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 10)

Ships in Part 10
JeriaCenturionStingerMistralEsperonNayaPandoraMonsoonWardenDisaris

Jeria


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
Weak against: None in particular

Ship Class: Safer-FO
+

Main Weapon: Boson Charges

  • Average DPS = 31.25
  • Blast Damage = Low
  • Blast Radius = 75
  • Weapon Class = Continuous Stream
  • Rate of Fire = Medium
  • Projectile Speed = Medium, then Stationary
  • Forward traveling projectiles fired in left-right alternating fashion from each side of the ship, slowing down and resting for a while after traveling a set distance and finally disappearing if it doesn't hit

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

  • (+) Both REMP and VL provides bullet clearing capabilities.
    • This makes it well usable in a MIRV/Shuriken mission.
  • (-) The left-right alternating nature of the Boson Charges make it very difficult to land the projectiles correctly, especially on Ravens and Sparrows.
  • (=) The horizontal distance between the Boson Charges mean that it is still suitable to pop off 2 turrets from a Vulture so long you can keep yourself in place.
    • Given the stackable nature of the Boson Charges, it's not too long until the shield of the Vulture is downed and you can go between 2 turrets to pop them both off, although this will take a bit of time due to the left-right alternating nature of the Boson Charges.
  • (+) You can also use VL to pop off turrets if it's urgent such as fast firing MIRV Bloomers or pellets spinners (wall).
  • (+) Use REMP to clear out Sparrows where possible.
  • (+) VL clears out Ravens effectively where possible.
  • (+) 2 blast damage from the Boson Charges destroy a Shielded Sparrow.
    • In other words, if you see a Sparrow on fire, you may want to try to aim for another invader nearby to kill the damaged Sparrow.
  • (-) Going against a Roc can spell disaster for Jeria, as staying far away from the Roc means that the Boson Charges can't even hit the Roc. Thus, once you are cornered in a Roc fight, you will likely die.

Speedrunning (Daily Missions): X
Speedrunning (Community Missions): X

  • Jeria actually deals a DPS of 29.25 impact damage, with an AoE damage of 2.
    • Since Jeria fires one Boson Charge every 0.4s, this means a projectile of Boson Charge deals 11.7 impact damage and 2 AoE damage.
  • (+) The stackable nature of the Boson Charges make pre-firing them an essential skill for extreme speedrunning. Particularly, knowing what the first wave of each Act is crucial, as the Boson Charges can wipe out Sparrows or even Ravens very quickly when positioned correctly. Here's a short illustration of just how powerful the stackable nature of the Boson Charges is:
  • (+) The Boson Charges that reached their maximum distance stay there for some time. Positioned correctly, the Boson Charges will detonate on the invaders just as the wave arrives and deal major damage to them.
  • (+) This technique can applied to any invaders, even for Eagles. Positioning the Boson Charges correctly allows the Boson Charges to strip the shield, then 2 VLs can be thrown into them to destroy to destroy both Eagles immediately, instead of the usual 3.
  • (+) You can still use 3 VLs against upfield Eagles since the pre-fired Boson Charges will only weaken the invaders downfield.
  • Unfortunately, this takes a LOT of practice given how difficult it is to wield the alternating left-right Boson Charges, and how far apart they are spaced. There is no other way to learn except through practice.
    • Pre-firing the Boson Charges is like a dance, swinging from left to right and vice versa in a pendulum like motion.
    • The objective of this is to have the left side of the Boson Charges fire at the maximum point of the left side of the pendulum motion, and the right side of the Boson Charges fire at the maximum point of the right side of the pendulum motion.
    • In order to pre-fire the Boson Charges at a few other points, a wider or narrower pendulum motion is needed in the same amount of period time, like a pendulum.
    • To master this pendulum like motion is what makes Jeria difficult to master, as you'll need experience on how to grasp the timing of the pendulum motion.
    • You will also need to learn how to transit from an end wave to this pendulum motion successfully and quickly.
  • For the Boson Charges, don't go to too downfield since the Boson Charges don't reach too far.
  • Focus on landing the Boson Charges correctly when the wave fully arrives.
    • Then throw your VLs.
      • Only ride up the VL if it's the last one thrown.
    • Finally, use REMP at the center of the field to clean up the Sparrows and damaged invaders.
    • If there are still invaders remaining, use the Boson Charges to finish them off.
      • Since Ravens and Sparrows are all dead from VL and REMP, you should only be left with Herons and above, which are quite easy to hit with the Boson Charges.
  • (+) After landing the Boson Charges correctly, VL sweep is key to clearing a wave quickly. If you happen to have 4 VLs at the start of a dense wave, you can quickly throw them all out from left to right to vaporize invaders.
  • (+) If you really need to pop off dangerous turrets, just use VL and not rely on the Boson Charges.
  • If the next wave has a frontline Vulture, you have to position yourself downfield (but not too downfield until the Boson Charges can't even hit the Vulture properly) to stack the Boson Charges. Then, throw out all 4 VLs from left to right immediately after the Vulture has fully arrived. Doing so allows you to insta-kill both the front-line Vulture and the Ravens hiding behind it.
  • If the next wave has two columns of invaders, with Ravens and Herons on each column, you might want to pre-fire one Boson Charge for each Heron to break their shields first, then use VLs to finish them off. This saves on the amount of VLs used.
  • If 2 Eagles unfortunately separate from each other, fire 2 VLs on each side, and then fly with the last VL to the middle of the screen to release a REMP. This technique is useful if the wave features four Eagles.
  • Learning to master the Boson Charges is really the crux of speedrunning with Jeria properly.
  • For even more tips on how to speedrun with Jeria, refer to this website:
    https://p2myth.club/docs/Cookbook/Jeria

Fun Factor: A-

  • (-) The left right alternating Boson Charges, and how far apart they are, makes Jeria an extremely frustrating ship to play, especially in early waves that have more Sparrows.
  • (+) Very, very powerful ship if used correctly, and can obliterate invaders super fast, especially with the stacking of Boson Charges.
    • However, this requires a lot, a lot of playing with Jeria, which is a journey filled with frustration from the Boson Charges.
    • The learning journey of Jeria is likely worth it as you become accustomed to using the Boson Charges, due to how satisfying fast it can wipe invaders.
  • (+) Both VL and REMP are great AoE abilities to use, which crush invaders quickly and satisfyingly.
  • (=) The splash damage of the Boson Charges is quite negligible.
  • (+) Fun to watch all the Boson Charges stack up on screen, especially in Act transitions.
  • (+) Pretty satisfying Boson Charges impact sounds.
  • (+) The relatively short height of Jeria make locating its ship core quite easy.

Trivia

  • The base form and apexes of Jeria were designed by Rogier van de Beek.
  • Jeria was only introduced into Phoenix 2 at v5.2.
  • Jeria is slightly asymmetrical. If you look at the markings on the hull of Jeria, they are different on the left and right sides of Jeria.
  • Throughout all Boson Charge levels, the fire rate does not increase. However, the duration in which a Boson Charge stays on field before disappearing increases at level 3.
  • Jeria is the second SB ship in the game to have main weapon blast damage, after Njörun. But unlike Njörun, every single Boson Charge projectile has blast damage.
  • Because of how unwieldy the Boson Charge main weapon of Jeria is, Jeria is often a hated ship in many communities, even among many speedrunners.


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Apexes

Epsilon (VL Twin Lance) - ¢25.000


Value: S
Cost vs Utility: S

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

  • (+) Wider VL makes for better bullet clearance.
  • (+) Can eliminate a few more Ravens with the same amount of VLs, reducing the need to chase them down using the Boson Charges.

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

  • (+) Catches a few more Sparrows with VL in early waves.
  • (+) More reliable speedrunning with less chance of Ravens escaping the VLs thrown
    • You can focus on good positioning better rather than doing the frustrating task of chasing down Ravens and Sparrows with the Boson Charges from the bad RNG.

Fun Factor: A [+]

  • (+) Taking down more Ravens with the same amount of VLs mean less frustration in using the difficult to use Boson Charges to take down the remaining Ravens.
  • (+) Also can take down a few more Sparrows with wider VL, so less chasing down of Sparrows with the Boson Charges.


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Sigma (REMP High Damage) - ¢35.000


Value: S-
Cost vs Utility: A

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

  • (+) Huge viability for Unprotected missions as well.
  • (+) Kills Unprotected Ravens instantly.

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

  • (+) Devastatingly fast in Unprotected missions since Unprotected Ravens die instantly.
    • 1 VL + REMP will destroy an Unprotected Heron instantly too.
  • (+) VLs can be re-allocated to Unprotected Herons.
  • (+) It is easy to simply throw 3 VLs between 2 Unprotected Eagles to vaporize them quickly without thinking.
  • (+) In Shielded missions, dense Raven crowds can be vaporized very quickly if you land a few Boson Charges across the 1 - 2 rows of Shielded Ravens, and then go up to them to charge REMP, and they'll all disappear.
    • This happens in 2 cases, when the Ravens are all at the frontline, or hiding behind upfield (especially if behind a Vulture).
    • This means no need to use VLs against the Ravens, also allowing you to conserve them against Herons and Eagles for that wave (or sometimes, other Ravens who are more upfield/downfield), or just re-allocate them to other waves.
    • If the Ravens are in columns, then this apex doesn't help that much in those cases, and you'll still be using VL like per normal to eliminate these Ravens in columns.
  • (+) Also generally helps in overall AoE damage to Herons and Eagles so they can go down faster with less Boson Charges used to kill them.
  • (+) This apex is simply just devastatingly fast, in both Unprotected and Shielded missions. Used correctly, it will get you the BoB for Shielded missions, and even Unprotected Shuriken/MIRV missions.

Fun Factor: A [+]

  • (+) Really fun to use in Unprotected missions since no more Ravens to care about, making Boson Charges much easier to use.
  • (+) Potentially less RNG when dealing against Shielded Ravens since the Boson Charges + REMP will take them out without using VL, which is a lot more consistent, especially after you master the art of pre-firing the Boson Charges.


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Centurion


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

Ship Class: Attack & Retreat
+

Main Weapon: Rift Laser

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

  • (-) Very limited defences since it has only PS for defence
    • Use this against boomerangs or lasers.
  • (=) The Rift Laser isn't very powerful, so you need almost a full burst of the Rift Laser to pop off turrets.
  • (=) Generally, the Rift Laser isn't too difficult to handle, but the interval between each laser is very short, with a short downtime, so it takes a bit of getting used to so that you can understand its rhythm.
  • (+) The laser nature of the Rift Laser means Centurion can safely play at the bottom of the field after firing off the initial burst of GMs.

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

  • (+) 2 GMs' blast damage destroys Unprotected Ravens.
  • As the wave comes to an end, with the last few invaders, you want to make sure you get closer to them, and be at least in the midfield.
  • In the next wave, quickly get in position upfield for the first firing spot of GM.
  • Make your way around the field in a clockwise or anti-clockwise fashion
    • Cover the upfield before the midfield. This will determine which direction you make your way around the field.
  • Exhaust your full supply of GMs where possible, especially in Acts 3 and above.
  • Always target Ravens with GMs, and leave the larger invaders for the job of the Rift Laser.
  • Use PS if needed to shift yourself horizontally.
    • You can use it before the start of the next wave to get into position for firing the first GM.
  • (+) Powerful in laser heavy missions since you can go right up in the face of invaders, and charge PS just as the laser MIRVs are triggered to laser reflect a lot of lasers.

Fun Factor: A+

  • (+) Being able to one-shot Unprotected Ravens with GMs is fun.
    • Also, dealing huge AoE damage with GM is also fun.
  • (+) Pretty nice Rift Laser impact sounds, which are pretty Star Wars like.
  • (+) Fun to use in laser heavy missions from the offensive aspect of PS.
  • (=) Average handling of the Rift Laser, it takes some getting used to.
  • (=) Average ship core positioning.

Trivia

  • The base form and apexes of Centurion were designed by Rogier van de Beek.
  • Centurion was only introduced into Phoenix 2 at v5.2.
  • Centurion is VERY SLIGHTLY asymmetrical. If you zoom in to the yellow parts of the ship, the rust marks on the left and right sides of the ship are different.
  • The Rift Laser, when upgraded, increases the number of lasers per burst. The cycle time remains the same and the interval between the successive Rift Laser is the same. Level 1 has 2 Rift Lasers per cycle, Level 2 has 3, Level 3 has 4, Level 4 has 5, and Level 5 and Ult has 6. Here's how it looks like in screenshots, taken just as the last Rift Laser of the Level 5/Ult appears:
  • Before v5.2 (the update where Centurion was released), some teaser screenshots were released on Discord:


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Apexes

Tau (GM Tungsten Warhead) - ¢40.000


Value: S+
Cost vs Utility: S

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

  • (+) Huge viability in Armored missions due to the fact that one GM can take out several bunched up armored Ravens.

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

  • (+) One GM destroys all armored Ravens in range. This is an insane buff to GM.
  • (+) The AP property of the blast damage of GM makes it incredibly effective even on larger invaders such as Herons or Eagles, since the damage increase is significant.
  • (+) Extremely powerful against Armored laser heavy missions, since GM wipes out Armored Ravens quickly, which allows PS to deal damage back to bigger invaders.
    • This reduces the amount of RNG that laser reflection has, and allows it to kill invaders more effectively.
      • If the Ravens are upfield, let the laser reflect occur first if possible.
      • Unless, the wave can be wiped out without using PS at all.
    • Particularly, even against Condors and Rocs, if the optimal laser reflection position is achieved, the Roc or Condor can be wiped out in one single laser reflect.
    • In some cases, you may need to throw in a few GMs if the number of reflected lasers are a bit less than required to kill these large invaders.
  • (=) The damage increase is also applied to Unprotected Ravens, but their higher health means that only the Raven that received the direct hit from GM is destroyed, the other Ravens are simply severely damaged.
    • This means this apex doesn't have much help on Unprotected missions.
    • The only damage boost is to the invader in which GM has hit, which is simply only just 10 more damage.
  • For even more tips on how to speedrun with this apex, refer to this website:
    https://p2myth.club/docs/Cookbook/Centurion

Fun Factor: S [++]

  • (+) Expanded viability in Armored missions, especially laser heavy ones.
  • (+) Wiping out clusters of Armored Ravens is extremely satisfying.


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Epsilon (PS Shield Booster) - ¢25.000


Value: A
Cost vs Utility: A

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

  • (+) Increased defence against bullets, allowing to clear up much more bullets.
    • Especially slower moving ones like MIRVs, pellets and shurikens.
    • This is particularly useful against MIRVs since a lot of pellets released by MIRVs can be cleaned up by this apex.

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

  • (+) Allows you to cross more horizontal distance in order to switch targets much more effectively.
  • (+) Useful in throwing an additional GM upfield (if collected particles allow you to throw another GM) since you can use this as a pseudo-TP to safely get in there to fire GM in their faces.
    • It may not always be useful since the initial burst of GMs should have already destroyed what is needed to be destroyed.
    • But this could help for very dense waves with so many particles you may overfill.

Fun Factor: A+ [No significant change]

  • (+) Fun to use this apex as a pseudo TP to fire GM upfield.
  • (+) Pretty satisfying apex to use to clean up bullets, kind of like using an eraser in real life.


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Stinger


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

Ship Class: Defend to Attack
+

Main Weapon: Quantum Repeaters

  • Average DPS = 31.25
  • Weapon Class = Continuous Stream
  • Rate of Fire = Fast
  • Projectile Speed = Fast
  • 3 sets (arranged in a upward chevron pattern) of 2 side-by-side projectiles, each set firing in a V pattern

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

  • (=) The Quantum Repeaters are weak but they are consistent damage dealers.
  • (+) Barrier aids the popping off of turrets.
    • Even though they take a bit of time, Barrier is a good solution that holds up well.
  • (+) FL is also a free turret popper at the start of each wave.
    • Except for Condors and Rocs that have higher turret health.
  • The strong turret popping capabilities of Stinger make it a survivable ship, which frequently allows for Stinger to fully utilize the inner lining of Barrier.
  • (+) FL can be used to eliminate dangerous turrets from upfield, where the Quantum Repeaters cannot reach.
  • (+) Barrier can be frequently deployed upfield, since the Quantum Repeaters and FL are both forward firing mechanisms that allow you to take the end of the wave slowly in order to collect particles, and cool off bullets.
  • (+) Barrier is also a versatile defence option that allows Stinger's mobility to destroy invaders slowly from left to right (or vice versa).

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

  • (+) Spam FL as much as you can, since barriers allow you position FL easily and properly.
  • (+) Some barriers can be used downfield to aid FL firing in case going upfield is difficult to deploy barriers.
  • (+) Quantum Repeater damage leak will be inevitable but they are weak so leaking a bit of damage is not too detrimental to speed.

Fun Factor: B+

  • (+) FL can be spammed as frequently as soon as it is recharged, and it is quite fun to use FL to pierce through invaders quite frequently.
  • (=) Average Quantum Repeaters impact sound.
  • (=) Decent ship core positioning.
  • (=) Very average ship.

Trivia

  • The base form and apexes of Stinger were designed by Rogier van de Beek.
  • Stinger was only introduced into Phoenix 2 at v5.2.
  • Stinger is VERY SLIGHTLY asymmetrical. However, this will not be observable while in Ship Preview, and can only be spotted if the turbofan in Stinger does not move. The stain markings on the turbofan of Stinger are neither left-right or rotationally symmetrical.
  • Like Tillat'Or, Stinger flies using a turbofan just like VTOL aircrafts. It is also one of the only ships that doesn't fly using thrusters.
  • Stinger is amongst the most expensive Commonship to fully ult and get both its apexes, coming in at ¢64.800 (¢500 for buying Stinger, ¢9,300 for fully upgrading, ¢25,000 for the Epsilon Apex & ¢30,000 for the Lambda Apex), assuming you buy everything with your own credits (including buying to unlock the ship itself).
  • Here are the Quantum Repeaters upgrade levels in screenshots:


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Apexes

Lambda (FL Expert Focus) - ¢30.000


Value: A
Cost vs Utility: A

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

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

  • (+) Spamming more FLs mean more AoE damage. In fact, FL can be fired twice as much.

Fun Factor: B+ [No significant change]

  • (+) Fun to fire more FLs for sure.
  • (=) Otherwise, just not really an impressive apex.


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Epsilon (Barrier Reflector) - ¢25.000


Value: S-
Cost vs Utility: A

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

  • (+) Severely increased viability in laser heavy missions of all affinities.
  • Simply place all barriers downfield to take advantage of this apex ability.

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

  • (+) Goes significantly faster in laser heavy missions.
  • Deploy barriers in a row so that you can move horizontally effectively to aim down invaders.
  • Throw FLs after the first round of laser reflection, if you know that you are not able to take down the current wave with the Quantum Repeaters and the laser reflection damage.
    • This takes advantage of the laser reflection damage from these Ravens
  • Otherwise, throw FLs at as many Ravens as possible, as per usual.
  • If you see Ravens that don't have laser turrets, target them in particular for FL.
  • Try not to target turrets which are laser turrets, whether or not it is a laser spread or tracking laser since that reduces laser reflection damage.

Fun Factor: A+ [++]

  • (+) Very fun to use in laser heavy missions.
  • (+) Reflecting many lasers off barriers which act like a significantly bigger PS back to invaders is extremely satisfying.


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Mistral


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

Ship Class: Blitzkrieg
+

Main Weapon: Proton Splitter

LevelFires everyFire rate (per sec)Beam duration (Capacity)DPSDamage per beam
10.633s1.579100ms2515.83
20.600s1.667120ms26.2515.75
30.567s1.765140ms27.515.58
40.550s1.818160ms28.7515.81
50.517s1.935180ms3015.5
Ult31.2516.1

Survivability (Daily Missions): D+
Survivability (Community Missions): D+

  • (-) Absolutely no defence. If you are cornered, you are dead.
  • (-) Weak Proton Splitter, which takes 2 bursts to pop off turrets on a Vulture.
    • It takes 3 bursts of the Proton Splitter to pop off turrets on a Roc.
  • (=) The thin Proton Splitter is able to reach difficult-to-reach turrets on a Condor and Roc.
    • However, given that Mistral has no defences, it can be hard to keep yourself well aligned to these turrets.
  • (+) Fast reloading Proton Splitter, so missed bursts are not so consequential.
  • (=) GM destroys dense waves quite easily, although bad aiming will cause it to be wasted easily.
  • (-) Difficult to charge MB due to the short burst of Proton Splitter and the fact Mistral has no defences.

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

  • One burst of the Proton Splitter will eliminate at best 3 Sparrows (but usually only 2), that are very near to each other horizontally.
  • It takes 2 bursts of the Proton Splitter to kill an armored Raven.
    • It still takes 4 bursts of the Proton Splitter to 2 armored Ravens, even if there is spillover damage to the other Raven.
  • (-) Due to the weak burst of the Proton Splitter to kill armored Ravens, throw 2 GMs near to each other such that the blast damage from both GMs will definitely kill all Ravens on field.
    • This usually means 2 GMs for earlier waves, and 3 GMs for later waves, about Act 4 and above.
  • (+) Throwing 2 GMs right into a Heron with Ravens beside it will kill all of them, which is very advantageous.
  • (+) Landing MBc on Eagles is important since GMs are less able to kill them properly.
    • Ensure that you can charge MB and fire it just as the wave with the Eagles arrive.
    • To do this, you will need to pre-fire some GMs on the previous wave somewhere around the midfield, and then get into position for the MB.
      • This can involve a fair bit of RNG due to the slow speed of GMs.
  • (+) Since GMs are slow traveling, it is ideal to use GM to finish off even a larger invader such as Vulture, Condor or Roc, so that you can charge MB early and detonate it at the optimum spot.
    • To do this, retreat as far downfield as possible, then quickly head back upfield to charge MB at the ideal spot.
  • If you are not charging MB for the next wave, the damage distribution of GMs should be such that it should be able to cover and kill all Ravens and Sparrows in the initial burst of firing the GMs.
  • It is not always possible to charge MB such that MBc lands on Herons. Sometimes, you may need to charge MB much more upfield which may not destroy some Sparrows and Ravens
    • After MB is set off, focus GMs on a larger invader such as an Eagle or larger so that Herons near it it can receive the blast damage and be destroyed without wasting the impact damage on them.
    • Most of them should be quite well damaged by the MB already, so only the blast damage is required to eliminate them.
    • Use the Proton Splitter to eliminate the remaining loose Sparrows and Ravens that may have escaped the MB.
  • To deal with dense waves, you may opt to throw two GMs to the back row invaders plus two to the front, or you can throw GMs in a triangular layout, i.e., one on the left plus two on the right, or two on the left plus one on the right.
  • After exiting MB with the MBc on 2 side by side Eagles, throw a GM to destroy both of them instantly.
  • For even more tips on how to speedrun with Mistral, refer to this website:
    https://p2myth.club/docs/Cookbook/Mistral

Fun Factor: S-

  • (+) Both MB and GM are fun abilities to use. Provided, you hit with your GMs, of course.
  • (+) Can be a very fast ship, which obliterates invaders very quickly, making it satisfying.
  • (+) Relatively easy to handle Proton Splitter.
  • (-) However, it's burst interval and burst time is a bit too quick, in that optimizing it for speedrunning is hard.
  • (=) Average Proton Splitter impact sounds.
  • (=) Slightly forward ship core positioning, which does negate the disadvantage to the slightly taller height of Mistral.

Trivia

  • The base form and apexes of Mistral were designed by Rogier van de Beek.
  • Mistral was only introduced into Phoenix 2 at v5.3.
  • Mistral is one of the only ships in the game where its apex has a different thruster configuration. Specifically, Mistral Tau has 4 thrusters instead of the usual 2.
  • Here's how Mistral looked like in the testing phase:
  • Coincidentally, as admitted by the devs, the design of Mistral looks might be inspired by Metal Gear Rising Vegeance. The dev also enjoyed that game a lot, so it might be unconsciously inspired.
  • The only reason why Mistral has such detailed stats for all levels is thanks to the efforts of Elegater, who posted a Reddit post about Mistral Main Weapon Level by Level Comparison:
    https://redd.it/j4n4bz


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Apexes

Tau (GM Disintegrator Warhead) - ¢40.000


Value: S
Cost vs Utility: A

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

  • (+) Very useful against Caged MIRVs.
  • (+) Firing GMs one by one allow you to keep giving you pockets of space to breathe and survive much more easily.

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

  • (+) Significantly easier to sweep the field with GMs, since the bullet clearance from GMs allow you to much more easily hop over to more Ravens or Herons to throw GMs at.
    • Due to the amount of GMs being thrown on field, and thus, the amount of bullet clearance, it is easy to keep the field clear of bullets from these smaller Ravens or Herons.
  • (+) Capability to charge riskier MBs on the next wave, since the slow moving GMs can also be used to clear the field of both bullets and invaders to allow safe charging.

Fun Factor: S [+]

  • (+) Very satisfying bullet clear from GMs.
  • (+) Happens very frequently as well due to how fast Mistral can be.


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Lambda (MB Fast Charge) - ¢30.000


Value: S-
Cost vs Utility: B

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

  • (+) Allows you more leniency to charge MB so that you can more quickly retreat before bullets, especially darts, kill you.

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

  • (+) Allows you to spam MB more frequently in more waves.
    • You can then use GMs to finish off some waves instead.
    • This reduces the reliance on the Proton Splitter, which is a weak main weapon that takes several bursts to down even Ravens.
    • Allows you to use MB consecutively on Wave 4 of a previous Act and Wave 1 of the next Act easily.
    • Allows you to charge riskier MBs where darts are present and much nearer to you.
  • (+) Devastatingly fast in Unprotected missions due to the fact MB kills Unprotected Ravens immediately.

Fun Factor: S [+]

  • (+) Spamming MB after MB is extremely fun.
  • (-) Due to more reliance on pre-firing GMs to destroy some waves and then quickly charging MB, it's quite easy to run into RNG problems where the GMs may miss especially Ravens and Sparrows.


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Esperon


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

Ship Class: Defend to Attack
+

Main Weapon: Nox Arsenal

  • Average DPS = 27
  • Capacity = 400ms
  • Homing = Perfect
  • Weapon Class = 2 successive Uninterruptible Bursts
  • Rate of Fire = Fast
  • Projectile Speed = Medium
  • Reload Time = Medium
  • A set of homing missiles being fired from both sides of the ship, followed by a forward firing laser beam that lasts for a while

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

  • (-) Phalanx is its only survival mechanism.
    • Use it when you are about to be cornered so that you can shovel and create space.
    • Don't go too near to invaders since spread turrets in particular, can drain Phalanx very quickly.
    • Primarily, play as downfield as possible, and only shovel when there are way too many bullets that cannot be easily dodged, especially when it comes to darts interweaved with pellets and/or shurikens.
  • (-) The Nox Arsenal is very weak, and the many missiles are unreliable to hit turrets so they cannot be counted on to pop turrets.
  • (-) The single forward beam, likewise, is too weak to pop off turrets
    • It takes at least 2 bursts of the forward beam to eliminate a turret, which is too long.
  • Don't be too concerned with landing the forward beam on something, as it is extremely weak, so surviving is more important.
  • (+) When faced with Vultures in front of you, strip off the shield before charging CATS to allow CATS to pop off turrets.
  • Otherwise, just use CATS whenever it is recharged.

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

  • (-) Despite being a primarily defensive ship with a weak offensive Zen, optimizing Esperon is difficult.
  • The Nox Arsenal should be brought to work to eliminate the shields of larger invaders, such as Herons or above.
  • (+) Then, CATS should be used to clean up invaders who are stripped of their shields.
  • CATS should not be used against Sparrows as there is too much overkill. Save your CATS for another wave.
  • Otherwise, use CATS whenever it is recharged.
  • (-) Optimizing the forward beam is difficult to optimize to hit all the time due to the limited capabilities Phalanx offers for positioning.

Fun Factor: B+

  • (+) The Nox Arsenal has nice impact sounds, especially when you land the forward beam.
  • (+) CATS is an awesome Zen to hear its charging.
  • (+) Since the forward beam is very weak, honestly Esperon is mostly a stress free ship where you can move around a lot quite freely.
  • (+) Phalanx also helps out in the freedom of moving around quite easily.
  • (=) Average ship core positioning.

Trivia

  • The base form and apexes of Esperon were designed by Romano Molenaar.
  • Esperon was only introduced into Phoenix 2 at v5.4.
  • Esperon is very slightly asymmetrical, compared to most other ships. There are 3 scratch marks on Esperon, which are similar to that made by a real life cat. One is at the upper right corner of the ship, one is slightly diagonally left-downwards from the ship's core, and the last one is at the bottom left. Is it why it grew spikes to ward off cats from scratching it?
  • Before the v5.4 update where Esperon was introduced, there were a few teaser screenshots teased by the dev in Discord.
  • Esperon is the only ship with an ult-ed main weapon DPS of 27.
  • Esperon is one of only 2 ships that has 2 different types of main weapon. It has homing missiles as well as a forward beam that must be aimed by the player.
  • Esperon Crisis EMP Apex ability was slightly improved in the v5.5 update.


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Apexes

Epsilon (Phalanx Crisis EMP) - ¢25.000


Value: B
Cost vs Utility: B

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

  • (+) Useful when cornered to the extreme edge of the screen.
    • Deploy Phalanx and you can confidently shovel without worrying about whatever is between your ship core and the Phalanx, since the Crisis EMP clears bullets between your ship core and Phalanx.
  • (+) This ability is more realized in the bullet hells of Shuriken/MIRV missions.

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

Fun Factor: B+ [No change]


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Sigma (CATS Ion Warheads) - ¢35.000


Value: D+
Cost vs Utility: C

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

  • (=) Very limited stunning capability provided by only 4 missiles from CATS.
    • If you hit Sparrows, Ravens or Herons, it's just not going to be very useful since the turret will be popped off anyway.
    • Anything larger than Herons could be useful.
    • However, stunning so few turrets could cause de-synchronization of turrets, which are especially bad when you are talking about tracking lasers or laser spreads.

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

Fun Factor: B+ [No change]


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Naya


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

Ship Class: Full Offence (FO)
+

Main Weapon: Lux Barrage

  • Average DPS = 31.25
  • Weapon Class = Uninterruptible Burst
  • Rate of Fire = Very Fast
  • Projectile Speed = Very Fast
  • Reload Time = Medium
  • 5 fast forward traveling projectiles fired in quick succession

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

  • (-) Very limited defences. Only VL allows you a last minute resort to get out of any trouble, but should not be relied upon.
  • (+) The Lux Barrage is very powerful, and one burst of the Lux Barrage takes down any turret.

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

  • The Lux Barrage deals high burst damage. It should be used to either pop turrets effectively or hit larger invaders.
  • The Lux Barrage, at best, will eliminate 1 Raven and 2 Sparrows.
    • It will not eliminate 2 Ravens.
    • Thus, it is more efficient to use VL to eliminate 2 Ravens.
  • It is a good idea to use one burst of the Lux Barrage against a Heron, then use a VL to eliminate the Heron and another Raven together.
  • If Lux Barrage is needed to use against Sparrows, only aim for Sparrows that are very close to each other horizontally. Otherwise, missing them is very likely. The Lux Barrage will only hit Sparrows within about 1/4 of the horizontal screen space effectively.
  • VL always goes into action first before CATS, due to the fact that it is very fast acting, unlike CATS which takes time for the missiles of CATS to hit their target.
  • Always eliminate all invaders in front of a Vulture or a Condor first before using CATS, so that CATS full damage will be dealt to them.
    • Even if it's a huge crowd of Ravens, in which case, be sure to stockpile VLs to sweep them.
    • Unless the invaders in front are Eagles, then go ahead and use CATS against them.
    • Against Rocs, it is not an issue since CATS will recharge before the Roc has fully arrived.
  • However, if the wave has Eagles in front, then charge CATS first to damage the Eagles while throwing VL to damage or kill smaller invaders behind.
    • If you have just 2 Eagles in the wave, you can charge CATS, then throw one VL between them.
    • This also applies if the Eagle is on the same horizontal line with other invaders such as Ravens and Herons.
      • If it's Ravens and Sparrows, take as many of them out quickly with VL and Lux Barrage after CATS is fired so that there is a lesser chance that CATS will hit them.
  • Just remember, always reserve CATS for Eagles and above.
    • If there aren't Eagles and above, then just charge CATS whenever.
    • If there's only a single Heron in that wave, it is faster to use the Lux Barrage and fire off one VL to kill it. Then you can use CATS for the next wave, since single Herons only appear in early Acts.
  • Since chasing down Sparrows is a nightmare, CATS can help out with taking out a few Sparrows as well. That is, if the wave has too many Sparrows.
    • Reserve VL for later waves.
    • You should never be at 4 full VLs with still too many particles on screen.

Fun Factor: A

  • (-) Difficult to use Lux Barrage.
    • The short and fast traveling burst of Lux Barrage makes hunting down Sparrows a pain.
  • (+) VL and CATS are fun abilities to use.
  • (-) Awkward synergy between VL and CATS, which can be competing means of damage if you are not careful.
  • (=) Average Lux Barrage impact sounds.
  • (=) Average ship core positioning.

Trivia

  • The base form and apexes of Naya were designed by Rogier van de Beek.
  • Naya was only introduced into Phoenix 2 at v5.4.
  • Before Naya was introduced in v5.4, there were a few teasers on Discord.
  • At the v5.5 update, Naya Tau’s Trident Apex ability damage was increased from 30 to 39.6 and its firing pattern was tweaked. At the point of v5.5, Naya was the only ship which had the Trident Apex ability, all other Trident apexes now have 39.6 damage.
  • Before the v5.5 update, Naya Phi's CATS Apex Ability Shield Breaker had no effect at all due to a bug, so invader shields still take normal damage from CATS. This was fixed in the v5.5 update, so the SB CATS now deal 2.5 times the normal damage to invader shields.
  • The markings on the Tau Apex of Naya, despite looking cryptic, don't actually mean anything, as confirmed by the devs. They are simply a creative decision by Rogier.


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Apexes

Tau (VL Trident) - ¢40.000


Value: S-
Cost vs Utility: B

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

  • (+) Very good at popping turrets of Unprotected invaders.
    • Throwing VLs from left to right easily strips Ravens, Herons & Eagles of their turrets quickly, turning them into floating pieces of junk easily.
  • (=) Using Trident VL to clear bullets is more risky with this apex.
    • You will need to use it more pre-emptively so that a bit more frontal space can be cleared out to ride up the Trident VL.
    • Alternatively, it is still possible to do VL riding, just bear in mind that the horizontal clearance space of the front firing lance of Trident VL is smaller than a regular VL.

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

  • (+) The spread of the Trident VLs allow Naya to catch Sparrows much more easily, reducing the need to use the Lux Barrage to chase them down.
  • (-) However, much more difficult to take down Ravens with this apex since 2 Trident VLs may not take down the Ravens themselves.
    • Note that the 3 lances of Trident VL share the damage of 39.6 equally. If 2 of these smaller Trident VLs hit a Raven, it only does 26.4 damage, which is just shy of an Unprotected Raven's health of 27.
    • This also means that you may now need to chase down Ravens that have no turrets and waste some overkill damage of each projectile of the Lux Barrage.
    • This is ok for upfield Ravens hiding behind other larger invaders (especially a Vulture) who have both their turrets popped off, since they will self-destruct after a while.
  • (=) This apex is an adjustment to speedrunning, it makes taking down Sparrows much easier, yet taking out Ravens more difficult.
  • You will to go near to downfield Ravens in order to try and take them out so that the Lux Barrage can be reserved for larger invaders.
  • Never use just one Trident VL, you need to fire at least 2 of them to be effective.
    • Usually 2 of them is effective against early Acts 1 - 2 of Sparrow only waves.
    • In later waves, you should fire the whole stockpile of 3 - 4 Trident VLs to deal as much AoE damage as possible, and also hope that some Ravens go down too.

Fun Factor: A+ [+]

  • (+) Much less hunting of Sparrows with Trident VLs having better coverage to kill them.
  • (+) Watching turrets being popped off easily with this apex is laughable and enjoyable.
  • (-) Less able to kill Ravens with this apex due to the damage distribution of the smaller lances in Trident VL.


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Phi (CATS Shield Breaker) - ¢45.000


Value: B
Cost vs Utility: B

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

  • (+) Some viability in Shielded missions.
  • (+) Downs the shields of Condors and Rocs faster with one round of SB CATS, allowing you to start popping off turrets faster.
  • (=) Pretty much only useful against Condors and Rocs, as well as frontline Vultures however, since it's more practical to use VL and Lux Barrage to get rid of smaller invaders due to the travel time of CATS missiles.

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

  • (+) Downs the shields of Condors and Rocs faster with one round of SB CATS.
    • The recovery time of CATS mean that by the time you want to fire the second round of CATS, the shields of both a Condor's or a Roc's are already downed.
    • Be sure to not use CATS against the welcoming party of Condors.
      • Use VLs if needed to plow through the welcoming party. Do wait for the Condor to fully arrive first though if you want to use VL.
      • Since the Condor's shield health is quite high, the SB nature of CATS can still be very well utilized even if 2 VLs hit the Condor.
      • If the Condor is alone or there are Ravens behind the Condor, then go ahead and fire CATS as soon as the Condor fully arrives.
    • You can use CATS against the welcoming party of a Roc since a Roc takes so long to arrive
      • But it'll probably act mostly like normal CATS with little added benefit from the SB nature of CATS.
  • (=) Against Eagles or lower, it's just not very practical to use CATS before VL since they take time to hit their target, which makes VL a more efficient solution to clear out these invaders instead.
  • (=) Against Vultures, they usually come with at least 2 Ravens or a party of Sparrows in front.
    • If it's Ravens, it's easier to use VL to take out the Ravens. By the time the Ravens are taken out with VLs, the Vulture behind will also be damaged by VL so the SB nature of CATS will do much less.
    • Against Sparrows in front, you have to take them out first otherwise CATS missiles might be absorbed by them. Since the Lux Barrage is so fast traveling, most of the Lux Barrage projectiles will go to the Vulture instead, damaging the shield and making the SB nature of CATS less realized.
    • If the Vulture is a frontline one, then yes, SB CATS will be useful in taking down the Vulture's shield.

Fun Factor: A [No significant change]


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Pandora


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

Ship Class: Defend to Attack
+

Main Weapon: Nucleus Hammer

  • Average DPS = 31.25
  • Weapon Class = Continuous Stream
  • Rate of Fire = Medium
  • Projectile Speed = Medium
  • Forward firing large energy balls

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

  • (+) PD is a decent survivability tool for Pandora.
  • (=) Nucleus Hammer is quite weak so turret popping takes a while.
    • However, PD allows you to hold position relatively well to pop turrets off.
  • (-) The large hitbox of the Nucleus Hammer makes it impossible to pop off difficult-to-reach turrets on Condors and Rocs
    • Unless you go right in front of the turret, which is often impractical since PD doesn't last very long.
  • (-) The hitbox for the Nucleus Hammer is too huge to pop off difficult-to-reach turrets on Condors and Rocs
  • (+) CATS is a great backup for turret popping as well.

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

  • (+) PD is a pretty good tool to optimize the Nucleus Hammer is key, with a rhythm that is consistent but not so frequent.
  • Use CATS whenever possible, unless against Sparrows where the Nucleus Hammer would be more efficient to take them out since it only takes one shot.

Fun Factor: B

  • (=) While the Nucleus Hammer sounds decent to the guide author, some may not like it.
  • (+) PD and CATS are awesome to hear in action.
  • (=) Average ship core positioning.
  • (-) Uninteresting ship overall.

Trivia

  • The base form and apexes of Pandora were designed by Romano Molenaar.
  • Pandora was only introduced into Phoenix 2 at v6.0.
  • Before the v6.0 update where Pandora was introduced, there were a few teasers by the dev in Discord.


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Apexes

Lambda (CATS Double Clover) - ¢30.000


Value: B
Cost vs Utility: B

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

  • (+) Kills a few more Sparrows per CATS.

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

  • (+) Able to cover more area and more invaders with more CATS missiles.
  • (+) Reduces the chance of CATS missiles circling around invaders and wasting damage or time.
  • (+) A lot more effective against waves with a mix of Ravens and Sparrows.
  • (+) 3 CATS missiles of this Double CATS now eliminate a Raven, which is a bit better than 2 CATS missiles (equivalent to 4 Double CATS missiles).

Fun Factor: B [No significant change]


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Tau (PD EMP Laser) - ¢40.000


Value: A
Cost vs Utility: B

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

  • (+) Increased viability in Shuriken/MIRV and Dart/MIRV missions.

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

Fun Factor: B [No change]


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Monsoon


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

Ship Class: Full Offence (FO)
+

Main Weapon: Nova Surge

Survivability (Daily Missions): D+
Survivability (Community Missions): D+

  • (-) Only ML can be used for bullet clearing capabilities.
  • (+) The Nova Surge is great at popping off turrets
    • The 2 bursts of the Nova Surge allow 2 turrets from a Vulture or larger to popped off quite easily
    • The interval time between the 2 bursts gives you time to switch to the other turret.
    • You should only pop off turrets on one side of a Vulture since going over to the other side of the Vulture takes too much time.
  • (-) No bullet clearing capabilities sideways can make turret popping difficult.
  • (+) GM clears out Ravens, that is, if you can hit.
  • (-) It can be difficult to land GMs since Monsoon primarily plays downfield due to the laser nature of the Nova Surge, as well as ML.

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

  • Here are some combinations of the interactions between the Nova Surge, GM and ML:
    • Raven: 1 partial burst of the 2 from Nova Surge breaks their shields. This leaves them vulnerable to be destroyed by blast damage from 1 GM.
    • Heron: 1 full burst of Nova Surge, or 2 partial bursts of the Nova Surge, or 1 partial burst of the Nova Surge + 1 GM kills a Shielded Heron. The shields of Herons go down after 0.4s of exposure to the Nova Surge, which also leaves them vulnerable to be destroyed by blast damage from 1 GM.
    • Eagle: 1 ML, or 1 full burst of Nova Surge + 1 GM will wipe out Shielded Eagles.
    • Vulture: 1 full burst of the Nova Surge strips the shield of a Vulture. 1 ML will then kill it. If ML is hit on the Vulture first, then 2 more full bursts of the Nova Surge is required to down the Vulture.
    • Condor: 2 full bursts of the Nova Surge downs the shields of Condors. 1 ML + 3/4 GMs will then kill it. However, it's better to just use the Nova Surge and slot an ML in between the bursts instead of using GMs that should be reserved for later waves (unless it is the last wave).
  • (+) With both a single target damage and an AoE damage Aura and Zen, Monsoon is a versatile speedrunning ship.
  • Like most GM ships in speedrunning, Monsoon should go upfield to throw GMs at as many upfield invaders at point blank range first.
  • After the burst damage dealt from GMs, optimizing the 2 bursts of the Nova Surge is key.
    • This is easily the most difficult part of playing Monsoon, which takes a lot of practice to grasp the 2 different intervals of the Nova Surge bursts.
  • If additional GMs are earned during midwave, a GM can be fired between the 2 bursts of the Nova Surge. Use the burst to down the shield of invaders so that the GM thrown (after collecting particles from the initial burst damage) can eliminate these weakened invaders. Then try to use the second burst elsewhere.
  • If you are not intending to charge ML, staying upfield at the end of the previous wave is a great idea, especially if Herons or lower are upfield.
    • If the wave has Eagles in front, then charging ML downfield is a better idea to get rid of at least one Eagle so that you can more easily go around the field to throw GMs without being trapped upfield.
  • If there's a frontline Vulture, charge ML first on the frontline Vulture.
    • If it's possible, down the shield of the Vulture first, which means charging ML as the second burst of Nova Surge goes off.
    • This usually involves some form of swiping as you fire off the second burst of Nova Surge.
    • Be sure to fake charge ML where necessary so that the shorter interval of the 2 bursts is used instead of the longer one.
  • Use a burst of Nova Surge to finish off a wave if you intend to charge ML for the next wave so you don't waste GMs.

Fun Factor: A-

  • (-) The 2 different intervals between bursts of the Nova Surge is extremely difficult to grasp.
    • Dealing against smaller invaders is a huge pain, since target switching is very difficult when there are 2 different intervals to keep track of.
  • (+) The Nova Surge has a soothing impact sound.
  • (=) GM is a satisfying Aura to use if you manage to score hits with it, which may be difficult.
  • (-) Monsoon is a very difficult ship to speedrun with, just due to the annoying Nova Surge.
  • (=) Average ship core positioning.

Trivia

  • The base form and apexes of Monsoon were designed by Romano Molenaar.
  • Monsoon was only introduced into Phoenix 2 at v6.0.
  • Before Monsoon was released in v6.0, there were a few teaser screenshots by the dev in Discord.
  • Monsoon is asymmetrical, unlike most ships.
  • The design of Monsoon's Nova Surge didn't take very long, according to the dev. The dev had already set a constraint since the weapon for Monsoon was clearly (to the dev, at least) going to be a big beam or big shot. The dev wanted to use a dark backdrop for the beam so it would look like a fractured light beam. He also wanted to create some bloomy streaks across the Nova Surge. This eventually lead to an Amaterasu Laser type, which simply means color on black. The color of the Nova Surge was adjusted brighter during development.
  • Different colors of Monsoon's main weapon, Nova Surge, was being tested. Here are how some of the results turned out:
  • Coincidentally, as admitted by the devs, the design of Monsoon is inspired by Metal Gear Rising Vengeance. The dev also enjoyed that game a lot, so it could be unconsciously inspired.


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Apexes

Gamma (GM Proximity Detonator) - ¢15.000


Value: D-
Cost vs Utility: C

Survivability (Daily Missions): D [-]
Survivability (Community Missions): D [-]

  • (+) Almost guaranteed to hit GMs since Monsoon is usually played downfield due to the laser nature of the Nova Surge.
    • This means that GMs may miss due to their slow traveling speed, which this apex fixes that.
  • (-) Much more likely to eliminate and damage less invaders since GMs detonate earlier than desired.
  • (+) Could be useful to throw a GM as the finisher blow to a wave, instead of using the frustrating Nova Surge burst.

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

  • (-) The proximity sensor usually detonates GM in front of clusters, rather than to the side or in the middle of invader clusters.
    • This means that the invaders at the back of the clusters, especially Sparrows or other Ravens are not damaged by the blast radius of GM at all.

Fun Factor: A- [No significant change]

  • (+) Much less frustration in missing GMs.
  • (-) GMs often detonate earlier than desired due to the large proximity radius, thus missing your intended destination.
  • (=) Makes Monsoon more accessible to beginners, which is kind of strange that you need to spend even more credits for it.


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Epsilon (ML Double Shot) - ¢25.000


Value: A
Cost vs Utility: A

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

  • (+) Takes down dense waves more easily.

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

  • (+) Damage spreading between different columns more effectively, which helps a lot in dense waves.
  • (+) More consistent rhythm.
    • The rhythm of one ML, one burst of Nova Surge, the second ML, then another burst of Nova Surge is a bit easier to grasp than one ML, then 2 bursts of the Nova Surge.
    • Thus, allows for damage spreading between 4 columns.
  • (+) More effective damage against frontline Vultures, Condors or Rocs, since a burst of the Nova Surge goes off between the 2 MLs fired, which takes down the shield before the second ML fires.

Fun Factor: A- [No significant change]

  • (+) A bit more consistent rhythm, but only when at the start of a wave where you would charge ML to completion.


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Warden

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

Ship Class: Full Offence (FO)
+

Main Weapon: BE-27 Trackers

  • Average DPS = 25
  • Target Tracking = Fast
  • Weapon Class = Uninterruptible Burst
    • (Invader Triggered - Synchronous)
  • Reload Time = Medium
  • 2 fast tracking laser beams, with an angular range of ±105° from the straight vertical

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

  • (+) VL riding is a frequent technique for Warden to survive.
    • Given that it also has FL and its strong BE-27 Trackers which track really well, VL is replenished quite quickly.
    • VL riding can be used in long battles against Condors and Rocs.
  • (-) The BE-27 Trackers will keep targeting the same turret mount point even if its destroyed.
    • Thankfully, given it's near instant tracking capability of the BE-27 Trackers, it is easy for you to switch sides of the field to try and get the BE-27 Trackers to target another turret on the next burst.
    • Switching sides of the field is natural for Warden because it needs to VL sweep the wave anyway.
  • (+) VLs and FLs are plentiful means to pop off turrets, after the BE-27 Trackers strips off invader shields.
  • (+) The fast tracking nature of the BE-27 Trackers is extremely effective against Sparrows, since there is negligible damage leak between targeting Sparrows.
  • The BE-27 Trackers have an angular range of ±105° from the vertical.
    • It will attempt to still try and hit an invader out of the angular range as the curent or subsequent bursts fire.
    • If you re-adjust yourself such that the BE-27 Trackers is in angular range, even if on the opposite side of Warden, it will immediately hit the invader in that new angular vector.

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

  • Generally speaking, FL for larger invaders, such as Herons or above.
    • Using it against Ravens is unreliable since they can move too fast and avoid the FL. But it's still possible.
    • Not necessary against Sparrows because the BE-27 Trackers are already very efficient against them.
  • FL can also be used if you can predict that 2 invaders are going to align in a vertical straight line.
    • This is especially relevant for early Acts, which is about Acts 1 - 3.
  • FL can also be thrown against Vultures and above with no issue since VL can always start off the lance sweeping.
  • (-) Warden speedrunning can be very RNG based.
    • Generally Warden is a very opportunistic ship where VL is first priority, then FL is second priority.
  • There is no need to use FL every wave, even if its recovered. Sometimes, its better to use the BE-27 Trackers to finish off the wave.
  • If the BE-27 Trackers have stopped, the wave is left with a Raven, and FL is also not available, just use VL to kill off that last Raven.
  • Warden tends to target in the direction of whatever it last finished off its previous burst.
    • This means that in order to prevent damage conflict between VL or FL, it is recommended to finish off a wave by letting the BE-27 Tracker try to target to as westward or as eastward as possible.
      • This also means going upfield and to the other side of the remaining invader(s) on field.
      • Remember that for bigger invaders, especially Vultures and above, Warden can retarget based on where you are. Thus, only head upfield once you are sure this is the last burst before the bigger invader is destroyed.
    • Then start off the wave at the different side the BE-27 Trackers are pointing to.
  • If the wave is simply Raven and Sparrow heavy, ignore the BE-27 Trackers and just throw VLs to eliminate all the Ravens.
    • The BE-27 Trackers will take care of the Sparrows.
    • For Raven only waves, the BE-27 Trackers simply don't matter anymore.

Fun Factor: S-

  • (+) The pleasing magnetic sounds of the BE-27 Trackers are soothing to hear.
  • (+) Extremely easy to handle BE-27 Trackers
    • Very reliable and responsive to switch targets automatically with no damage leaking.
  • (+) You can easily focus on spamming VLs and firing FL correctly.
  • (+) Spamming lances like no other on this ship is awesome.
  • (-) The awkwardness of the BE-27 Trackers, VL and FL, all competing with each other all for damage makes it quite easy to miss VLs and FLs, making it quite frustrating.
  • (=) Average ship core positioning.

Trivia

  • The base form and apexes of Warden were designed by Romano Molenaar.
  • Warden was only introduced into Phoenix 2 at v6.0.
  • Before Warden was introduced in v6.0, a few teaser screenshots were released by the devs in Discord.
  • Warden has often been thought to be Ogon 2.0, given how similar Warden looks to Ogon. It's main weapon is very similar to Ogon Phi, or in fact, an improved version since it tracks even faster. It's physical form factor looks to be identical; a huge underbody that has a regular shape with 2 huge arms.


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Apexes

Sigma (FL FTL) - ¢35.000


Value: A
Cost vs Utility: A

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

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

  • (+) Easier to catch pesky Ravens that like to run away.
  • (+) Less conflict between the BE-27 Trackers and FL, if you don't have the liberty to re-adjust the BE-27 Trackers to target the other side.
    • FL goes to work to eliminate and/or damage invaders in front first, then the BE-27 Trackers cleans up that column in front of you.
    • If there's a Heron in front of you and the BE-27 Trackers are about to target it, you can immediately charge FL the very moment the BE-27 Trackers go off to take better advantage of the SB nature of the BE-27 Trackers and kill the Heron (and any Ravens behind it) immediately with FL.
  • (=) An entirely different rhythm to playing Warden, since FL has no travel time.
    • Remember damage can only be dealt to invaders once they are fully on field.
      • This can become a problem if you charge FL against frontline smaller invaders at the start of the wave and you have a Vulture or larger behind it, as charging FL too early means the larger invader behind won't get damaged by FL.
    • Particularly, pre-firing FL needs re-adjustment since with normal FL, there are times you account for the converging of invaders to fire FL.

Fun Factor: S- [No significant change]

  • (=) Changes the way Warden plays. It takes some getting used to for a new rhythm of using FL, especially in conjunction with the BE-27 Trackers.
  • (+) Once you get used to it, it MIGHT be more fun due to the better responsiveness of FL to deal damage.
    • Still, it doesn't beat VL since VL release is instant, and VL already travels fast.
  • (+) Less chance of Ravens running away from FLs fired.


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Phi (VL Trident) - ¢45.000


Value: B-
Cost vs Utility: B

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

  • (+) Deals against dangerous Sparrows hiding behind larger invaders, especially Eagles or larger.

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

  • (+) Useful in early Acts where Sparrows are more abundant, since a Trident VL can reduce one burst of the BE-27 Trackers to finish off the wave.
  • (-) Negative buff to speedrunning. 2 lances of the Trident VL is not able to kill a Shielded Raven.
    • 3 Trident VLs must hit a Raven to take it down.
    • This can be detrimental to VL sweeps when several upfield Ravens continue to survive, which causes them to regenerate their shields.
      • This is especially for Ravens behind Eagles or larger.
    • For Ravens only protected by Herons or other Ravens hit by the Trident VLs, the BE-27 Trackers are still able to take them out quite efficiently.
  • (+) Can be useful for dense Raven waves and you have only 2 Trident VLs at hand, so Trident VL splits the damage across many Ravens to be eliminated by the BE-27 Trackers.
  • (-) The damage distribution of Trident VLs strips the Ravens' shields, which isn't ideal because the BE-27 Trackers strip the shield much more efficiently.

Fun Factor: S- [No significant change]

  • (+) Less problems caused by Sparrows hiding behind other larger invaders.
  • (-) Regeneration of shields by Ravens hiding behind other larger invaders is frustrating.


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Disaris


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

Ship Class: Defend to Attack
+

Main Weapon: Shadow Carver

  • Average DPS = 25
  • Homing = Perfect
  • Weapon Class = Uninterruptible Burst
  • Projectile Speed = Medium
  • Reload Time = Medium
  • 1 forward firing projectile that splits into 5 after traveling straight for a while

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

  • (+) BEMP is a pretty resilient tool for Disaris to survive.
  • However, the weak Shadow Carver makes Disaris hard to survive for very long.
    • Particularly struggles against Rocs.
  • (-) Can't pop off turrets with the Shadow Carver effectively.
    • You can do it if you are close enough to the turret though.
    • BEMP can help stun the turret long enough for you to get up close enough to have the full burst of Shadow Carver hit the turret and pop it off.
      • But this requires great timing.
  • (+) BEMP allows you to get optimal FL lineups.
  • Due to the weak Shadow Carver, you may want to try to use FL to eliminate turrets if you find survival too difficult on certain waves, rather than trying to catch as many invaders in a line.
    • You are usually able to wait a while before trying to get a more optimal line-up so that you eliminate the turret but also catch as many invaders as possible with FL.

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

  • (+) Use BEMP as a positioning tool to fire off the most optimum FLs to hit as many invaders as possible.
  • Use FL as frequent as possible.
  • Stay as downfield as possible to avoid overkill with the Shadow Carver, since it only splits after a while.
  • If you are aiming down the last invader on field, then it is of course, better to get up close.

Fun Factor: B

  • (+) Disaris is a very stress free ship to play, since BEMP is forgiving, and the Shadow Carver is entirely auto aiming.
  • (+) The only thing that needs aiming is FL.
    • And BEMP helps you get very good lime-ups for FL to fire.
  • (+) Getting good line-ups with FL to pierce as many invaders is easy and satisfying with BEMP.
  • (+) Pretty awesome to watch the Shadow Carver split after a while.
  • (-) Of course, that also comes with some frustration if a Sparrow decides to absorb the entire Shadow Carver burst before it splits.
  • (+) Nice Shadow Carver impact sounds.
  • (=) Despite the weird shape of Disaris, it's short height make it easy to locate the ship core and track it easily.

Trivia

  • The base form and apexes of Disaris were designed by Romano Molenaar.
  • Disaris was only introduced into Phoenix 2 at v6.0.
  • Disaris is asymmetrical, unlike most ships.
  • Disaris doesn't fly using thrusters unlike most ships, but perhaps uses an Anti-Gravity Drive propulsion system.
  • Both Disaris' apexes are some of the only apexes that also have a hidden change to them, adding a forward beam laser in addition to their apex effects.
  • Here's a draft version of Disaris which had more guns which was never seen in-game. Note how the left gun is re-implemented in the apexes.
  • Here's a teaser screenshot for Disaris before it was released, which showed the left gun. Ultimately, however, the gun was scrapped from the base form and only the apexes had the left gun, but were different.
  • Disaris is the most expensive Rareship to fully ult and get both its apexes, coming in at ¢95.800 (¢1,500 for buying Disaris, ¢9,300 for fully upgrading, ¢35,000 for the Epsilon Apex & ¢50,000 for the Omega Apex), assuming you buy everything with your own credits (including buying to unlock the ship itself).
  • Disaris seems to bear huge similarities to the YT-2400 light freighter Outrider from Star Wars. Despite this, the dev says that he does not recall any inspirations from Star Wars. He also says that Romano, who drew Disaris, is not a Star Wars aficionado.
  • Although the devs have no reason to lie, I myself still find the similarities too uncanny to say that Disaris isn't inspired by the YT-2400 light freighter Outrider from Star Wars. The thrusters (which is now the Anti-Gravity Drive for Disaris), the general shape of Disaris, as well as the 3 blue dots on Disaris seem to be clearly inspired off the Outrider. Even the left gun for Disaris (in the draft version and the apexes) has the shape of the gun on the Outrider and follows the shape of the Outrider ship. Oh, by the way, i'm not a Star Wars fan myself either, I just find the blue glow of the Anti-Gravity Drive to be a very Star Wars inspired thing, so I went to search it up. So that proves that even non Star Wars fans like Romano who drew the ship need not be a Star Wars fan to be inspired by the Outrider.
  • Here, judge for yourself whether you think Disaris is or is not inspired by the YT-2400 light freighter Outrider from Star Wars (I've added in the left gun in the draft version of Disaris, although i did shorten it a bit):
  • The dev thought it was fun to use the round shape to shoot something that spins. The Shadow Carver projectile itself is based on the shadow-windmill-shuriken that Naruto and Sasuke use in the Zabuza saga, called the Fūman Shuriken, the Shadow Windmill (pictured below). Where you see 1, but another one is hiding "underneath" while it travels. The shuriken that hides underneath another is the origin of the first part of its main weapon name "Shadow".


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Apexes

Both apexes also adds a forward beam at the left side of the ship that deals 2 damage per burst. It is enough to eliminate an Armored Raven damaged by a full burst of the Shadow Carver. It looks like this:

Sigma (FL High Voltage) - ¢35.000


Value: D
Cost vs Utility: C

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

  • (+) Only really helps against a Condor, since you can stun one exposed turret with FL.
    • You should target a spinner or other dangerous turrets that take some time to fire off burst, such as DDSMs, MIRV Bloomers/Spreads.
      • No point to target DDMBs since Disaris doesn't play upfield anyway.
      • Could be useful to target DDLs before they fire if you get trapped underneath them.
    • The turret health of a Condor is higher than the damage of FL, so it's still useful in that sense since it can be hard to get near to a Condor's turrets given it can be risky.
  • (-) Not really useful otherwise.
    • For Rocs, you can also use FL to stun one front turret
    • No point to go behind to stun a difficult-to-reach turret on a Roc, when FL will damage it, and the Shadow Carver burst will pop the turret off immediately after.

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

  • (+) The forward beam allows an armored Raven to be destroyed with one full burst of the Shadow Carver + 1 burst of the forward beam.
    • You can thus go right in the face of an armored Raven to hit the full burst of Shadow Carver and the forward beam in alternate turns.

Fun Factor: B [No change]


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Omega (BEMP Bullet Detonator) - ¢50.000


Value: S+
Cost vs Utility: A

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

  • (+) Eliminates waves with dangerous pellet spinners quickly.
    • Also eliminate waves that have upfield invaders pumping in a lot of shurikens quickly.
  • (+) Useful against Caged MIRVs as well, as after some of them explode, using BEMP will cleanly wipe more Sparrows and have no pellets released from the destroyed Sparrows' Caged MIRVs.

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

  • (+) Obliterates waves with pellet spinners.
    • Also works quite well against T4 Shuriken Spinners and high tier dart spinners.
    • Against 2 T4 pellet spinners, performing turret riding and allowing pellets to build up enough, then firing BEMP will instantly crush any invader, including Rocs (and even heavy welcoming parties like Eagles!).
    • If you are not able to get up close to the pellet spinners for turret riding, use a BEMP to clear out just enough of the field, but not have the BEMP reset the spinner. Then go between the pellet lanes and also collect particles to build up another huge BEMP to deal the finishing blow to the wave.
  • (+) Go up close to MIRV Bloomers, let as many of the MIRVs explode to release as many pellet as possible, then immediately fire BEMP to severely damage or outright blow that invader out of the sky.
    • Obviously, grazing the pellets released by the MIRV Bloomers is an essential skill for this apex so that you can always fire the full range of BEMP to deal devastating damage.
    • In some cases, because MIRV Bloomers fire in bursts, it is also advantageous to severely damage the invader with the first BEMP, allow it to fire another burst of MIRV from its bloomers, but let the Shadow Carver finish off the invader.
      • With the bullets released from the new wave of MIRVs, it can be used against the next wave.
      • This skill is much harder to master.
  • Generally, even in normal waves without MIRV Bloomers but just MIRV Launchers/Spreads, you want to always be as brave as possible and explode as many MIRVs as possible, then use BEMP just before you get killed, to deal massive damage to invaders all around.
    • MIRVs have a short time after being fired where they cannot be exploded, use that time to go in the middle of all the MIRVs fired to trigger them all.
      • Be careful with sMIRVs though, since they can explode immediately, and the same goes for the MIRVs released by the sMIRV.
  • (+) Wait for upfield invaders to pump in shurikens from their high tier shuriken launchers, then when the shurikens overlap the invaders in the midfield, BOOM, fire BEMP to kill them all instantly.
  • (+) Useful against Caged MIRVs as well, although it is difficult to control the firing time and where the pellets from Caged MIRVs are going.
  • (+) Extremely powerful against Condors and Rocs, especially when their difficult-to-reach turrets contain high level spinners and/or MIRV Bloomers.
  • FLs can now be used against insignificant invaders that have turrets that don't add enough bullets on top of other invaders (Low tier turrets or downfield invaders that have forward facing high tier turrets).
  • (+) Also works against Shuriken/Boomerang missions, since the amount of shurikens and also MIRVs can also build up a lot of bullets.
    • Boomerangs aren't also deadly if you go right up to the invaders and perform turret riding.
  • (-) Less useful outside Shuriken/MIRV missions, since the presence of darts make it very difficult to build up bullets on field and still have BEMP cover the whole field, since you would be forced to play more downfield from not being able to stay close to invaders.
    • Very hard to estimate the best point of time to launch BEMP to deal maximum damage too.
  • (+) The forward beam allows an armored Raven to be destroyed with one full burst of the Shadow Carver + 1 burst of the forward beam.
    • You can thus go right in the face of an armored Raven to hit the full burst of Shadow Carver and the forward beam in alternate turns.
  • For even more tips on how to speedrun with this apex, refer to this website:
    https://p2myth.club/docs/Cookbook/Disaris

Fun Factor: X [++++]

  • (+) Using this apex in Shuriken/MIRV missions is a satisfaction like no other when even the largest Rocs can disappear in one BEMP.


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