with frontline Vultures, reserve a barrier and place the barrier such that the outer edge of the barrier is just below the Vulture so that you’ll be safe for its bullets. Then head up the edge of the barrier and charge MB to land MBc on the Vulture.

Fun Factor: A+

  • (+) MB is definitely fun for its AoE damage.
  • (+) The Plasma Diffuser is really fun. It looks like a blanket of snow raining down on the invaders. Just unfortunately, the impact sounds isn't as fun.
  • (+) A fun thing you can do is to move forward as the main fires and stack the blankets of snow together.

Trivia

  • The base form of Jn'Dur was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Jn’Dur Epsilon’s front strongly resembles R2-D2 from Star Wars.


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Apexes

Gamma (MB Fast Charge) - ¢15.000


Value: A+
Cost vs Utility: A

Survivability (Daily Missions): B [No significant change]
Survivability (Community Missions): B [No significant change]

  • (+) Being able to spend less time charging MB means less likely to die because bullets or lasers break through the fading barrier while you are charging MB.
    • This allows you to pull off more MBs where it would had been risky without this apex.

Speedrunning (Daily Missions): A+ [+]
Speedrunning (Community Missions): A+ [+]

  • (+) Fast Charging means being able to release a lot more Plasma Diffuser projectiles and delay charging MB a bit.
  • (+) The Plasma Diffuser projectiles released while you were at the bottom of the field will move so slowly that even Ravens close to the bottom of the field get affected by it and thus go out with a BOOM with MB.
  • (+) The decrease in charging time of MB allows for slightly riskier MB setups, and even land MBc on an invader or two effectively.

Fun Factor: A+ [No significant change]

  • (+) Seeing more effective synergy between more Plasma Diffuser projectiles and MB means better satisfaction from MB.


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Epsilon (MB Extended Range) - ¢25.000


Value: B+
Cost vs Utility: A

Survivability (Daily Missions): B [No significant change]
Survivability (Community Missions): B [No significant change]

  • (+) Allows Jn’Dur to stay more comfortably at the bottom of the screen to release more Plasma Diffuser projectiles to destroy some of the front row invaders.
  • (+) The increase in MB range means not needing to go slightly upfield and be in possible danger of going point blank with bullets.
  • (+) Allows you to be safely downfield and still completely destroy upfield Ravens or damage Herons and Eagles.
  • (+) Useful in very dense waves where going upfield will be very difficult.
  • (-) Doesn't really help in collecting particles, since that is required for sustaining barriers.

Speedrunning (Daily Missions): A [No change]
Speedrunning (Community Missions): A [No change]

Fun Factor: A+ [No change]

  • A more relaxed apex where you can sit more comfortably downfield.


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Tempest

Strong against: Dart/Pellet, Shuriken/Pellet, Shuriken/MIRV, Dart/MIRV, Shuriken/Boomerang, Shuriken/Pellet/Laser
Weak against: Dart/Boomerang/Laser, General/Boomerang, Dart/Pellet/Laser, Lasers Only, Laser/Pellet

Ship Class: Lightfury
+

Main Weapon: Ion Crystallizer

  • Average DPS = 34.375
  • Spread = Very Wide
  • Weapon Class = Uninterruptible Burst
  • Target Tracking = Very Limited
  • Rate of Fire = Fast
  • Projectile Speed = Fast
  • Reload Time = Fast
  • Fast diverging projectiles that are slightly tracking when fired, fired in a general forward direction

Survivability (Daily Missions): A
Survivability (Community Missions): A

  • Tempest relies a lot on its pure firepower, both from its Ion Crystallizer and its ML. Try your best to go up to the invaders' face to blast the Ion Crystallizer on them. Retreat where necessary.
  • (+) Predictable Ion Crystallizer that has an acceptable spread. With its speed, it will usually hit what you want to hit.
  • (+) In addition, Tempest has a slightly tracking main where the projectiles have a small angular range which attempts to be fired at an angle that will likely hit an invader. Note that the projectiles themselves do not home once fired.
  • Once the first ML fires, eliminate the frontline invaders and accumulate a full BEMP. If there are still larger invaders, Heron or above, on the other side of the field, launch your BEMP upfield, and head back down to charge a second ML.
  • When launching your BEMP upfield to head back down for a second charge, try to be brave and quickly push to the other side with invaders. There will likely be MIRVs on that side, but doing it quick will not allow the pellets to spread out quickly enough to hit you when you launch BEMP somewhere around the mid-line of the field.
  • Otherwise if it's just smaller invaders left, launch BEMP where appropriate and kill off the rest of the wave.
  • (-) No turret popping capability other than ML

Speedrunning (Daily Missions): A
Speedrunning (Community Missions): A-

  • (+) Going close up with a highly damaging main allows you to deal respectable damage to invaders.
  • (+) The reliability of setting up ML after a BEMP means you can pull off a lot of MLs.
  • When ML fires, ride up the ML. Launch a BEMP once upfield.
    • If the invader in front of the ML fired is not dead, get up close and eliminate them all.
    • Otherwise, continue to ride upfield and but go to the other side of the field to finish off the upfield invaders on the other side.
    • You generally eliminate invaders in a rotary fashion. So starting from the side of the ML, then either go clockwise (if ML is on the left) or counter-clockwise (if ML was on the right side).
  • You can use 2 MLs on waves with 3 Eagles twice.
  • Condors and Rocs also call for 2 MLs where possible.
  • The maximum number of MLs per wave would usually be 2. But you can fit in a 3rd one if it's the last wave.

Fun Factor: A

  • (+) A pretty satisfying main, and actually quite easy to use. Also they really do sound like crystals hitting something.
  • (+) The ML and then rush forward playstyle to launch BEMP is very fun.
  • (+) It's very fun to be able to simply pull off ML after ML.

Trivia

  • The base form of Tempest was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Tempest main weapon, Ion Crystallizer appears to fire mini-versions of itself.
  • Tempest is one of the 3 starter ships you can get after you are past the Prologue.
  • Tempest is the only base ship with a spread main that has slight tracking capabilities. This discounts Exarch Omega.
  • Tempest's main weapon used to be SB before it was changed to HI in the v3.0 update.


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Apexes

Delta (ML Focused Beam) - ¢20.000


Value: A+
Cost vs Utility: S

Survivability (Daily Missions): A [No significant change]
Survivability (Community Missions): A [No significant change]

  • (+) More damage from ML means clearing out the wave faster, so less mess to contend with.
  • (+) In the hells of Shuriken/MIRV missions, Tempest benefits massively from the thin ML, as riding up the ML is able to gain you massive Aura to refill BEMP.
  • (+) This aids the exit of ML even though you may have exhausted your BEMP to charge ML in the first place.
  • (+) This allows you to successfully execute the process of BEMP, ML, BEMP, ML, BEMP. You can comfortably repeat this process so long the slow bullets in Shuriken/MIRV don't reach you.
  • (-) However, riding up the thin ML requires very high skill. You need to be extremely careful in doing so, so keep very careful watch of where you are going. This is unlike normal ML where the width is big enough you don’t have to really care where you are going when riding the ML.

Speedrunning (Daily Missions): A+ [+]
Speedrunning (Community Missions): A [+]

  • (+) The increase in damage of ML makes Tempest faster, but beware of Ravens and Sparrows easily dodging the ML.
  • (+) This apex is much more prominent in the hells of Shuriken/MIRV missions, where the thin ML grazing allows Tempest to charge ML with little difficulty, so long the thin ML riding technique is mastered properly.

Fun Factor: A- [-]

  • (-) The thin ML means that it is easy for Ravens and Sparrows to dodge the ML, causing frustration.
  • (+) If the skill of riding the thin ML is mastered properly, this apex provides extremely unique gameplay in the hells of Shuriken/MIRV missions. As this skill is for very advanced players, it is not easy to recommend this apex.
  • (+) However, this is an apex that is very unique that an experienced player can look at.
  • (+) If mastered well, this ML riding technique is very fun to pull off. 5-4 is an extremely good example of how the thin ML grazing works out so well.


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Beta (BEMP Extended Range) - ¢10.000


Value: A
Cost vs Utility: A

Survivability (Daily Missions): A+ [+]
Survivability (Community Missions): A+ [+]

  • (+) The extra BEMP range gained, even just by grazing or collecting a few particles more can make all the difference in extending your safety range by a tiny bit.
  • (+) This can make a difference in whether or not you can pull off an extra ML charge, especially when dealing against very heavy or dense waves where multiple ML charges are needed that wave to clear most of the threats before the MIRVs start exploding in your face without an Aura refill option in the hells of Shuriken/MIRV missions.
  • (+) The faster increase in range is able to save you from death just by grazing and spam tapping in desperate hope of survival, which is very possible if you know how to weave between bullets a fair bit. This is especially so in Shuriken/MIRV missions where grazing can get difficult.

Speedrunning (Daily Missions): A [No change]
Speedrunning (Community Missions): A- [No change]

Fun Factor: A [No change]


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Yoth-Hola


Strong against: Dart/Pellet, Shuriken/Pellet, Dart/Boomerang/Pellet, Dart/Boomerang/Laser, Dart/Pellet/Laser, Shuriken/Pellet/Laser, Lasers Only, Laser/Pellet, Laser/Shuriken
Weak against: Shuriken/MIRV

Ship Class: Defensive
+

Main Weapon: Vortex Howler

  • Average DPS = 25
  • Homing = Perfect
  • Weapon Class = Continuous Stream
  • Rate of Fire = Medium
  • Projectile Speed = Medium
  • Homing projectiles that fire in succession from clockwise, then anti-clockwise, in a 270° arc around the ship

Survivability (Daily Missions): B
Survivability (Community Missions): B

  • (+) Having 2 forms of defensive abilities, Yoth Hola is able to keep up for quite some time. However, PD will not last long and PS has very limited bullet clearing capabilities.
  • It is thus essential to try your best to graze off darts to rebuild your PD. Since Yoth Hola aims on its own, you don't need to move much, so just move slowly to graze. Conserve PD since it doesn't last long.
  • (+) PS to deal against lasers.
  • (+) Yoth Hola is powerful against Shielded missions where there are less slow moving bullets but more fast moving bullets like darts and boomerangs. Both PD and PS are able to effectively deal against boomerangs in particular.
  • (+) PS is able to deal with shuriken clouds to some extent since the PS Phase Out can eliminate a small cluster of them to escape. Choose very carefully when you exit PS such that you can Phase Out through the shuriken cloud. The same also goes for boomerangs.
  • (-) Yoth Hola struggles against pellet spinners since these pellets are spread out, move slowly and can quickly flood the screen.
  • (+) PD is able to give you nearly absolute freedom in moving around in laser missions, since MIRV Defence of PD allows you to only worry about spread and tracking lasers. Beware of pellet spreads, however, as those will drain your PD fast. Use sparingly to get past pellet walls.
  • (+) Easy to understand Vortex Howler. Just let it do its thing.
  • (-) Turret popping is near impossible and down to RNG. The way the Vortex Howler is dispersed also makes it difficult to aim down one turret. Be prepared to face the full brunt of invader weaponry for a long time in any wave.

Speedrunning (Daily Missions): C
Speedrunning (Community Missions): C

  • (-) No offensive abilities.
  • (-) Automatic aiming which is incredibly difficult to optimize unless you sit right on of the invader, which has to be big enough such as a Vulture.
  • (+) In laser heavy missions, PS laser reflection damage gives a slight boost to speed.

Fun Factor: C

  • (+) Very easy reactor position, since it's literally in the middle of Yoth-Hola.
  • (-) There's really nothing else to do with this ship other than to dodge bullets and use your Aura and Zen when threatened.
  • (-) Uninteresting Vortex Howler impact sounds

Trivia

  • The base form of Yoth-Hola was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
  • Yoth-Hola doesn’t use thrusters to fly unlike most ships. In fact, it just floats around by alien magic or something.
  • According to the dev on Discord, Phoenix 2 pilots face endure all kinds of unnatural forces on the body while fighting invaders. The physical stress is rough. However, for ships like Yoth-Hola, the pilot is suspended in liquid, which greatly reduces this.
  • According to the dev on Discord, Yoth Hola is an ancient, un-detonated, laser mirv that was modified into a ship.
  • Yoth-Hola's main weapon used to be HI before it was changed to SB in the v3.0 update.
  • Yoth-Hola's Beta Apex was a very weak buff before the v5.3 update, as it only fired once every 8s. At the v5.3 update, the Laser Expansion cooldown is reduced from 8 to 5 seconds.


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Apexes

Beta (Main Weapon Laser Expansion) - ¢10.000


Value: B+
Cost vs Utility: A

This apex equips 6 lasers around Yoth Hola, which only fire once every 5 seconds if they are in cone range of an invader. These 6 lasers work as Cone Triggered - Independent. This is how the lasers look like when firing:

Survivability (Daily Missions): B [No change]
Survivability (Community Missions): B [No change]

  • (=) The damage of the 6 lasers around Yoth-Hola is pretty much negligible, especially if you are playing defensively.

Speedrunning (Daily Missions): B- [++]
Speedrunning (Community Missions): B- [++]

  • This apex encourages a very aggressive style of playing Yoth-Hola, which is pretty weird.
  • (-) Unfortunately, each individual laser is too weak to kill even a Sparrow.
  • Circle around invaders, weaving between the different rows of invaders to fully utilize this apex's damaging capabilities. Circle once every 5 seconds, since that is the recharge time of the lasers
  • (-) Waiting for 5 seconds to allow the lasers to recharge is a really long time, and basically impractical for any non-laser heavy mission.
  • (+) However, is laser heavy missions, this apex can be realized to its potential since circling around invaders is easy.

Fun Factor: B [++]

  • (+) It's fun to use Yoth-Hola in a more aggressive manner that is rewarded slightly. Using this apex in laser heavy missions is the best way to experience this apex.


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Epsilon (PD Sentinel) - ¢25.000


Value: D
Cost vs Utility: B

Survivability (Daily Missions): B [No significant change]
Survivability (Community Missions): B [No change]

  • (+) Useful when exiting PS when surrounded by laser MIRVs. The Sentinel will eliminate the laser MIRVs so you don't get laser MIRVs exploding one by one after you exit PS.
  • (-) That's about what this apex is useful for, and even the use case above is too specific.

Speedrunning (Daily Missions): C [No change]
Speedrunning (Community Missions): C [No change]

Fun Factor: C [No change]


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