Ship Details (Part 1)
Phoenix II —FAQ (IOS)
BOOKMARK
FAQ (IOS) by light_rock_zz
Version: 4.6 | Updated: 02/03/2025
FAQ of the Month Winner: January 2020 | Highest Rated Guide
Ship Details & Strategies
Ship Details (Part 1)
Detailed Stats & Strategies for Below Ships & Apexes (Part 1) | |||||||||
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Shinova | NC-150 | Tar'Cah | Veil | Krillou | Jericho | Fujin | Jn'Dur | Tempest | Yoth-Hola |
Shinova_files/76704-635.png)
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
= 0.2s (Medium)
- Projectile Speed
= -200 to 1500 with an acceleration of 2000 (Slow, then Fast)
- Projectile Hit Circle Radius = 5
- Alternating left-right forward firing slightly accelerating projectiles
Survivability (Daily Missions): B
Survivability (Community Missions): B-
- (+) Synergy between Bullet EMP
and Kappa Drive
allows infinite spam of Bullet EMP, 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. Bullet EMP
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 Bullet EMP
. The flood of MIRVs
all around the field and a difficult to aim Tachyon Cannon makes it very difficult to eliminate Invaders or turrets once Bullet EMP 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 Bullet EMP
to clear enough space to strafe.
- However, because Bullet EMP
is spammed a lot, the amount of space cleared is usually quite small. Try to reserve Bullet EMP until just before the lasers
fire.
- However, because Bullet EMP
Speedrunning (Daily Missions): C
Speedrunning (Community Missions): C
- (+) Tachyon Cannon can be optimized to land almost every shot. Bullet EMP
helps a bit in positioning your shots correctly.
- (-) No offensive Aura
or Zen
.
- (-) The slow moving Tachyon Cannon 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 Bullet EMP
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, which means less particles to refill your Aura.
- (-) Very slow gameplay due to Kappa Drive
. In Shuriken/MIRV missions, it is extremely tiring.
- (-) Difficult ship core position. It's very difficult to dodge through bullets without explicitly looking at your ship core.
- (-) Unsatisfying slow moving Tachyon Cannon projectiles. Coupled with the left-right alternating firing, the Tachyon Cannon 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.
- Although hardly visible, the Tachyon Cannon projectiles are one of the only main weapons in the game that start off with a negative speed by going backwards, and then accelerate forward.
- Shinova 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.
- According to the dev, this was because Shinova is not exactly an easy ship to play with due to the delayed projectiles of Tachyon Cannon.
- It was also based on the dev's observation of players at the 2017 Tokyo Game Show.
- 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
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 Bullet EMP
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 Bullet EMPs
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]
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
.
- (+) Bullet EMP
Destructive Wave also shortens battles with larger Invaders like Eagles
.
- (=) Holding on to Kappa Drive
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 Bullet EMP
Destructive Wave since it has no affinity.
- Generally, try to down the shields of Ravens
and Herons
before allowing the Bullet EMP
Destructive Wave to damage them.
- Multiple Bullet EMP
Destructive Waves (usually up to 2) has 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.
- (+) Bullet EMP
Destructive Wave 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.
NC-150_files/76704-635.png)
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
= -14° to 14° (Medium)
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.1s (Fast)
- Projectile Speed
= 800 (Fast)
- Projectile Hit Circle Radius = 4
- 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, Stun EMP
continually stuns Invaders since Stun EMP can be replenished quickly.
- (+) Not only does NC-150 have a powerful means of AoE damage
from Stun EMP
, the Plasma Cannon is very powerful and can obliterate Invaders very quickly.
- Herons
or smaller are trivial.
- Herons
- (+) Despite being 34.375 DPS, the spread of the Plasma Cannon is not very 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 Stun EMP
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 fast.
- However, in heavier waves, this might necessitate the need to pop in a Personal Shield
for bullet defensive measure.
- On heavier waves, Stun EMP
should be fired only when a spinner is about to start firing.
- Use Stun EMP
against lasers
if Personal Shield
has not yet cooled down.
- Use Stun EMP
- If you need to save for particles in the next wave which may be a heavy wave, use Personal Shield
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 Personal Shield
Fade Out and get as far upfield as possible and launch an Stun EMP
immediately.
- Personal Shield
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
.
- You can use it twice against heavier waves like 2 Eagles
- 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 Stun EMPs
since you need to down the shield first, which will go down after one round of Stun EMP due to the high DPS of NC-150.
- However, you'll need to have enough to launch 2 full size Stun EMPs
Speedrunning (Daily Missions): A+
Speedrunning (Community Missions): A+
- (+) Highly damaging Plasma Cannon with a rather wide spread involves going right up to the Invader while it is stunned to get maximum damage
- (=) Because Stun EMP
will disable lasers
as well, you have to choose carefully between using Invader lasers as a counter offence, or using Stun EMP to stun
all other turrets on field.
- Generally, in denser but not heavy waves, it is better to use Stun EMP
instead of Personal Shield
for laser reflection
damage.
- By denser waves, having more than 4 Ravens
on field without Eagles
or above around is a good idea to use Stun EMP
instead of Personal Shield
.
- Generally, in denser but not heavy waves, it is better to use Stun EMP
- (+) As Personal Shield
is less used for laser reflection
damage compared to other Personal Shield 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 large, so you don't exactly need to be at point blank for larger Invaders (which are usually more dangerous because of their turrets).
- The higher health of larger Invaders means they could counter fire back at you if you mis-estimate the stun duration
.
- The higher health of larger Invaders means they could counter fire back at you if 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 Stun EMP
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 Stun EMP
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 Stun EMP
so you can move around the field.
- Remember, when you fire Stun EMP
, you do have a time slowdown that you can use to navigate around some tight spots. This is especially against fast bullets like darts.
- You'll need to decide when is enough before there are just too many bullets on field to necessitate the firing of Stun EMP
- In certain waves, even though there may be quite a number of lasers
, it may be faster to simply use Stun EMP
(of course, strip off the Invader shields first). In other waves, it is more worthwhile to inflict laser reflection
damage. 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. Stun EMP
makes this easy.
- (+) AoE damage
from Stun EMP
, which can be dished out in quick succession.
- (+) Nothing is more satisfying than watching a bunch of Invaders floating about helplessly from Stun EMPs
.
- (+) Plasma Cannon feels great to use. It sounds like splashing water on Invaders.
- (=) Average ship core 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 Best of Best
badge 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 is the only ship whose main weapon converts from an Uninterruptible Burst type to a Continuous Stream type as you upgrade it. This is because the reload time of the Plasma Cannon drops to 0.0s when it reaches max level.
- NC-150's Plasma Cannon 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 Bullet EMP
Destructive Wave (except this pre-alpha Aura was even more powerful).
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 Stun EMP
can eliminate Sparrows
.
- This is extremely crucial in early wave speedrunning, as chasing down Sparrows
with the Plasma Cannon is quite difficult.
- This is extremely crucial in early wave speedrunning, as chasing down Sparrows
- (+) In slightly later Acts, 2 full or almost full size Stun EMPs
can wipe out Ravens
entirely.
- Less chasing down Ravens
which are badly damaged after being hit by Stun EMPs
.
- More leeway if you didn't manage to strip off the shields of Ravens
.
- Less chasing down 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.
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.
- Also makes such huge Invaders with limited tracking lasers
- (+) Stun EMP
covers up when Personal Shield
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.
- Makes up for the shortfall in Stun EMP
in being not as capable to deal with such waves.
- Makes up for the shortfall in Stun EMP
- (+) Any laser
heavy wave is bound to be vaporized, especially if the lasers are coming from upfield.
- Be alert since the super reflected laser may sometimes go back to the laser
turret and eliminates the source of the super reflected laser.
- Be alert since the super reflected laser may sometimes go back to the laser
- (+) On some occasions, it can even be beneficial to instead stress charge Super Reflect such that it destroys heavier waves faster.
- Usually applies against waves with laser MIRVs
as you can sit on top of a laser MIRV to Super Reflect all of its 5 or 9 lasers.
- This requires experimentation, and a lot of skill to know when to charge a Personal Shield
that has not cooled down completely and hit the short Super Reflect time frame.
- Usually applies against waves with laser MIRVs
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.
Tar'Cah_files/76704-635.png)
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
= 0.1s (Fast)
- Projectile Speed
= 800 (Medium)
- Reload Time
= 0.2s (Fast)
- Projectile Hit Circle Radius = 6
- Thin stream of forward firing projectiles
Survivability (Daily Missions): B
Survivability (Community Missions): B-
- (+) Synergy between Point Defence
and Kappa Drive
allows you to spam Point Defence a lot.
- (+) The capability to generate Point Defence
with Kappa Drive
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 Point Defence
to get you out of any bullet tight situation.
- You can simply graze past darts and then use the smallest size Point Defence
- (+) Storm Blaster allows you to pop off turrets reliably.
- Point Defence
backed up by Kappa Drive
allows you to hold your place quite well enough to ensure the turret is popped off before moving on to the next one.
- Point Defence
- (+) Easy to handle Storm Blaster, with little downtime.
- (+) Against boomerang
heavy missions, use Kappa Drive
to carefully graze dart streams, as well as dodge boomerangs and between pellets released by MIRVs
.
- (-) No laser
defence. Make sure you have enough Aura
to strafe and escape the lasers that are aiming for you.
- (+) Point Defence
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 Point Defence
to eliminate.
- Start on one side of the field in Shuriken/MIRV missions. Use Point Defence
to try and eliminate all the bullets, until you see the shuriken launchers locked on to you. Then, slowly inch the other side.
- Use Point Defence
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 Point Defence
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 Point Defence
to eliminate MIRVs
before they explode. Let them explode.]
- Only use Point Defence
to eliminate MIRVs
after the shuriken cloud has almost completely dispersed from the field.
- Only use Point Defence
- 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 Drive
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.
- It is faster than diving right in and exploding MIRVs
- Use Point Defence
- Use Kappa Drive
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 burst nature of Tar'Cah's Storm Blaster allows it to continuously deal damage to Invaders while using Kappa Drive
to generate one tick and gain a bit of Point Defence
Aura
.
- You can then use the Point Defence
Aura
to change your vertical position.
- You can then use the Point Defence
- 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, use one touch contact to fire (sometimes inch a bit to either side), and use a second touch contact to fire Point Defence
.
- (-) Kappa Drive
means usually slow gameplays.
- (-) Unimpressive Storm Blaster impact sounds.
- (-) No offence at all, so slow gameplay.
- (=) Normal ship core 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:
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 Point Defence
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 Point Defence
EMP Laser up to keep using Point Defence to clear bullets.
- Just don't use it too fast, tap it rhythmically. Don't be afraid of bullets that are near you.
- (+) Even against the heaviest of waves, you can either simply graze off other bullets or spam Kappa Drive
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 burst weapon type, so you can still deal damage even if you spam Kappa Drive
a lot.
- This is made even easier by the fact that the Storm Blaster is an uninterruptible burst weapon type, so you can still deal damage even if you spam Kappa Drive
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 Drive
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.
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
- However, it is easy to run out of Point Defence
fast.
- You need to be precise in knowing when to start spamming Point Defence
such that all the bullets eliminated are on top of Invaders.
- This is difficult since shurikens 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 Point Defence
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 Point Defence
Bullet Detonator. Kappa Drive
only helps between waves to start with a bigger Point Defence Bullet Detonator Aura
to expand.
- (+) Beyond that, Kappa Drive may be used after downing a huge Invader like a Vulture
to get rid of the remaining smaller Invaders via Point Defence
Bullet Detonator.
Fun Factor: A- [++++]
- (+) Being able to generate lots of Point Defence
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 Point Defence
Bullet Detonator is hard to sustain after the first few seconds or so.
Veil_files/76704-635.png)
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
- Average DPS
= 31.25
- Capacity
= 900ms
- Weapon Class = Uninterruptible Burst
- Reload Time
= 0.2s (Fast)
- Beam Width = 3
- Sustained forward firing beam with negligible downtime
Survivability (Daily Missions): S-
Survivability (Community Missions): S-
- (+) Particularly reliable against MIRV/Shuriken missions, Bullet EMP ruthlessly eliminates bullets.
- (+) You can launch multiple Bullet EMPs
to keep on clearing the field. Particularly, make sure you launch a Bullet EMP just before or when the current wave ends, so that you can reliably set up Mega Bomb
for the next wave.
- Once the Mega Bomb
goes off, quickly sweep the field to eliminate Ravens
and refill Bullet EMP
.
- (-) Weak against front heavy waves.
- In such situations, be sure to charge Mega Bomb
before the last Invader is killed by the Fusion Laser.
- Particularly, try to land Fusion Core
on the 2 frontline Eagles
. Not having Mega Bomb
to go off when these front 2 Eagles arrive can make surviving very difficult.
- In such situations, be sure to charge Mega Bomb
- Against MIRV
Bloomers, go up close to the frontline of MIRVs and launch Bullet EMP
pre-emptively so that you can catch the released pellets before they spread out towards the bottom of the field.
- (+) Bullet EMP's
stun
allows you to set up Mega Bomb
if Bullet EMP is huge.
- Simply use Bullet EMP
, swipe to the bottom of the screen and begin charging Mega Bomb
.
- Beware of boomerangs
and darts however, if they are sufficiently well behind it should be quite safe to charge Mega Bomb
.
- This technique works very well on Eagles
and above.
- Simply use Bullet EMP
- 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 Fusion Laser and restart the Mega Bomb
charging.
- (+) The strong and concentrated Fusion Laser allows you to pop off turrets quite quickly on bigger Invaders.
- Bullet EMP
allows you to get into position very easily.
- Bullet EMP
- (+) 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, Bullet EMP
is a very good assistance in positioning.
- Fortunately, Bullet EMP
- (-) Bullet EMP
is your only means to deal against lasers
that are headed straight for you. Use Bullet EMP wisely when threatened by lasers.
- Try not to use Bullet EMP
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 Bullet EMPs
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 Mega Bomb
.
- 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
- (+) Because of the bursty and long nature of the Fusion Laser, it is easy to setup Mega Bomb
for the next wave as you can start pre-charging Mega Bomb just as you think the last Invader is going to die. You can allow the Mega Bomb to continue charging when the next wave is inbound.
- This ability to pre-charge means that you should always experiment to Mega Bomb
every wave where practically possible.
- You can even throw yourself into a desirable position just as the last burst of Fusion Laser goes off to finish the last Invader on field.
- This ability to pre-charge means that you should always experiment to Mega Bomb
- (-) Weak against front heavy waves, especially against 2 front Eagles
.
- In such situations, be sure to charge Mega Bomb
just as the last burst of Fusion Laser goes off.
- This ensures you can finish charging Mega Bomb
before the front Eagles
come on field.
- Ensure that you land Fusion Core
on both Eagles
. This allows you to finish off the 2 front Eagles quickly so you have more maneuvering space to wipe the remaining Invaders in the wave.
- In such situations, be sure to charge Mega Bomb
- (-) You'll need to go upfield where possible to finish off heavily damaged Ravens
after an Mega Bomb
. 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 Fusion Core
.
- Usually it's better to not bother landing Fusion Core
on larger Invaders behind 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 if 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 Fusion Core
, eliminate the Herons
by sweeping across them.
- Then launch Bullet EMP
to stun
the frontline Ravens
as you head back downfield below them.
- After landing the Fusion Core
- Usually it's better to not bother landing Fusion Core
Fun Factor: S-
- (+) Powerful and satisfying main weapon Fusion Laser is easy to use, and great to hear in action.
- (+) AoE damage
with Mega Bomb
is fun for sure.
- (+) Easy and basic ship core position.
- (-) Can be difficult to go upfield to eliminate Shielded
Ravens
who are heavily damaged by Mega Bomb
. This allows 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.
- Here's one of the early apex concepts, way before apexes were first released in v4.0. This one was of course, specifically for Veil.
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, the most useful Core EMP Apex of all ships that have this apex due to Veil's viability in Shuriken/MIRV missions.
- (+) Allows Veil to push forward after releasing Mega Bomb
in order to fire Bullet EMP
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]
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. Mega Bomb
Shield Breaker
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 Fusion Core.
- (+) Landing Fusion Core
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 Fusion Core
on 2 Herons
if they exist in the wave, even if they are upfield. Doing this vaporizes them entirely.
- Wasting part of the Fusion Laser burst when coming back downfield is totally worth it if you pull this off.
- (+) Landing Fusion Core
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 Mega Bomb
Shield Breaker
is a ton of fun, particularly against Ravens
and Herons
.
- The only small thing is that Veil's Fusion Laser is also Shield Breaker
, so the Shield Breaker bonus from the Fusion Laser is less noticeable with Mega Bomb
Shield Breaker.
- The only small thing is that Veil's Fusion Laser is also Shield Breaker
Krillou_files/76704-633.png)
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
- Average DPS
= 31.25
- Blast Damage
= 1.2 (Low)
- Blast Radius
= 100
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.35s (Medium)
- Projectile Speed
= 400 (Slow)
- Projectile Hit Circle Radius = 12
- Alternating left-right, rather slow moving, forward firing projectiles
Survivability (Daily Missions): A-
Survivability (Community Missions): A-
- (+) Stun EMP
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 Mega Bomb
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 Mega Bomb
as the projectile travels.
- Krillou's projectiles travel slowly which allow you to have time to charge Mega Bomb
- 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 Mega Bomb
.
- This allows you to be sure the last projectile hits and you can charge Mega Bomb
- (+) If it's not possible to pull Mega Bomb
off in the next wave, immediately use a Stun EMP
, find a safe spot and resume charging Mega Bomb (if they are sufficient Ravens
around).
- (+) Stun EMP
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 Stun EMP
wears off.
Speedrunning (Daily Missions): S
Speedrunning (Community Missions): S
- 2 Photon Bomb projectiles 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 Stun EMP
+ Mega Bomb
combination is insanely powerful.
- This combination has the capability to kill Ravens
instantly despite the armor damage reduction (which many Armor Piercing
ships with Mega Bomb
struggle with).
- This means you only really need to focus on larger Invaders, Eagles
and above generally.
- This combination has the capability to kill Ravens
- Optimize every Photon Bomb projectile to hit is difficult but very possible as since the firing interval is comfortably slower.
- The Photon Bombs' hit circle is also quite big so missing a shot when piloted properly is quite rare.
- Mega Bomb
positioning is extremely important: The Fusion Core
of Mega Bomb should hit multiple Herons
or Eagles
. Otherwise, it should land on a Vulture
if there are no Eagles and Herons around.
- This allows Eagles
and Herons
to be taken out very quickly.
- In order to go extremely fast, you have to position yourself out in the open and charge Mega Bomb
, which runs into the huge risk of dying by turret collision due to Invader RNG movement.
- This allows Eagles
- 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 Stun EMP
.
- This means that you will often go point blank with Invaders, which is very possible due to Stun EMP
- Speedrunning with Krillou is different from simply surviving, as it is difficult to charge Mega Bomb
at the start of every wave.
- Instead, you will be first firing Stun EMP
, and then finding an appropriate spot to charge Mega Bomb
at.
- Instead, you will be first firing Stun EMP
- Because of this, if charging Mega Bomb
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 Stun EMP
+ Mega Bomb
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 Stun EMP
.
- It is also difficult to very quickly get into position after firing Stun EMP
, so staying upfield has its benefits, but may not always be faster.
- Try to ensure that these Photon Bombs hit at least a Heron
- Aim to go in close combat with Invaders to take them out.
- Stun EMP
will cover you from being hit by bullets and lasers
.
- Just be careful of bullets leftover from a previous waves.
- The slow moving Photon Bomb projectiles 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 Mega Bomb
first.
- Stun EMP
Fun Factor: S-
- (+) Landing Fusion Core
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 Stun EMP
+ Mega Bomb
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 Armor Piercing
ships have this Aura
Zen
combination.
- (=) Even though Krillou's Photon Bombs is an alternating left-right, the interval between each shot from each side is quite fast and is less of an issue. Krillou's projectiles have a rather large hit circle so it's not too bad.
- (+) Rather satisfying Photon Bomb impact sounds.
- (=) Even though the Photon Bombs do splash damage, its quite negligible as you need 2 blast damage
to wipe out Sparrows
.
- (-) When speedrunning this ship to land optimal Fusion Core
positions, this ship is very prone to RNG due to the high chance of turret collision.
- (-) Very awkward ship core 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 particle emitters and the particles themselves, must scale up and down correctly.
- This caused the smoke effects from Photon Bombs to behave unexpectedly during testing phase, as all the smoke moved with the emitted shockwaves instead of being left behind like a smoke trial.
- Luckily, this was fixed before the v6.2 update 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.
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.
- This is especially for 4 Herons in a row, or Herons
- (-) The right positioning at the dead center of the field should be still able to catch all Ravens
on field.
- However, RNG at play means some frontline Ravens
may escape.
- However, RNG at play means some frontline Ravens
- (-) 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 Mega Bomb Compressed Blast. Either way, that's less fun.
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]
Jericho_files/76704-635.png)
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 (Maximum Turning Rate = 200)
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.04s (Fast)
- Reload Time
= 0.22s (Fast)
- Projectile Speed
= 200 with an acceleration of 600 (Medium)
- Projectile Hit Circle Radius = 4
- 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 Bullet EMP
+ Personal Shield
enables Jericho to hold its ground for quite a long time.
- (+) Personal Shield
should not be underestimated.
- It is very useful for cutting across a cluster of bullets, instead of wasting a Bullet EMP
to get past it.
- Knowing how far Personal Shield
Fade Out will get you is essential.
- It is very useful for cutting across a cluster of bullets, instead of wasting a Bullet EMP
- (+) Personal Shield
can also be used against MIRV
Bloomers. Simply go up to the intersection point of the rings of MIRVs released and deploy Personal Shield there to neutralize them.
- (+) Otherwise, if there is no way to use Personal Shield
to get yourself into a safer spot, Bullet EMP
should be used.
- Bullet EMP
is actually the primary tool to survive, since bullets are really everywhere in Shuriken/MIRV missions.
- Bullet EMP
- 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 Bullet EMP
to get rid of shurikens coming for you.
- If you need to move because the shurikens are stacking on you, use Bullet EMP
to reposition yourself. and get rid of the MIRVs
as you move horizontally.
- If that is not enough, use Personal Shield
to deal against the remaining MIRVs
exploding.
- If you need to move because the shurikens are stacking on you, use Bullet EMP
- (+) Personal Shield
can be used in laser
heavy missions to provide some extra DPS.
- Whenever possible, use Personal Shield
instead of the Inferno Seekers, because the inaccurate and low DPS of the Inferno Seekers.
- Just remember to allow Personal Shield
to cool.
- Whenever possible, use Personal Shield
- (+) In General/Boomerang mission where lasers
can track you pretty fast, Personal Shield
will also become an important tool in keeping up with survival.
- Use Personal Shield
instead of Bullet EMP
in the first burst of lasers
so that there is a chance to use Personal Shield again later on in the wave.
- Use Personal Shield
- If possible, use Bullet EMP
to reset the lasers
just before the second round of lasers go off.
- This allows you to use Personal Shield
again in the third wave, if any.
- This allows you to use Personal Shield
- Learn to use Personal Shield
Fade Out to maximize bullet clearance.
- (-) Unfortunately, the inaccurate and low DPS of the Inferno Seekers which kills 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 Inferno Seekers doesn't keep up which makes surviving a tall task.
Speedrunning (Daily Missions): C-
Speedrunning (Community Missions): C-
- (+) While Personal Shield
can be used as damage in laser
heavy missions, the inaccurate and low DPS of the Inferno Seekers make Jericho 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.
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. Also slightly improves homing by increasing the maximum turning rate from 200 to 450. 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 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 Bullet EMP
or Personal Shield
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
.
- 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
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.
Gamma (PS
Focus) - ¢15.000
Value: B+
Cost vs Utility: S
Survivability (Daily Missions): B+ [+]
Survivability (Community Missions): B- [++]
- The quick recovery of Personal Shield
enables its abuse, particularly against continuous rounds of laser
bursts.
- This is particularly against the heaviest or densest of waves.
- Just be careful to make sure laser reflection
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, Personal Shield
can also be comfortably used to utilize its Fade Out against walls of bullets when it is not worthwhile to reflect lasers.
- Being allowed to use Personal Shield
more frequently, Personal Shield can also be used against bullets.
- Bullet EMP
allows you to make up for careless mistakes if you do not optimize the Fade Out of Personal Shield enough.
- Bullet EMP
Speedrunning (Daily Missions): C- [No significant change]
Speedrunning (Community Missions): C- [No change]
Fun Factor: C+ [+]
- (+) More laser reflection
from increased Personal Shield
usage is fun.
- (+) This apex is useful in helping to learn how to use Personal Shield
Fade Out against bullets.
- Bullet EMP
is a very good fallback in case sub-optimal results of not being able to clear enough bullets.
- Bullet EMP
Fujin_files/76704-634.png)
_files/76704-92.png)
Strong against: None in particular
Weak against: Shuriken/MIRV, Dart/MIRV
Ship Class: Full Offence (FO)
+
Main Weapon: Quantum Beam
- Average DPS
= 37.5
- Capacity
= 150ms
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.2s (Fast)
- Beam Width = 4
- Quick and short forward firing laser bursts
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.
- (=) Mega Laser
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 Mega Laser
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 width of the Quantum Beam.
- 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 Quantum Beam.
- 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 Mega Laser
then Laser Storm
combo vaporizes frontline Vultures
pretty fast, in about <2 seconds (after the Mega Laser has fired)
- (-) Unfortunately, Laser Storm
is lackluster as the damage from Laser Storm is dealt slowly.
- The primary purpose of Laser Storm
to disarm Invaders is just irrelevant for Fujin.
- The primary purpose of Laser Storm
- Use Laser Storm
on 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 Laser Storm at the end of a wave. Use this when the Invader numbers have dwindled to a few remaining Ravens
and Sparrows
.
- While the second Laser Storm
is ongoing, start charging Mega Laser
by positioning yourself midfield.
- This allows Laser Storm
to reliably eliminate the rest of the Invaders, while making sure Mega Laser
is ready before the next wave arrives.
- Just make sure darts and boomerangs
won't hit you as you are charging Mega Laser
.
- While the second Laser Storm
- (+) When the field is a bit more clear of bullets (usually when only the Vulture
is left), you can start using the Quantum Beam to pop off high tier dart tracking turrets.
- Usually it shouldn't be necessary to pop off dart spinners because you will either struggle to hit it when it's active, or the spinner is in cooldown state, so just kill the whole Vulture
before it starts up again.
- Usually it shouldn't be necessary to pop off dart spinners because you will either struggle to hit it when it's active, or the spinner is in cooldown state, so just kill the whole Vulture
Fun Factor: S-
- (+) Do you like lasers? Because Fujin has all kinds of lasers, from small ones (Laser Storm
) to medium ones (Quantum Beam) to big ones (Mega Laser
).
- (+) 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 ship core 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.
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.
- (+) This apex helps a lot in clearing out the front row Invaders that might restrict your movement.
- The thin and straight firing Quantum Beams, Mega Laser
being only focused on whatever is ahead and Laser Storm
being too weak to deal with Invaders to the side of Fujin makes Fujin run into manuveurability issues. This apex alleviates this.
- The thin and straight firing Quantum Beams, Mega Laser
- (+) Splitting Mega Laser
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.
- (+) Mega Laser
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 Mega Laser
and just a few more shots from the Quantum Beam.
- Thus, whatever directly in front of Fujin is bound to get mostly vaporized very quickly.
- Eagles
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.
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 Laser Storm
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 Laser Storm
continue to be launched at full Aura
size, effectively almost doubling the DPS provided by Laser Storm.
- (+) The quick action of Laser Storm
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 Laser Storm
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.
Jn'Dur_files/76704-635.png)
_files/76704-95.png)
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
= -25° to 25° (Very Wide)
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.15s (Fast)
- Projectile Speed
= 150 (Very Slow)
- Projectile Hit Circle Radius = 7
- 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. It really is Spray & Pray.
- (-) 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 means in Jn’Dur hardly uses its inner lining
. Most barriers
are deployed at the bottom of the field.
- (-) Because of Jn’Dur's 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 Plasma Diffuser 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.
- Make sure to keep a small barrier
that is deployable when the wave ends.
- This barrier
is very important and allows you to charge Mega Bomb
safely.
- It also allows you to defend yourself against lasers
.
- No matter how many small barriers
you have already deployed, barriers don't last against lasers
unless a fresh one is deployed just before the lasers fire.
- This barrier
- Deploy the last barrier
at hand at the start of the wave.
- Only do this after all or nearly all of the bullets of the previous wave has cooled off.
- You don’t want your barrier
to start fading even before the next wave of Invaders start firing their weapons.
- (-) The blanket Plasma Diffuser means it's impossible for Jn'Dur to pop turrets. Jn'Dur relies on killing the entire Invader.
- Bigger Invaders like Vultures
with dangerous turrets like spinners or MIRV
Bloomers are a massive problem.
- Bigger Invaders like Vultures
- As the wave starts to die out to its final few smaller Invaders like Ravens
and Herons
, head downfield for a very brief moment, then head back up to charge Mega Bomb
.
- 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 Mega Bomb
will go off next wave without being shot point blank by any turret.
- This technique kills most of the Ravens
- (+) 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 Mega Bomb
.
- If the start time of charging Mega Bomb
is sufficiently delayed, the combination of Mega Bomb and the Plasma Diffuser projectiles emitted before charging Mega Bomb will hit the Ravens
behind, instantly killing them all after Mega Bomb goes off.
- This is because you can let the Plasma Diffuser continue firing for a bit longer, and then start charging Mega Bomb
- Be careful when deploying barriers
when met with Doomsday Lasers
.
- Use barriers to shift yourself to completely avoid Doomsday Lasers
.
- 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 Doomsday Lasers
.
- Use barriers to shift yourself to completely avoid Doomsday Lasers
Speedrunning (Daily Missions): A
Speedrunning (Community Missions): A
- (-) There's a lot of RNG involved in playing Jn’Dur.
- Invaders that move away from the field centerline are very hard to catch.
- Chasing them down just sometimes ain't worth it as the Plasma Diffuser projectiles that stray off the screen causes a leakage of DPS.
- Most of the time, it's easier to pray that the Invaders will come back and hit the Plasma Diffuser 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 Mega Bomb
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 Barrier
somewhere in the midfield between upfield and downfield.
- Finally, get into position for charging Mega Bomb
. 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 Mega Bomb
such that Mega Bomb goes off before you get hit by any bullets, 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
.
- If it's not possible to charge Mega Bomb
- This is just simply a very awkward way of speedrunning since conventional speedrunning with Mega Bomb
is to always try to charge it before the next wave arrives, but is necessary for Jn'Dur.
- You need to go up close to Herons
- (+) An Mega Bomb
at the right time, being just able to catch all the Ravens
, is the most ideal.
- This usually means charging Mega Bomb
rather late, so not always at the start of the wave.
- This usually means charging Mega Bomb
- Do not use Mega Bomb
for light waves.
- It is simply more efficient to continue using the Plasma Diffuser to flood the field and eliminate the tons of smaller Invaders.
- Sparrows
in particular get vaporized immediately if you use the Plasma Diffuser instead of using Mega Bomb
which incurs charging time.
- Only use Mega Bomb
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 Mega Bomb
to land Fusion Core
on the Vulture.
Fun Factor: A+
- (+) Mega Bomb
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 aren't as fun.
- (+) A fun thing you can do is to move forward as the Plasma Diffuser 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.
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 Mega Bomb
means less likely to die because bullets or lasers
break through the fading barrier
while you are charging Mega Bomb.
- This allows you to pull off more Mega Bombs
where it would had been risky without this apex.
- This allows you to pull off more Mega Bombs
Speedrunning (Daily Missions): A+ [+]
Speedrunning (Community Missions): A+ [+]
- (+) Fast Charge means being able to release a lot more Plasma Diffuser projectiles and delay charging Mega Bomb
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 Mega Bomb
.
- (+) The decrease in charging time of Mega Bomb
allows for slightly riskier Mega Bomb setups, and even land Fusion Core
on an Invader or two effectively.
Fun Factor: A+ [No significant change]
- (+) Seeing more effective synergy between more Plasma Diffuser projectiles and Mega Bomb
means better satisfaction from Mega Bomb.
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 Mega Bomb
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.
Tempest_files/76704-635.png)
_files/76704-98.png)
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
= -22° to 22° (Very Wide)
- Weapon Class = Uninterruptible Burst
- Homing
= Very Limited (Maximum Turning Rate = 10)
- Rate of Fire
= 0.07s (Fast)
- Projectile Speed
= 500 with an acceleration of 1000 (Fast)
- Reload Time
= 0.25s (Fast)
- Projectile Hit Circle Radius = 4
- 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 Mega Laser
.
- Try your best to go up to the Invaders' face to blast the Ion Crystallizer on them.
- Only retreat where necessary.
- (+) Predictable Ion Crystallizer with an acceptable spread. With its speed, it will usually hit what you want to hit.
- (+) In addition, the Ion Crystallizer projectiles have very slight homing
.
- Once the first Mega Laser
fires, eliminate the frontline Invaders and accumulate a full Bullet EMP
.
- If there are still larger Invaders, Heron
or above, on the other side of the field, launch your Bullet EMP
upfield, and head back down to charge a second Mega Laser
.
- If there are still larger Invaders, Heron
- When launching your Bullet EMP
upfield to head back down for a second charge, be as 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 Bullet EMP
somewhere around the mid-line of the field.
- There will likely be MIRVs
- Otherwise if it's just smaller Invaders left, launch Bullet EMP
where appropriate and kill off the rest of the wave.
- (-) No turret popping capability other than Mega Laser
.
Speedrunning (Daily Missions): A
Speedrunning (Community Missions): A-
- (+) Going close up with the highly damaging Ion Crystallizer allows you to deal respectable damage to Invaders.
- (+) The reliability of setting up Mega Laser
after a Bullet EMP
means you can pull off a lot of Mega Lasers.
- When Mega Laser
fires, ride up the Mega Laser. Launch a Bullet EMP
once upfield.
- If the Invader in front of the Mega Laser
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 Mega Laser
, then either go clockwise (if Mega Laser was on the left) or counter-clockwise (if Mega Laser was on the right side).
- If the Invader in front of the Mega Laser
- You can use 2 Mega Lasers
on waves with 4 Eagles
twice.
- Condors
and Rocs
also call for 2 Mega Lasers
where possible.
- The maximum number of Mega Lasers
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 Ion Crystallizer, and surprisingly quite easy to use.
- (+) The Ion Crystallizers really sound like crystals hitting something.
- (+) The Mega Laser
and then rush forward playstyle to launch Bullet EMP
is very fun.
- (+) It's very fun to be able to simply pull off Mega Laser
after Mega Laser.
Trivia
- The base form of Tempest was designed by Romano Molenaar, while the apexes were designed by Rogier van de Beek.
- Tempest's 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 weapon
that has slight homing
capabilities.
- Tempest's Ion Crystallizer used to be Shield Breaker
before it was changed to High Impact
in the v3.0 update.
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 Mega Laser
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 Mega Laser
, as riding up the Mega Laser is able to gain you massive Aura
to refill Bullet EMP
.
- (+) This aids the exit of Mega Laser
even though you may have exhausted your Bullet EMP
to charge Mega Laser in the first place.
- (+) This allows you to successfully execute the process of Bullet EMP
, Mega Laser
, Bullet EMP, Mega Laser, Bullet EMP.
- You can comfortably repeat this process so long the slow bullets in Shuriken/MIRV missions don't reach you.
- (-) However, riding up the thin Mega Laser
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 Mega Laser
where the width is big enough you don’t have to really care where you are going when riding the Mega Laser.
Speedrunning (Daily Missions): A+ [+]
Speedrunning (Community Missions): A [+]
- (+) The increase in damage of Mega Laser
makes Tempest faster, but beware of Ravens
and Sparrows
easily dodging the Mega Laser.
- (+) This apex is much more prominent in the hells of Shuriken/MIRV missions, where the thin Mega Laser
grazing allows Tempest to charge Mega Laser with little difficulty, so long the thin Mega Laser riding technique is mastered properly.
Fun Factor: A- [-]
- (-) The thin Mega Laser
means that it is easy for Ravens
and Sparrows
to dodge the Mega Laser, causing frustration.
- (+) If the skill of riding the thin Mega Laser
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 Mega Laser
riding technique is very fun to pull off. This is very well demonstrated in Act 5 in the video below.
Beta (BEMP
Extended Range) - ¢10.000
Value: A
Cost vs Utility: A
Survivability (Daily Missions): A+ [+]
Survivability (Community Missions): A+ [+]
- (+) The extra Bullet EMP
range gained, either by grazing or collecting a few more particles extends your safety range by small bit.
- (+) This can make a difference in whether or not you can pull off an extra Mega Laser
charge.
- Especially against very heavy or dense waves where multiple Mega Laser charges are needed to clear most of the threats before MIRVs start exploding everywhere (and you run out of Aura in these Shuriken/MIRV missions).
- (+) The faster increase in Bullet EMP
range can save you just by grazing and spam tapping Aura
in desperate hope of survival.
- This is possible if you know how to weave between bullets a fair bit.
- However, grazing does get difficult in Shuriken/MIRV missions.
Speedrunning (Daily Missions): A [No change]
Speedrunning (Community Missions): A- [No change]
Fun Factor: A [No change]
Yoth-Hola_files/76704-634.png)
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 (Maximum Turning Rate = 400)
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.1s (Medium)
- Projectile Speed
= 500 with an acceleration of 500 (Medium)
- Projectile Hit Circle Radius = 4
- Homing projectiles that fire in succession from clockwise, then anti-clockwise, in a 320° 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, Point Defence
does not last long.
- Personal Shield
also has very limited bullet clearing capabilities.
- However, Point Defence
- Try your best to graze off darts to rebuild your Point Defence
Aura
.
- Since Yoth-Hola aims on its own, you don't need to move much, so just move slowly to graze.
- Conserve Point Defence
since it doesn't last long.
- (+) Personal Shield 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 Point Defence
and Personal Shield
are able to effectively deal against boomerangs
in particular.
- Both Point Defence
- (+) Personal Shield
is able to deal with shuriken clouds to some extent since Personal Shield Fade Out can eliminate a small cluster of them to escape.
- Choose very carefully when you exit Personal Shield
such that you can use Fade Out to cut through the shuriken cloud.
- The same also goes for boomerangs
.
- Choose very carefully when you exit Personal Shield
- (-) Yoth-Hola struggles against pellet spinners since these pellets are spread out, move slowly and can quickly flood the screen.
- (+) Point Defence
is able to give you nearly absolute freedom in moving around in laser missions, since MIRV Defence
of Point Defence allows you to only worry about spread and tracking lasers
.
- Beware of pellet spreads, however, as those will drain your Point Defence
fast. Use sparingly to get past pellet walls.
- Beware of pellet spreads, however, as those will drain your Point Defence
- (+) 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, Personal Shield
laser reflection damage gives a slight boost to speed.
Fun Factor: C
- (+) Very easy ship core 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 Vortex Howler used to be High Impact
before it was changed to Shield Breaker
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 was reduced from 8 to 5 seconds.
Apexes
Beta (Main Weapon
Laser Expansion) - ¢10.000
Value: B+
Cost vs Utility: A
This apex equips 6 lasers (Beam Width = 2) 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.
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 Personal Shield
when surrounded by laser MIRVs
.
- Sentinel will eliminate the laser MIRVs
so you don't get laser MIRVs exploding one by one after you exit Personal Shield.
- Sentinel will eliminate the laser MIRVs
- (-) 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]