Ship Details (Part 10)
Phoenix II —FAQ (IOS)
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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 10)
Detailed Stats & Strategies for Below Ships & Apexes (Part 10) | |||||||||
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Jeria | Centurion | Stinger | Mistral | Esperon | Naya | Pandora | Monsoon | Warden | Disaris |
Jeria_files/76704-633.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
Weak against: None in particular
Ship Class: Safer-FO
+
Main Weapon: Boson Charges
- Average DPS
= 31.25
- Blast Damage
= 2 (Low)
- Blast Radius
= 75
- Weapon Class = Continuous Stream
- Rate of Fire
= 0.4s (Medium)
- Projectile Speed
= 900 to 50 with a deceleration of 1000 (Medium, then Stationary)
- Projectile Hit Circle Radius = 10
- 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 Reflex EMP
and Vorpal Lance
provide bullet clearing capabilities.
- This makes it well usable in a Shuriken/MIRV mission.
- (-) The left-right alternating nature of Boson Charges make it very difficult to land the projectiles correctly, especially on Ravens
and Sparrows
.
- (=) The horizontal distance between Boson Charges makes it suitable to pop off 2 turrets from a Vulture
so long you can hold position.
- Given the stackable nature of Boson Charges, it doesn't take long to down a Vulture's
shield.
- You can go between 2 turrets to pop them both off.
- This will take some time due to the left-right alternating nature of Boson Charges.
- Given the stackable nature of Boson Charges, it doesn't take long to down a Vulture's
- (+) You can also use Vorpal Lance
to pop off turrets if it's urgent such as against fast firing MIRV
Bloomers or pellets spinners (wall).
- (+) Use Reflex EMP
to clear out Sparrows
where possible.
- (+) Vorpal Lance
clears out Ravens
effectively where possible.
- (+) 2 blast damage from Boson Charges destroy a Shielded
Sparrow
.
- If you see a Sparrow
on fire, try to aim for another Invader nearby to kill the damaged Sparrow.
- If you see a Sparrow
- (-) Going against a Roc
can spell disaster for Jeria, as the Boson Charges projectiles can't hit the Roc if far away.
- Once you are cornered in a Roc
fight, you will likely die.
- Once you are cornered in a Roc
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 Boson Charges make pre-firing them an essential skill for extreme speedrunning.
- Each Boson Charge stays on field for 1.9s.
- 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.
- If the projectiles are positioned correctly, the first wave of earlier Acts up to about Act 3 can be wiped immediately.
- The rather big blast radius
of Boson Charges mean that you can strategically ignore some Sparrows
to hit and allow them to die by being affected by 2 separate blast damages
.
- Here's a short illustration of just how powerful the stackable nature of Boson Charges is:
- (+) Boson Charges projectiles that reached their maximum distance linger there for more than 1s.
- Positioned correctly, Boson Charges projectiles will detonate on Invaders just as the wave arrives and deal massive damage to them.
- (+) This technique can applied to all Invaders, even Eagles
.
- Positioning the projectiles correctly allows Boson Charges to strip the shield.
- Then 2 Vorpal Lances
can be thrown onto them to destroy both Eagles
immediately, instead of the usual 3.
- (+) You can still use 3 Vorpal Lances
against upfield Eagles
since pre-fired Boson Charges projectiles only weaken downfield Invaders.
- Unfortunately, this takes a LOT of practice given the difficulty 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 Boson Charges is like a dance, swinging from left to right and vice versa in a pendulum like motion.
- The objective is to have the left projectile of Boson Charges fire at the maximum point of the left side of the pendulum motion, and the right projectile of Boson Charges fire at the maximum point of the right side of the pendulum motion.
- To pre-fire Boson Charges at a few other points, a wider or narrower pendulum motion is needed in the same amount of period time.
- To master this pendulum like motion is what makes Jeria extremely difficult to master, as you'll need huge experience on how to grasp the timing of the pendulum motion.
- You also need to learn how to transit from an end wave to this pendulum motion quickly.
- For Boson Charges, don't go too downfield since Boson Charges projectiles don't reach very far.
- (+) Focus on landing Boson Charges correctly when a wave fully arrives.
- There are 2 approaches after landing Boson Charges correctly.
- You can do a Vorpal Lance
sweep to clear the entire field.
- Alternatively, use a Vorpal Lance
to ride up to the center of field and charge Reflex EMP
.
- Kill the rest with Boson Charges.
- Since Ravens
and Sparrows
are all dead from Vorpal Lance
+ Reflex EMP
, you should be left with Herons
and above, which are easier to hit with Boson Charges.
- Since Ravens
- These 2 approaches take alternate turns.
- Reflex EMP
is generally for more heavier waves.
- (+) If you need to pop off dangerous turrets, use Vorpal Lance
instead of Boson Charges.
- If the next wave has a frontline Vulture
, position yourself at a height, and pre-fire Boson Charges such that Ravens
behind the Vulture are hit by your projectiles.
- Then, strip the Vulture's
shield before throwing a Vorpal Lance
to ride up.
- Charge Reflex EMP
as you ride up, such that the range is enough to kill the damaged Ravens
.
- Having just one Boson Charges projectile on a Raven
is enough to finish it off with Reflex EMP
.
- Against Herons
or Eagles
, position yourself downfield to have the Boson Charges projectiles hit the Vulture
instead, and do a Vorpal Lance
sweep.
- Kill the Herons
with 2 Vorpal Lances
.
- Try to have the Eagles
converge, then throw 3 Vorpal Lances
to vaporize them.
- Kill the Herons
- Then, strip the Vulture's
- If the next wave has two columns of Invaders, with Ravens
and Herons
on each column, pre-fire one Boson Charges projectile for each Heron
to break their shields first, then use Vorpal Lances
to finish them off.
- This conserves the number of Vorpal Lance
counters
used.
- This conserves the number of Vorpal Lance
- If 2 Eagles
unfortunately separate from each other, fire 2 Vorpal Lances
on each side, and then fly with the last Vorpal Lance
to the middle of the screen to release a Reflex EMP
.
- This technique is useful if the wave features four Eagles
.
- This technique is useful if the wave features four Eagles
- Generally, Reflex EMP
is reserved for damaged Ravens
(by one Boson Charges projectile) or Sparrows
.
- 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 extremely frustrating to play, especially in early waves that have many Sparrows
.
- (+) Very, very powerful ship if used correctly, which obliterates Invaders extremely fast, especially with the stacking of Boson Charges.
- However, this requires a lot, a lot of playing with Jeria. It will be a journey filled with extreme frustration from using Boson Charges.
- The learning journey of Jeria is likely worth it as you become accustomed to using Boson Charges, due to how satisfying fast it can wipe Invaders.
- (+) Both Vorpal Lance
and Reflex EMP
are great AoE abilities to use, which crush Invaders quickly and satisfyingly.
- (=) The blast damage
of Boson Charges is quite negligible, unless you are speedrunning at a very high level.
- (+) Fun to watch all the Boson Charges projectiles 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.
- The sounds made by Jeria are created by Lars Tesselaar.
- Jeria was only introduced into Phoenix 2 at v5.2.
- Jeria is slightly asymmetrical. If you look at the markings on Jeria's body, they are different on the left and right sides of Jeria.
- Jeria is the only ship in which between main weapon
level upgrades
, there is no change in other statistics except the Projectile Time to Live. This statistic is also one that does not change for any other main weapons as well.
- Jeria is the second Shield Breaker
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 Jeria's Boson Charge is, and Jeria simply dominating the Marshal
leaderboards, Jeria is often a hated ship in many communities, even among many speedrunners. On the Discord, Jeria is often referred to as J*ria by several community members.
- Jeria makes a cameo appearance during the campaign, piloted by Ace Nyra in Mission #21 of the Campaign, as a community wink as mentioned by the devs. A Jeria (which you saved earlier) piloted by Ace Nyra also provides support in Mission #28 of the Campaign, where it fires 3 consecutive powerful volleys of 1+2+2 Vorpal Lances in total to wipe out a deadly Condor.
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 Vorpal Lance
makes for better bullet clearance.
- (+) Can eliminate a few more Ravens
with the same number of Vorpal Lance
counters
, reducing the need to chase them down using Boson Charges.
Speedrunning (Daily Missions): HX [+]
Speedrunning (Community Missions): HX [+]
- (+) Catches a few more Sparrows
with Vorpal Lance
in early waves.
- (+) More reliable speedrunning with less chance of Ravens
escaping the Vorpal Lances
thrown at them.
- Easier to focus on good positioning rather than doing chasing down Ravens
and Sparrows
with Boson Charges from the bad RNG.
- Easier to focus on good positioning rather than doing chasing down Ravens
Fun Factor: A [+]
- (+) Taking down more Ravens
with the same number of Vorpal Lance
counters
means less frustration in using the difficult to use Boson Charges to take down the remaining Ravens.
- (+) Can take down a few more Sparrows
with wider Vorpal Lance
, so less chasing down of Sparrows with Boson Charges.
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.
- (+) Kills Unprotected Ravens
instantly.
Speedrunning (Daily Missions): HX [+]
Speedrunning (Community Missions): HX [+]
- (+) Devastatingly fast in Unprotected
missions since Unprotected Ravens
die instantly.
- 1 Vorpal Lance
+ Reflex EMP
destroy an Unprotected
Heron
instantly.
- 1 Vorpal Lance
- (+) Vorpal Lances
can be re-allocated to Unprotected
Herons
.
- (+) Easy to throw 3 Vorpal Lances
between 2 Unprotected
Eagles
to vaporize them quickly without thinking.
- (+) In Shielded
missions, Raven
dense waves can be vaporized very quickly if you land a few Boson Charges projectiles across 1 - 2 rows of Shielded Ravens.
- Then go upfield to charge Reflex EMP
, and they'll all disappear.
- This happens in 2 cases, when the Ravens
are all downfield, or hiding upfield (especially behind a Vulture
).
- No more need to use Vorpal Lances
against Ravens
, allowing you to conserve Vorpal Lances against Herons
and Eagles
for that wave (or other more upfield/downfield Ravens).
- Or re-allocate Vorpal Lances
to other waves.
- Or re-allocate Vorpal Lances
- If the Ravens
are in columns, this apex doesn't help much.
- You'll still be using Vorpal Lance
like normal to eliminate these Ravens
in columns.
- You'll still be using Vorpal Lance
- Then go upfield to charge Reflex EMP
- (+) Generally helps in overall AoE damage to Herons
and Eagles
so they go down faster with less Boson Charges projectiles to kill them.
- (+) Devastatingly fast in both Unprotected
and Shielded
missions.
- Used correctly, it will get you the Best of Best badge
for Shielded
missions
- It can even get the Best of Best badge
for Unprotected
Shuriken/MIRV missions.
- Used correctly, it will get you the Best of Best badge
- Here's a video by a good Jeria Sigma player explaining how some of the strategies work and how they play out in real-time:
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 Boson Charges + Reflex EMP
takes them out without using Vorpal Lance
, making it more consistent, especially after mastering pre-firing the Boson Charges projectiles.
Centurion_files/76704-634.png)
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
- Average DPS
= 31.25
- Laser Beams
= 6
- Weapon Class = Interruptible Burst
- Capacity
= 300ms
- Rate of Fire
= 0.7s / 6 (Very Fast)
- Reload Time
= 0.3s (Fast)
- Beam Width = 3
- 6 forward firing laser beams
Survivability (Daily Missions): B-
Survivability (Community Missions): B-
- (+) Personal Shield
is great when faced with a shuriken cloud headed toward you with very little space to escape.
- Allow it to activate, then exit Personal Shield
and use Fade Out to get past the shuriken cloud.
- Note that Personal Shield
Fade Out is not effective at crossing large distances, so make sure you figure out the shortest path to escape such shuriken clouds.
- Usually, this is the area that is most downfield.
- Attract all the shuriken launchers to one side to thin out the shuriken cloud.
- Retreat until you hit the vertical border of the screen, before using Personal Shield
Fade Out to escape the shuriken cloud.
- Allow it to activate, then exit Personal Shield
- (+) Personal Shield
helps against defending against pellets released from Caged MIRVs
.
- (=) Rift Laser isn't very powerful.
- Almost a full burst of Rift Laser is needed to pop off turrets.
- Since Rift Laser reloads quickly, it can pop off turrets rather quickly.
- Reserve Goliath Missiles
for dealing against dense waves since it is not needed for turret popping.
- (=) Rift Laser isn't too difficult to handle, but the interval between each beam
is very short, with a short downtime.
- It takes a bit of time to understand Rift Laser's rhythm.
- (+) The Rift Laser being beams
allows Centurion to safely play downfield after firing off the initial burst of Goliath Missiles
.
- (-) Since Rift Laser isn't very powerful and Centurion is usually played downfield, it can be hard to land Goliath Missiles
properly.
Speedrunning (Daily Missions): A+
Speedrunning (Community Missions): A+
- (+) 2 Goliath Missiles'
blast damage
destroys Unprotected
Ravens
.
- At the end of a wave, try to get close to the last few Invaders.
- As the next wave arrives, quickly get in position upfield for the first firing spot of Goliath Missile
.
- Sweep the field with Goliath Missiles
from left to right (or vice versa).
- Exhaust your full supply of Goliath Missiles
where possible, especially in Acts 3 and above.
- Try to target Invaders larger than Ravens
with Goliath Missiles
, since the Rift Laser will compete with Goliath Missiles for damage otherwise.
- Use Personal Shield
to jump across lanes of either darts or pellets (the latter usually more likely) to quickly reposition yourself after killing a larger Invader.
- Try not to do this unless the path is really blocked, as using Personal Shield
means losing Rift Laser DPS.
- You can use Personal Shield
before the start of the next wave to get into position for firing the first Goliath Missile
.
- Try not to do this unless the path is really blocked, as using Personal Shield
- (+) Powerful in laser
heavy missions since you can go right up in the face of Invaders, and charge Personal Shield
just as laser MIRVs
are triggered to deal a lot of laser reflection
damage.
Fun Factor: A+
- (+) Being able to one-shot Unprotected Ravens
with Goliath Missiles
is fun.
- Also, dealing huge blast damage
with Goliath Missile
is also fun.
- Also, dealing huge blast damage
- (+) Pretty nice Rift Laser impact sounds, which are pretty Star Wars like.
- (+) Fun to use in laser
heavy missions from the offensive aspect of Personal Shield
.
- (=) Average handling of 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.
- The sounds made by Centurion are created by Lars Tesselaar.
- 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 Ultimate Level has 6. Here's how it looks like in screenshots, taken just as the last Rift Laser of the Level 5 / Ultimate Level appears:
- Before v5.2 (the update where Centurion was released), some teaser screenshots were released on Discord:
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 since one Goliath Missile
Tungsten Warhead takes out several bunched up Armored Ravens
.
Speedrunning (Daily Missions): X [++++]
Speedrunning (Community Missions): X [++++]
- (+) One Goliath Missile
destroys all Armored
Ravens
in range. This is an insane buff to Goliath Missile.
- (+) The Armor Piercing
property of Goliath Missile's
blast damage
makes it incredibly effective on larger Invaders such as Herons
or Eagles
, since damage is significantly increased.
- (+) Extremely powerful against Armored
laser
heavy missions, since Goliath Missile
wipes out Armored Ravens
quickly, allowing Personal Shield
to deal damage back to bigger Invaders.
- Reduces the amount of RNG for laser reflection
, and allows it to kill Invaders more effectively.
- If the Ravens
are upfield, let the laser reflection
occur first if possible.
- Unless, the wave can be wiped out without using Personal Shield
.
- If the Ravens
- Particularly, against Condors
and Rocs
, if the optimal laser reflection
is achieved, the Roc or Condor can be wiped out in one single laser reflection.
- You may need to throw a few Goliath Missiles
if the number of reflected lasers
are less than required to kill these large Invaders.
- Reduces the amount of RNG for laser reflection
- (=) The impact damage increase is also applied to Unprotected
Ravens
, but their higher health means only the Raven Goliath Missile
hit is destroyed, the other Ravens are only severely damaged.
- Therefore, this apex doesn't help much on Unprotected
missions.
- The damage boost of 10 is only to the Invader in which Goliath Missile
hit, and does not apply to the blast damage
.
- Therefore, this apex doesn't help much on Unprotected
- 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.
Epsilon (PS
Shield Booster) - ¢25.000
Value: A
Cost vs Utility: A
Survivability (Daily Missions): B [+]
Survivability (Community Missions): B [+]
- (+) Increased defence against bullets, by clearing up more bullets.
- Helps especially in clearing up slower moving MIRVs
, pellets and shurikens.
- Particularly useful against MIRVs
since a lot of pellets released by MIRVs can be cleaned up.
- Helps especially in clearing up slower moving MIRVs
Speedrunning (Daily Missions): A+ [No significant change]
Speedrunning (Community Missions): A+ [No significant change]
- (+) Allows you to cross more horizontal distance to switch targets much more effectively.
- (-) However, Rift Laser does not seem to resume firing until Fade Out is over, which means a slight cut in DPS.
- (+) Useful in throwing an additional Goliath Missile
upfield (if collecting particles allow you gain a Goliath Missile counter
) since Personal Shield
Shield Booster acts like a pseudo-Teleport to safely fire Goliath Missile upfield, then retreat back downfield.
- This is only situationally useful since the initial burst of Goliath Missiles
should have destroyed most of the smaller Invaders.
- Could help for very dense waves with so many particles, which may overfill your counters.
- This is only situationally useful since the initial burst of Goliath Missiles
Fun Factor: A+ [No significant change]
- (+) Fun to use Shield Booster as a pseudo-Teleport to fire Goliath Missile
upfield.
- (+) Pretty satisfying to use for cleaning up bullets, kind of like using an eraser in real life.
Stinger_files/76704-635.png)
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
= 0.1s (Fast)
- Projectile Speed
= 1100 (Fast)
- Projectile Hit Circle Radius = 4
- 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 consistent damage dealers.
- (+) Barrier
aids popping off turrets.
- Even though Quantum Repeaters take a bit of time, Barrier
allows you to maintain position well.
- Even though Quantum Repeaters take a bit of time, Barrier
- (+) Focus Lance
is also a free turret popper at the start of each wave.
- Except for Condors
and Rocs
that have higher turret health, since one Focus Lance
is not enough.
- Except for Condors
- The strong turret popping capabilities of Stinger make it a survivable ship, frequently allowing Stinger to utilize the inner lining
.
- (+) Focus Lance
can be used to eliminate dangerous turrets upfield which Quantum Repeaters cannot reach.
- (+) Barrier
can be frequently deployed upfield.
- Both Quantum Repeaters and Focus Lance
are forward firing, allowing you to cool off bullets and collect particles at the end of a wave.
- Both Quantum Repeaters and Focus Lance
- (+) Barrier
is versatile at defence, enabling Stinger's mobility to destroy Invaders slowly from left to right (or vice versa).
Speedrunning (Daily Missions): B+
Speedrunning (Community Missions): B+
- (+) Spam Focus Lance
as much as possible, since barriers
allow you to position Focus Lance easily and properly.
- (+) Some barriers
can be used downfield to aid Focus Lance
firing if going upfield is difficult for deploying barriers.
- (+) Quantum Repeater damage leak is inevitable.
- Each projectile is weak, so leaking a bit of damage is not detrimental to speed.
Fun Factor: B+
- (+) Fun to frequently spam Focus Lance
to pierce through Invaders.
- (=) 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.
- The sounds made by Stinger are created by Lars Tesselaar.
- Stinger was only introduced into Phoenix 2 at v5.2.
- Stinger is VERY SLIGHTLY asymmetrical.
- However, this is not observable while in Ship Preview. it can only be observed if Stinger's turbofan does not move.
- The stain markings on Stinger's turbofan are neither left-right or rotationally symmetrical.
- While all ships bank / tilt to one side when moving, Stinger has a reduced degree of banking compared to most other ships.
- 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 Common
ship to fully upgrade (to 6-6-6) 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:
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 Focus Lances
mean more AoE damage
.
- In fact, Focus Lance
can be fired twice as much.
- In fact, Focus Lance
Fun Factor: B+ [No significant change]
- (+) Fun to fire more Focus Lances
for sure.
- (=) Otherwise, just not really an impressive apex.
Epsilon (Barrier
Reflector) - ¢25.000
Value: S-
Cost vs Utility: A
Survivability (Daily Missions): A+ [+]
Survivability (Community Missions): A [No change]
- (+) Huge increase in 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 you can move horizontally effectively to aim down Invaders.
- Throw Focus Lance
after the first round of laser reflection
if unable to take down the current wave with Quantum Repeaters and laser reflection damage.
- This takes advantage of the laser reflection
damage from these Ravens
.
- This takes advantage of the laser reflection
- Otherwise, throw Focus Lance
at as many Ravens
as possible.
- If you see Ravens
without lasers
, target them for Focus Lance
.
- 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
(that act like a significantly bigger Personal Shield) back to Invaders is extremely satisfying.
Mistral_files/76704-633.png)
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
- Average DPS
= 31.25
- Capacity
= 180ms
- Weapon Class = Uninterruptible Burst
- Reload Time
= 0.51s (Fast)
- Beam Width = 5
- Quick burst of one forward firing beam
Survivability (Daily Missions): D+
Survivability (Community Missions): D+
- (-) Absolutely no defence. Once cornered, you are dead.
- (-) Weak Proton Splitter, which takes 2 bursts to pop off turrets on a Vulture
.
- 3 bursts of Proton Splitter to pop off turrets on a Roc
.
- 3 bursts of 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, without defences, it's hard to keep yourself aligned to these turrets.
- (+) Fast reloading Proton Splitter, so missed bursts are not so consequential.
- (=) Goliath Missile
destroys dense waves quite easily.
- However, since Proton Splitter is a beam, it is easy to stay downfield.
- This makes firing Goliath Missiles
usually downfield, making them likely to miss.
- (-) Difficult to charge Mega Bomb
.
- The short duration of a burst of Proton Splitter makes it difficult to charge Mega Bomb
early.
- Mistral has no defences, so hard to get into position to charge Mega Bomb
.
- The short duration of a burst of Proton Splitter makes it difficult to charge Mega Bomb
Speedrunning (Daily Missions): S+
Speedrunning (Community Missions): S+
- One burst of Proton Splitter eliminates 3 Sparrows
at best (usually only 2).
- (-) It takes 2 bursts of Proton Splitter to kill an Armored Raven
.
- It still takes 4 bursts of Proton Splitter to kill 2 Armored Ravens
, even if there is spillover damage to the other Raven.
- It still takes 4 bursts of Proton Splitter to kill 2 Armored Ravens
- (+) In a way, the weak Proton Splitter that is unable to kill Armored Ravens works to your advantage.
- This means Goliath Missile
and Proton Splitter don't really compete with each other for damage.
- It also takes 2 times the blast damage of Goliath Missile
to kill Armored Ravens.
- Thus, you can land one burst of Proton Splitter on each Raven, except the one Goliath Missile
will be hitting.
- Then throw a Goliath Missile
on the Raven that is hardly / not damaged by Proton Splitter to finish them all off.
- This means Goliath Missile
- (+) Throwing 2 Goliath Missiles
onto a Heron
with Ravens
beside it will kill all of them, which is very advantageous.
- (+) Since Goliath Missiles
are slow traveling, you can use them to finish off larger Invaders such as Vultures
, Condors
or Rocs
.
- This allows charging Mega Bomb
early to land it at the optimum spot.
- Retreat as far downfield as possible, throw Goliath Missile(s)
, and quickly head back upfield to charge Mega Bomb
at the ideal spot.
- Don't use more than 2 Goliath Missiles
.
- Useful especially when landing Fusion Core on downfield Eagles
, since it is difficult to kill them with Goliath Missiles
.
- Throw a Goliath Missile
on one of the Eagles after Mega Bomb
to destroy both of them.
- Throw a Goliath Missile
- This allows charging Mega Bomb
- Both Goliath Missile
and Mega Bomb
are AoE damage.
- Goliath Missile
allows time for Mega Bomb
to cool down.
- In light waves, use Goliath Missiles
to clear out the whole wave quickly.
- Generally, swap between using Goliath Missiles
and Mega Bomb
in alternate waves.
- Sometimes, in Act 5 & 6, if the wave is not heavy enough, forgo using Mega Bomb
.
- Sometimes, in Act 5 & 6, if the wave is not heavy enough, forgo using Mega Bomb
- It's especially ideal to use Mega Bomb
on waves with Eagles, since Goliath Missile
struggles to eliminate them.
- Goliath Missile
- Most of the damage are done by Goliath Missile
and Mega Bomb
.
- Proton Splitter's job in later Acts is just to eliminate dangerous turrets to enable Mega Bomb
to charge properly.
- It is also used to weaken Invaders such as Herons and Ravens for Goliath Missile
to take them out after the Goliath Missile(s) hit.
- Proton Splitter's job in later Acts is just to eliminate dangerous turrets to enable Mega Bomb
- It is not always possible to charge Mega Bomb
such that Fusion Core lands on Herons
.
- You may need to charge Mega Bomb
more upfield, which may not destroy some Sparrows
and Ravens
.
- After Mega Bomb
is set off, focus Goliath Missiles
on a larger Invader such as an Eagle
or larger so that Herons
nearby are destroyed by the blast damage.
- This directs Goliath Missiles'
impact damage on the larger Invaders instead.
- This directs Goliath Missiles'
- Most Herons are already very damaged by Mega Bomb
, so only blast damages from Goliath Missiles
are required to eliminate them.
- Use Proton Splitter to eliminate the remaining loose Sparrows
and Ravens
that escaped Mega Bomb
.
- You may need to charge Mega Bomb
- To deal with dense waves, you may opt to throw two Goliath Missiles
to the upfield Invaders and two more to downfield Invaders.
- You can also throw Goliath Missiles
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.
- You can also throw Goliath Missiles
- For more tips on how to speedrun with Mistral, refer to this website:
https://p2myth.club/docs/Cookbook/Mistral
Fun Factor: S-
- (+) Both Mega Bomb
and Goliath Missile
are fun abilities to use.
- Provided, you hit with your Goliath Missiles
of course.
- Provided, you hit with your Goliath Missiles
- (+) A very fast ship, obliterating Invaders very quickly, making Mistral satisfying.
- (+) Relatively easy to handle Proton Splitter.
- (-) However, Proton Splitter's burst interval and burst time is a bit too quick, so optimizing it for speedrunning is hard.
- (=) Average Proton Splitter impact sounds.
- (+) Slightly forward ship core positioning, but Mistral's tall height makes it easy to locate it.
- Mistral's ship core is also slightly separated from the rest of its main body by being on a piece of Mistral that is thinly connected to its main body
Trivia
- The base form and apexes of Mistral were designed by Rogier van de Beek.
- The sounds made by Mistral are created by Lars Tesselaar.
- Mistral was only introduced into Phoenix 2 at v5.3.
- Mistral is one of the only ships 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.
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 Goliath Missiles
one by one gives you pockets of space to breathe and survive much more easily, especially in Shuriken/MIRV missions.
Speedrunning (Daily Missions): X [++]
Speedrunning (Community Missions): X [++]
- (+) Significantly easier to sweep the field with Goliath Missiles
, since the bullet clearance from Goliath Missiles allows you to more easily hop over to other Ravens
or Herons
to throw Goliath Missiles at.
- Due to the amount of Goliath Missiles
being thrown on field and the amount of bullet clearance, it is quite easy to keep the field clear of bullets from smaller Ravens
or Herons
.
- Due to the amount of Goliath Missiles
- (+) Capability to charge riskier Mega Bombs
on the next wave, since the slow moving Goliath Missiles
can be used to clear the field of bullets and Invaders to allow safe charging.
Fun Factor: S [+]
- (+) Very satisfying bullet clear from Goliath Missiles
.
- (+) Happens very frequently as well due to how fast Mistral can be.
Lambda (MB
Fast Charge) - ¢30.000
Value: S-
Cost vs Utility: B
Survivability (Daily Missions): C- [++]
Survivability (Community Missions): C- [++]
- (+) More leniency to charge Mega Bomb
to quickly retreat before bullets (especially darts) kill you.
Speedrunning (Daily Missions): X [++]
Speedrunning (Community Missions): X [++]
- (+) Allows Mega Bomb
to be spammed more frequently in more waves.
- (+) Allows Goliath Missile
and Mega Bomb
to be used in alternate waves easily, keeping up the supply of Goliath Missile counters using Mega Bomb.
- (+) Reduces reliance on Proton Splitter, which is a weak main weapon that requires several bursts to down even Ravens
.
- (+) Allows you to use Mega Bomb
consecutively on Wave 4 of a previous Act and Wave 1 of the next Act easily.
- Also allows you to deal against 2 back-to-back heavy waves using Mega Bomb
.
- Also allows you to deal against 2 back-to-back heavy waves using Mega Bomb
- (+) Allows you to charge riskier Mega Bombs
where darts are present and nearer to you.
- (+) Devastatingly fast in Unprotected missions since Mega Bomb
kills Unprotected Ravens
immediately.
Fun Factor: S [+]
- (+) Spamming Mega Bomb
after Mega Bomb is extremely fun.
- (-) Due to more reliance on pre-firing Goliath Missiles
to destroy some waves to quickly charge Mega Bomb
, easier to run into RNG issues where Goliath Missiles may miss, especially when it comes to Ravens
and Sparrows
.
Esperon_files/76704-633.png)
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
= 325/12 ≈ 27.08
- Capacity
= 400ms
- Homing
= Perfect (Maximum Turning Rate = 350)
- Weapon Class = 2 successive Uninterruptible Bursts
- Rate of Fire
= 0.12s (Fast)
- Projectile Speed
= 60 to 1500 with an acceleration of 1500 (Medium)
- Reload Time
= 0.1s (Very Fast - Time between end of beam to next set of projectiles firing)
- Projectile Hit Circle Radius = 4, Beam Width = 8
- 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 about to be cornered to shovel and create space.
- Don't go too near to Invaders since spread turrets in particular, can drain Phalanx
very quickly.
- Play as downfield as possible.
- Only shovel with Phalanx
if cornered and unable to dodge, especially when darts interweave with pellets and/or shurikens.
- Only shovel with Phalanx
- (-) Nox Arsenal is weak, and its projectiles are unreliable to pop off turrets.
- (-) The Nox Arsenal beam, likewise, is too weak to pop off turrets.
- It takes at least 2 bursts of the beam to eliminate a turret, which is too long.
- Don't be too concerned with landing the beam on something, as survival is more important.
- (+) When faced with Vultures
in front, strip off its shield before charging Clover ATS
to allow it to pop turrets off.
- Otherwise, use Clover ATS
whenever fully cooled down.
Speedrunning (Daily Missions): B-
Speedrunning (Community Missions): B-
- The Nox Arsenal's beam deals 125/12 ≈ 10.42 DPS, while the Nox Arsenal projectiles collectively deal 50/3 ≈ 16.67 DPS.
- The beam fires 0.2s after the first set of projectiles go off.
- (-) Despite being a primarily defensive ship with a weak offensive Zen
, optimizing Esperon is difficult.
- Nox Arsenal should eliminate the shields of larger Invaders, such as Herons
or above.
- (+) Then, use Clover ATS
to clean up Invaders stripped of their shields.
- Don't use Clover ATS
against Sparrows
as there is too much overkill. Save Clover ATS for another wave.
- In early Acts, use Clover ATS
against Ravens
or higher only.
- Skip Clover ATS
on early waves with only Sparrows
.
- In early Acts, use Clover ATS
- Otherwise, use Clover ATS
whenever fully cooled down.
- Use Phalanx
to diagonally shovel for the correct positioning to optimize the beam to hit all the time, as the beam accounts for a significant 5/13 (≈ 40%) of the DPS.
- Clover ATS
can be fired twice against Shielded
Condors
and Rocs
.
- Once when its shield is still up, and once after it is downed.
Fun Factor: B+
- (+) The Nox Arsenal has nice impact sounds, especially when you land the beam.
- (+) Clover ATS
is an awesome Zen
to hear in action.
- (+) Esperon is quite a stress free ship where you can move around quite freely.
- (+) Phalanx
helps to give you freedom of moving around quite easily.
- (=) Average ship core positioning.
Trivia
- The base form and apexes of Esperon were designed by Romano Molenaar.
- The sounds made by Esperon are created by Lars Tesselaar.
- 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?
- Interestingly, the spikes on base Esperon are attached to the outer plates of Esperon, while the spikes of both Esperon apexes are attached directly to the main body of Esperon
- 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 a main weapon
DPS of 325/12 ≈ 27.08 DPS at Ultimate
Level.
- It was initially thought the projectiles dealt 25 DPS, while the beam does a measly 2 DPS. It was only after much research and experimentation that the actual DPS of both the beams and projectiles are known.
- Esperon is one of only 2 ships that has 2 different types of a main weapon
. It has homing missiles as well as a forward beam.
- Esperon Crisis EMP Apex ability was slightly improved in the v5.5 update.
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 completely cornered.
- Deploy Phalanx
and confidently shovel without worrying about whatever is between your ship core and Phalanx, since Crisis EMP completely clears this space of bullets.
- Deploy 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]
Sigma (CATS
Ion Warheads) - ¢35.000
Value: D+
Cost vs Utility: B
Survivability (Daily Missions): C [No significant change]
Survivability (Community Missions): C [No significant change]
- (=) Very limited stunning capability provided by only 4 missiles from Clover ATS
.
- If you hit Sparrows
, Ravens
or Herons
, it's 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 is bad when talking about tracking lasers
or laser spreads.
- If you hit Sparrows
Speedrunning (Daily Missions): B- [No change]
Speedrunning (Community Missions): B- [No change]
- (=) When speedrunning, since you should down the shields with Nox Arsenal, Clover ATS
would already pop off the turrets when it hits Invaders with their shields downed.
- However, can be useful on Condors
and Rocs
since Clover ATS
can be fired once while their shield is up.
- However, can be useful on Condors
Fun Factor: B+ [No change]
Naya_files/76704-634.png)
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
- Spread
= -0.5° to 0.5° (Extremely Narrow)
- Rate of Fire
= 0.05s (Very Fast)
- Projectile Speed
= 1400 (Very Fast)
- Reload Time
= 1.2s (Slow)
- Projectile Hit Circle Radius = 12
- 5 fast forward traveling projectiles fired in quick succession
Survivability (Daily Missions): C
Survivability (Community Missions): C
- (-) Very limited defence.
- Only Vorpal Lance
allows a last minute resort to get out of trouble.
- Only Vorpal Lance
- (+) One burst of Lux Barrage takes down any turret.
Speedrunning (Daily Missions): S-
Speedrunning (Community Missions): S-
- Lux Barrage deals high burst damage.
- It should be used to either pop turrets effectively or hit larger Invaders.
- Lux Barrage eliminates 1 Raven
and 2 Sparrows
at best.
- It will not eliminate 2 Ravens
.
- Thus, use Vorpal Lance
to eliminate 2 Ravens
.
- It will not eliminate 2 Ravens
- It is a good idea to use one burst of Lux Barrage against a Heron
, then use one Vorpal Lance
to eliminate the Heron and another Raven
.
- If Lux Barrage is needed to use against Sparrows
, only aim for Sparrows that are close to each other horizontally.
- Otherwise, missing them is very likely.
- Lux Barrage will only hit Sparrows
within about 1/4 of the horizontal screen space effectively.
- Vorpal Lance
should go into action before Clover ATS
.
- Vorpal Lance
deals its damage much faster than Clover ATS
, since the missiles of Clover ATS take time to hit their targets.
- Vorpal Lance
- Eliminate all Invaders in front of a Vulture
or Condor
before using Clover ATS
so Clover ATS deals full damage
to them.
- For a huge crowd of Ravens
, stockpile Vorpal Lance
to sweep them.
- If the Invaders in front are Eagles
, use Clover ATS
first to destroy the Eagles.
- Against Rocs
, use Clover ATS
to eliminate the welcoming party, since Clover ATS will recharge before the Roc fully arrives.
- For a huge crowd of Ravens
- If the wave has Eagles
in front, charge Clover ATS
first to damage the Eagles while throwing Vorpal Lance
to damage or kill smaller Invaders behind.
- If it's just 2 Eagles
fora wave, charge Clover ATS
and throw one Vorpal Lance
between them.
- Charging Clover ATS
first also applies if the Eagle
is horizontally aligned with other Invaders such as Ravens
and Herons
.
- If it's Ravens
and Sparrows
, take down as many quickly with Vorpal Lance
and Lux Barrage after Clover ATS
is fired.
- This reduces the chance that Clover ATS
will hit these smaller Invaders instead of the Eagle
.
- If it's Ravens
- If it's just 2 Eagles
- Reserve Clover ATS for Eagles
and above.
- If there aren't Eagles
and above, charge Clover ATS
whenever.
- If there's only a single Heron
in a wave, use Lux Barrage and fire off one Vorpal Lance
to kill it faster.
- Then use Clover ATS
for the next wave, since single Herons
only appear in early Acts.
- If there aren't Eagles
- Since chasing down Sparrows
is a nightmare, Clover ATS
can help out with taking out a few Sparrows, but only if the wave has more than around 6 Sparrows.
- Reserve Vorpal Lance
for later waves.
- Do not be at 4 full Vorpal Lance
counters
with too many particles still on field.
- Reserve Vorpal Lance
Fun Factor: A
- (-) Difficult to use Lux Barrage.
- The short and fast traveling burst of Lux Barrage makes hunting down Sparrows
a pain.
- The short and fast traveling burst of Lux Barrage makes hunting down Sparrows
- (+) Vorpal Lance
and Clover ATS
are fun abilities to use.
- (-) Awkward synergy between Vorpal Lance
and Clover ATS
, are competing means of damage.
- (=) Average Lux Barrage impact sounds.
- (=) Average ship core positioning.
Trivia
- The base form and apexes of Naya were designed by Rogier van de Beek.
- The sounds made by Naya are created by Lars Tesselaar.
- 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 Vorpal Lance
Trident 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 also have 39.6 damage now.)
- Before the v5.5 update, Naya Phi's Clover ATS
Shield Breaker Apex ability had no effect at all due to a bug, so Invader shields still take normal damage from Clover ATS. This was fixed in the v5.5 update, so Clover ATS Shield Breaker now deal 2.5 times 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.
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 Vorpal Lances
from left to right easily strips Ravens
, Herons
& Eagles
of their turrets quickly, turning them into floating pieces of junk.
- Throwing Vorpal Lances
- (=) Using Vorpal Lance
Trident to clear bullets is more risky.
- Use Vorpal Lance
more pre-emptively so more frontal space can be cleared to ride up the Vorpal Lance Trident.
- While possible to use it like normal Vorpal Lance
, the horizontal clearance space of the forward firing lance is smaller than regular Vorpal Lance.
- Use Vorpal Lance
Speedrunning (Daily Missions): S- [No significant change]
Speedrunning (Community Missions): S- [No significant change]
- (+) The spread of Vorpal Lance
Trident allows Naya to catch more Sparrows
easily, reducing the need to use Lux Barrage to chase them down.
- (-) However, it is more difficult to take down Ravens
since 2 Vorpal Lance
Tridents do not take them down.
- The 3 lances of Vorpal Lance
Trident share the damage
of 39.6 equally.
- If 2 smaller Vorpal Lance
Trident hit a Raven
, they only deal 26.4 damage, just shy of an Unprotected
Raven's health of 27.
- This means you need to chase down Ravens
that have no turrets and incur overkill damage from each projectile of Lux Barrage.
- This is ok for upfield Ravens
hiding behind other larger Invaders (especially a Vulture
) that have both turrets popped off, since they self-destruct after a while.
- The 3 lances of Vorpal Lance
- (=) This apex is an adjustment to speedrunning.
- It makes taking down Sparrows
easier, but taking out Ravens
more difficult.
- It makes taking down Sparrows
- Go near to downfield Ravens
to try and take them out so Lux Barrage can be reserved for larger Invaders.
- Never use just one Vorpal Lance
Trident, fire at least 2 of them to be effective.
- Usually 2 of Vorpal Lance
Trident is effective against early Acts 1 - 2 of Sparrow
only waves.
- In later waves, fire the whole stockpile of 3 - 4 Vorpal Lance
to deal as much AoE damage
.
- Hopefully, some Ravens
go down too.
- Hopefully, some Ravens
- Usually 2 of Vorpal Lance
Fun Factor: A+ [+]
- (+) Much less hunting of Sparrows
with Vorpal Lance
Tridents having better coverage to kill them.
- (+) Watching turrets getting popped off is laughable and enjoyable.
- (-) Less able to kill Ravens
due to the damage distribution of the smaller lances in Vorpal Lance
Trident.
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 Clover ATS
Shield Breaker
, allowing you to start popping off turrets faster.
- (=) Usually only useful against Condors
, Rocs
and frontline Vultures
.
- It's more practical to use Vorpal Lance
and Lux Barrage to get rid of smaller Invaders due to the travel time of Clover ATS
missiles.
- Even for Shielded
Eagles
, a powerful burst of Lux Barrage and the fast speed of its projectiles would damage them, reducing the Shield Breaker
advantage of Clover ATS
.
- It's more practical to use Vorpal Lance
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 Clover ATS
Shield Breaker
.
- The recovery time of Clover ATS
means by the time you fire a second Clover ATS, the shields of a Condor's
or Roc's
are already downed.
- Don't use Clover ATS
against the welcoming party of Condors
.
- Use Vorpal Lances
to plow through the welcoming party.
- Wait for the Condor
to fully arrive first if using Vorpal Lance
.
- Since a Condor's
shield health is quite high, the Shield Breaker
nature of Clover ATS
can still be well utilized even if 2 Vorpal Lances
hit the Condor.
- If the Condor
is alone, or if there are Ravens
behind the Condor, fire Clover ATS
as soon as the Condor fully arrives.
- Use Vorpal Lances
- Use Clover ATS
against the welcoming party of a Roc
since a Roc takes so long to arrive.
- The recovery time of Clover ATS
- (=) Against Eagles
or lower, it's not practical to use Clover ATS
before Vorpal Lance
.
- Clover ATS'
missiles take time to hit their targets, making Vorpal Lance
more efficient to clear out the Eagles
instead.
- Clover ATS'
- (=) Against Vultures
, they may come with at least 2 Ravens
or a party of Sparrows
in front.
- In this case, go behind the Ravens
and charge Clover ATS
on top of the Vulture's
cockpit to fully realize the Shield Breaker
nature of Clover ATS.
- Then go back downfield.
- Against Ravens
, destroy them with Vorpal Lance
as usual.
- Against Sparrows
, sweep them with Lux Barrage.
- In this case, go behind the Ravens
Fun Factor: A [No significant change]
Pandora_files/76704-633.png)
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
= 0.46s (Medium)
- Projectile Speed
= 900 (Fast)
- Projectile Hit Circle Radius = 19
- Forward firing large energy balls
Survivability (Daily Missions): B
Survivability (Community Missions): B
- (+) Point Defence
is a decent survivability tool for Pandora.
- (=) Nucleus Hammer is quite weak so turret popping takes a while.
- However, Point Defence
allows you to hold position relatively well to pop turrets off.
- However, Point Defence
- (-) 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 Point Defence
doesn't last very long.
- Unless you go right in front of the turret, which is often impractical since Point Defence
- (+) Clover ATS
is a great backup for turret popping as well.
Speedrunning (Daily Missions): B
Speedrunning (Community Missions): B-
- (+) Point Defence
does well to optimize Nucleus Hammer, with a rhythm that is consistent and not so frequent.
- Use Clover ATS
whenever fully cooled down.
- Don't use it against Sparrows
since Nucleus Hammer is more efficient in taking them out.
- Don't use it against Sparrows
Fun Factor: B
- (=) While Nucleus Hammer sounds decent to the guide author, some may not like it.
- (+) Point Defence
and Clover ATS
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.
- The sounds made by Pandora are created by Lars Tesselaar.
- Pandora was only introduced into Phoenix 2 at v6.0.
- The Nucleus Hammer has effectively the biggest projectile as determined by hit circle radius.
- According to the dev, the Tau Apex of Pandora was supposed to be Bullet Detonator instead of EMP Laser, for reasons the dev could not remember.
- Before the v6.0 update where Pandora was introduced, there were a few teasers by the dev in Discord.
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 Clover ATS
.
Speedrunning (Daily Missions): B [No significant change]
Speedrunning (Community Missions): B [+]
- (+) Covers more area and more Invaders with more Clover ATS
missiles.
- (+) Reduces the chance of Clover ATS
missiles circling around Invaders which wastes damage and/or time.
- (+) A lot more effective against waves with a mix of Ravens
and Sparrows
.
- (+) 3 Clover ATS
missiles of Double Clover eliminate a Raven
, which is better than 2 Clover ATS missiles (equivalent to 4 missiles from Double Clover).
Fun Factor: B [No significant change]
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]
Monsoon_files/76704-634.png)
Strong against: None in particular
Weak against: Shuriken/MIRV, Dart/MIRV
Ship Class: Full Offence (FO)
+
Main Weapon: Nova Surge
- Average DPS
= 31.25
- Capacity
= 400ms
- Weapon Class = 2 successive Uninterruptible Bursts
- Reload Time
= 0.4s (Fast), 0.9s (Medium)
- Beam Width = 8
- 2 forward firing purple laser beams with a delay between them
Survivability (Daily Missions): D+
Survivability (Community Missions): D+
- (-) Only Mega Laser
for bullet clearing capabilities.
- (+) Nova Surge is great at popping off turrets.
- The 2 bursts of 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.
- Only pop off turrets on one side of a Vulture
since going over to the other side of the Vulture takes too much time.
- The 2 bursts of Nova Surge allow 2 turrets from a Vulture
- (-) No bullet clearing capabilities sideways, making turret popping difficult.
- (+) Goliath Missile
clears out Ravens
, that is, if you can hit.
- (-) Difficult to land Goliath Missiles
since Monsoon primarily plays downfield due to the beam nature of Nova Surge and Mega Laser
.
Speedrunning (Daily Missions): S-
Speedrunning (Community Missions): S-
- Here are some combinations of the interactions between Nova Surge, Goliath Missile
and Mega Laser
:
- 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 Goliath Missile
.
- Heron
: 1 full burst of Nova Surge, or 2 partial bursts of Nova Surge, or 1 partial burst of Nova Surge + 1 Goliath Missile
kills a Shielded
Heron.
- Herons'
shield go down after 0.4s of exposure to Nova Surge, which leaves them vulnerable to be destroyed by blast damage
from 1 Goliath Missile
.
- Herons'
- Eagle
: 1 Mega Laser
, or 1 full burst of Nova Surge + 1 Goliath Missile
wipe out Shielded
Eagles.
- Vulture
: 1 full burst of Nova Surge strips its shield. 1 Mega Laser
then kills it.
- If Mega Laser
hits the Vulture
first, 2 more full bursts of Nova Surge is required to down the Vulture.
- If Mega Laser
- Condor
: 2 full bursts of Nova Surge downs its shields. 1 Mega Laser
+ 3/4 Goliath Missiles
then kills it.
- However, it's better to just use Nova Surge and slot Mega Laser
in between the bursts, instead of using Goliath Missiles
that should be reserved for later waves (unless it is the last wave).
- However, it's better to just use Nova Surge and slot Mega Laser
- Raven
- (+) With both single target and AoE damage means, Monsoon is a versatile speedrunning ship.
- Like most Goliath Missile
ships in speedrunning, go upfield to throw Goliath Missiles at as many upfield Invaders at point blank range first.
- After dealing damage from Goliath Missiles
, optimizing the 2 bursts of Nova Surge is key.
- This is 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 Goliath Missile
counters are earned midwave, a Goliath Missile can be fired between the 2 bursts of Nova Surge.
- Use the burst to down the shield of Invaders so the Goliath Missile
thrown eliminates the weakened Invaders.
- Then try to use the second burst elsewhere.
- Use the burst to down the shield of Invaders so the Goliath Missile
- If not charging Mega Laser
for the next wave, stay upfield at the end of a wave, especially if Herons
or lower are upfield.
- If the next wave has Eagles
in front, charge Mega Laser
downfield to get rid of at least one Eagle.
- You can then more easily go around the field to throw Goliath Missiles
without being trapped upfield.
- If the next wave has Eagles
- If there's a frontline Vulture
, charge Mega Laser
first on the frontline Vulture.
- If possible, down the Vulture's
shield first, so charge Mega Laser
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.
- Fake charge Mega Laser
where necessary so the longer interval of the 2 bursts is used when fully charging Mega Laser to fire at the Vulture
.
- If possible, down the Vulture's
- Use a burst of Nova Surge to finish off a wave if charging Mega Laser
for the next wave to save Goliath Missile
counters
.
Fun Factor: A-
- (-) The 2 different intervals between bursts of 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.
- (=) Goliath Missile
is a satisfying Aura
to use if you score hits with it, which may be difficult.
- (-) Monsoon is a difficult ship to speedrun with due to the annoying Nova Surge burst intervals.
- (=) Average ship core positioning.
Trivia
- The base form and apexes of Monsoon were designed by Romano Molenaar.
- The sounds made by Monsoon are created by Lars Tesselaar.
- 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 already set a constraint, since the main 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.
- The dev already set a constraint, since the main weapon
- Different colors of Monsoon's Nova Surge was being tested. Here are how some of the results turned out:
- To the left of Monsoon's main cannon, there are small glow rails, which light up between Nova Surge bursts. The color of the glow differs from base (Blue) to Gamma (Purple) to Epsilon (Orange).
- Monsoon Epsilon is the only Mega Laser
Double Shot apex where in-between the 2 Mega Lasers, the main weapon
is allowed to fire. This is likely because Mega Laser Double Shot apexes on Shield Breaker
ships would not be very useful.
- 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.
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 Goliath Missiles
.
- (-) Much more likely to eliminate and damage less Invaders since Goliath Missiles
detonate earlier than desired.
- Since the radius of the Goliath Missile
Proximity Detonator is big, but the blast radius
is calculated from the center of the Goliath Missile itself, it is less likely to hit Invaders upfield.
- Since the radius of the Goliath Missile
- (+) Useful when using Goliath Missile
as the finisher blow to a wave, instead of using Nova Surge.
Speedrunning (Daily Missions): A [--]
Speedrunning (Community Missions): A [--]
- (-) The proximity sensor usually detonates Goliath Missile
in front of Invader clusters, rather than to the side or in the middle of Invader clusters.
- This means Invaders at the back of these clusters, especially Sparrows
or other Ravens
escape the blast damage
of Goliath Missile
.
- This means Invaders at the back of these clusters, especially Sparrows
Fun Factor: A- [No significant change]
- (+) Much less frustration in missing Goliath Missiles
.
- (-) Goliath Missiles
often detonate earlier than desired due to the large proximity radius, thus usually missing your intended destination.
- (=) Makes Monsoon more accessible to beginners, which is kind of strange when you need to spend even more credits for beginner friendliness.
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 [+]
- (+) More consistent rhythm.
- The rhythm of one Mega Laser
, one burst of Nova Surge, the second Mega Laser, then another burst of Nova Surge is easier to grasp than one Mega Laser, then 2 bursts of Nova Surge.
- The rhythm of one Mega Laser
- (+) Damage spreading between different columns more effectively, which helps a lot in dense waves.
- (+) More effective damage against frontline Vultures
, Condors
or Rocs
, since a burst of Nova Surge goes off between the 2 Mega Lasers
fired, allowing the Shield Breaker
nature of Nova Surge to be used more effectively.
- This is especially against frontline Vultures
since the burst of Nova Surge between the Mega Lasers
down its shield, allowing the other 100 damage
of Mega Laser to be dealt to its body.
- This is especially against frontline Vultures
Fun Factor: A- [No significant change]
- (+) A bit more consistent rhythm, but only at the start of a wave after charging Mega Laser
.
Warden_files/76704-634.png)
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 (Rotation Speed = 800)
- Weapon Class = Uninterruptible Burst
- (Invader Triggered - Synchronous)
- Capacity
= 900ms
- Reload Time
= 0.6s (Fast)
- Beam Width = 6
- 2 fast tracking laser beams, with an angular range of ±108° from the straight vertical
Survivability (Daily Missions): B
Survivability (Community Missions): B
- (+) Vorpal Lance
riding is a frequent technique for survival.
- Focus Lance
and the rather powerful BE-27 Trackers which track very well allow Vorpal Lance
counters
to be replenished rather quickly.
- Vorpal Lance
riding can be used in long battles against Condors
and Rocs
.
- Focus Lance
- (-) BE-27 Trackers will keep targeting the same turret mount point even if its destroyed.
- Thankfully, given the very fast tracking capability of BE-27 Trackers, it is easy to switch sides of the field to try and get BE-27 Trackers to target another turret on the next burst.
- Switching sides of the field is natural for Warden because it needs to Vorpal Lance
sweep the wave.
- (+) Vorpal Lances
and Focus Lance
are plentiful means to pop off turrets, after BE-27 Trackers strips off Invader shields.
- (+) The very fast tracking nature of BE-27 Trackers is very effective against Sparrows
, since there is negligible damage leak between Sparrows.
- BE-27 Trackers has a firing angular range of ±108° from the vertical.
- It will attempt to hit an Invader out of the firing angular range as the current or subsequent bursts fire.
- If you re-adjust yourself such that BE-27 Trackers is in firing angular range, even if the new target is on the opposite side of Warden, the BE-27 Trackers will turn to hit that Invader.
Speedrunning (Daily Missions): S
Speedrunning (Community Missions): S
- Generally, Focus Lance
for larger Invaders, such as Herons
or above.
- Using it against Ravens
is unreliable since they move too fast and may avoid the Focus Lance
.
- Ideal if Focus Lance
is recharged and there are only Ravens
in that wave.
- Ideal if Focus Lance
- Not necessary against Sparrows
because BE-27 Trackers are already very efficient against them.
- Using it against Ravens
- Focus Lance
can also be used if 2 Invaders are going to align in a vertical straight line.
- This is more relevant for early Acts 1 - 3.
- Focus Lance
can be used against Vultures
and above with no issue since Vorpal Lance
can always start off the lance sweeping.
- (-) Warden speedrunning can be very RNG based.
- Generally Warden is a very opportunistic ship where Vorpal Lance
is first priority, and Focus Lance
is second priority.
- Generally Warden is a very opportunistic ship where Vorpal Lance
- No need to use Focus Lance
every wave, even if recovered.
- Sometimes, its better to use the BE-27 Trackers to finish off the wave.
- If the BE-27 Trackers have stopped, and there is only one Raven
left without Focus Lance
being fully cool down, use Vorpal Lance
to finish off that Raven.
- BE-27 Trackers tends to target in the direction of whatever it last finished off its previous burst.
- This means to prevent damage conflict between Vorpal Lance
or Focus Lance
, try to finish off a wave by letting BE-27 Tracker target as westward or eastward as possible.
- This means going upfield and to the other side of the remaining Invader(s) on field.
- For bigger Invaders, especially Vultures
and above, Warden can retarget based on where you are.
- Thus, only head upfield once certain that this is the last BE-27 Trackers burst before the bigger Invader is destroyed.
- Then start off the wave at the other side the BE-27 Trackers are not pointing to.
- This means to prevent damage conflict between Vorpal Lance
- If the wave is simply Raven
and Sparrow
heavy, ignore the BE-27 Trackers and throw Vorpal Lances
to eliminate all Ravens.
- The BE-27 Trackers will take care of the Sparrows
.
- For Raven
only waves, the BE-27 Trackers doesn't matter anymore.
- The BE-27 Trackers will take care of the Sparrows
Fun Factor: S-
- (+) The pleasing magnetic sounds of BE-27 Trackers are soothing to hear.
- (+) Very easy to handle BE-27 Trackers
- Very reliable and responsive to switch targets automatically, with no damage leaking.
- (+) You can easily focus on spamming Vorpal Lances
and firing Focus Lance
correctly.
- (+) Spamming lances like no other is awesome.
- (-) The awkwardness of BE-27 Trackers, Vorpal Lance
and Focus Lance
, all competing with each other for damage makes it quite easy to miss Vorpal Lances and Focus Lances, which can be quite frustrating.
- (=) Average ship core positioning.
Trivia
- The base form and apexes of Warden were designed by Romano Molenaar.
- The sounds made by Warden are created by Lars Tesselaar.
- 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.
- In v6.1.5, Warden's BE-27 Trackers' performance was improved. Previously, the BE-27 Trackers would deal less than 25 DPS due to the way it retargets.
- Warden has often been thought to be Ogon 2.0, given how similar Warden looks to Ogon.
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 BE-27 Trackers and Focus Lance
, if you don't have the liberty to re-adjust the BE-27 Trackers to target the other side.
- Focus Lance
eliminates and/or damages Invaders downfield first, then the BE-27 Trackers cleans up the column in front.
- If there's a Heron
in front and BE-27 Trackers are about to target it, immediately charge Focus Lance
the moment BE-27 Trackers go off.
- This takes better advantage of the Shield Breaker
nature of BE-27 Trackers.
- The Heron
and any Ravens
behind it then dies immediately with Focus Lance
.
- This takes better advantage of the Shield Breaker
- Focus Lance
- (=) An entirely different rhythm to playing Warden, since Focus Lance
has no travel time.
- Particularly, using Focus Lance
needs re-adjustment.
- With normal Focus Lance
, you have to account for the converging of Invaders to fire Focus Lance.
- It can be a slight debuff when speedrunning, since the effective time of Focus Lance
on field much shorter.
- This means you cannot pre-fire Focus Lance
.
- With normal Focus Lance
- Remember damage can only be dealt to Invaders once they are fully on field.
- This can become a problem if you charge Focus Lance
against frontline smaller Invaders at the start of the wave and a Vulture
or larger is behind it.
- Charging Focus Lance
too early means the larger Invader behind won't be damaged by Focus Lance.
- This can become a problem if you charge Focus Lance
- Particularly, using Focus Lance
Fun Factor: S- [No significant change]
- (=) Changes the way Warden plays. It takes some getting used to a new rhythm of using Focus Lance
, especially in conjunction with BE-27 Trackers.
- (+) Once you get used to it, it MIGHT be more fun due to the better responsiveness of Focus Lance
to deal damage.
- However, it doesn't beat Vorpal Lance
since Vorpal Lance release is instant, and Vorpal Lance already travels fast.
- However, it doesn't beat Vorpal Lance
- (+) Less chance of Ravens
running away from your Focus Lance
.
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 Vorpal Lance
Trident can reduce one burst of BE-27 Trackers to finish off the wave.
- (-) Negative buff to speedrunning. 2 lances of Vorpal Lance
Trident cannot kill a Shielded
Raven
.
- 3 Vorpal Lance
Trident projectiles must hit a Raven
to take it down.
- This can be detrimental to Vorpal Lance
sweeps when several upfield Ravens
continue to survive, causing them to regenerate their shields.
- Especially for Ravens
behind Eagles
or larger.
- Especially for Ravens
- For Ravens
protected by Herons
or other Ravens hit by Vorpal Lance
Tridents, BE-27 Trackers can still take them out efficiently.
- 3 Vorpal Lance
- (+) Can be useful for dense waves with only Ravens
and Sparrows
and you only have 2 Vorpal Lance
Tridents at hand.
- Vorpal Lance
Trident splits the damage across the many Ravens
to be eliminated by BE-27 Trackers.
- It may even eliminate a few Sparrows
that are harder to be hit by normal Vorpal Lance
.
- Vorpal Lance
- (-) The damage distribution of Vorpal Lance
Tridents 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.
Disaris_files/76704-633.png)
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 (Maximum Turning Rate = 7,000,000)
- Weapon Class = Uninterruptible Burst
- Projectile Speed
= 500, with an acceleration of 1000 to 700 after 0.2s (Medium)
- Reload Time
= 0.9s (Medium)
- Projectile Hit Circle Radius = 15
- 1 forward firing projectile that splits into 6 after traveling straight for a while
Survivability (Daily Missions): B
Survivability (Community Missions): B
- (+) Bullet EMP
is a pretty resilient tool for Disaris to survive.
- However, the weak Shadow Carver makes Disaris hard to survive for long.
- Particularly struggles against Rocs
.
- Particularly struggles against Rocs
- (-) Can't pop off turrets with Shadow Carver effectively.
- Possible if close enough to the turret, but usually impractical.
- Bullet EMP
can help stun
the turret long enough to get up close enough to have a full burst of Shadow Carver hit the turret and pop it off.
- But this requires great timing.
- (+) Use Bullet EMP
to get optimal Focus Lance
lineups.
- Due to the weak Shadow Carver, you may want to use Focus Lance
to eliminate turrets if survival is too difficult on certain waves, rather than trying to kill Ravens
.
- Especially if the Ravens
don't carry very dangerous turrets.
- You can usually wait a while before trying to get a more optimal line-up to eliminate the turret but catch as many Invaders as possible with Focus Lance
.
- Especially if the Ravens
Speedrunning (Daily Missions): B
Speedrunning (Community Missions): B+
- (-) Because Shadow Carver only splits after some time, it is very common to have a small Invader absorb the entire burst.
- This results in huge overkill damage.
- (-) Shadow Carver and Focus Lance
are conflicting means of damage.
- Shadow Carver frequently damages Ravens
before Focus Lance
can hit them, which wastes some of Shadow Carver's damage.
- To avoid this, fire the initial burst of Shadow Carver damage on one side.
- Then head over to the other side to fire Focus Lance
.
- Shadow Carver frequently damages Ravens
- (+) Use Bullet EMP
as a positioning tool to fire off optimal Focus Lances
to hit as many Invaders as possible.
- Use Focus Lance
as frequent as possible.
- One full burst of Shadow Carver + Focus Lance
just nice kills an Armored
Heron
.
- Stay as downfield as possible to avoid overkill with Shadow Carver, since it only splits after a while.
- Get up close to the last Invader on field and inflict the entire Shadow Carver burst before it splits.
Fun Factor: B
- (+) A very stress free ship since Bullet EMP
is forgiving, and Shadow Carver is homing
.
- (+) The only thing that needs aiming is Focus Lance
.
- Bullet EMP
helps to get good lime-ups for Focus Lance
.
- Bullet EMP
- (+) Getting good line-ups with Focus Lance
to pierce as many Invaders is easy and satisfying with Bullet EMP
.
- (+) Pretty awesome to watch Shadow Carver split after a while.
- (-) Of course, that also comes with 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 its ship core to track it easily.
Trivia
- The base form and apexes of Disaris were designed by Romano Molenaar.
- The sounds made by Disaris are created by Lars Tesselaar.
- Disaris was only introduced into Phoenix 2 at v6.0.
- Disaris is asymmetrical, unlike most ships.
- While all ships bank / tilt to one side when moving, Disaris has a reduced degree of banking compared to most other 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 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 Disaris' apexes.
- Here's a teaser screenshot for Disaris before it was released, which showed the left gun. Ultimately, the gun was scrapped from the base form and only the apexes had the left gun, but are also different.
- Disaris is the most expensive Rare
ship to fully upgrade (to 6-6-6) and get both its apexes, coming in at ¢95.800 (¢1.500 for buying Disaris, ¢9.300 for fully upgrading, ¢35.000 for the Sigma 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, and the 3 blue dots on Disaris seem clearly inspired off the Outrider.
- Even the left gun for Disaris (in the draft version and its apexes) has the shape of the gun on the Outrider and follows the shape of the Outrider ship.
- By the way, I'm not a Star Wars fan, but the blue glow of the Anti-Gravity Drive seems to be a very Star Wars inspired thing, so I went to search it up.
- 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 inspired by the YT-2400 light freighter Outrider from Star Wars or not. (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".
Apexes
Both apexes also adds a forward beam with a width of 2 on the left side of Disaris that is of 4 DPS. It is enough to eliminate an Armored Raven
damaged by a full burst of 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 Focus Lance
.
- Target a spinner or other dangerous turrets that take some time to fire, such as Doomsday Super MIRVs
, MIRV
Bloomers/Spreads, etc.
- No point to target Doomsday Bombs
since Disaris doesn't play upfield.
- Could be useful to target Doomsday Lasers
before they fire if you get trapped underneath them.
- No point to target Doomsday Bombs
- The turret health of a Condor
is higher than Focus Lance's
damage, so it's useful because it can be risky to go near a Condor's turret.
- Target a spinner or other dangerous turrets that take some time to fire, such as Doomsday Super MIRVs
- (-) Not really useful otherwise.
- For Rocs
, you can also use Focus Lance
to stun
one front turret.
- No point to go behind to stun
a difficult-to-reach turret on a Roc
, when Focus Lance
will damage
it, and a Shadow Carver burst will pop the turret off immediately after.
- For Rocs
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 Shadow Carver + 1 burst of the beam.
- Go right in the face of an Armored
Raven
to hit a full burst of Shadow Carver and the beam in alternate turns.
- Go right in the face of an Armored
Fun Factor: B [No change]
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 eliminates 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 Bullet EMP
will wipe more Sparrows
and have no pellets released from their Caged MIRVs.
Speedrunning (Daily Missions): HX [++++]
Speedrunning (Community Missions): A [++]
- (+) Obliterates waves with pellet spinners.
- 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 Bullet EMP
instantly crushes any Invader, including Rocs
(together with their heavy welcoming parties like Eagles
!).
- If you cannot get up close to the pellet spinners for turret riding, use a Bullet EMP
to clear out just enough of the field.
- Make sure the Bullet EMP
does not reset the spinner.
- Then go between the pellet lanes and collect particles to build up another huge Bullet EMP
to deal the finishing blow to clear the wave.
- Make sure the Bullet EMP
- (+) Go up close to MIRV
Bloomers, let as many MIRVs explode to release as many pellets as possible.
- Then immediately fire Bullet EMP
to severely damage or outright blow that Invader out of the sky.
- Obviously, grazing the pellets released by MIRV
Bloomers is an essential skill to fire a Bullet EMP
of full radius
to deal devastating damage.
- In some cases, because MIRV
Bloomers fire in bursts, it is advantageous to severely damage the Invader with the first Bullet EMP
.
- Then allow it to fire another burst of MIRVs
from its MIRV Bloomers.
- However, let Shadow Carver finish off the Invader instead.
- With the pellets released from the new wave of MIRVs
, use against the next wave instead.
- This skill is much harder to master.
- Then allow it to fire another burst of MIRVs
- Then immediately fire Bullet EMP
- Even in waves without MIRV
Bloomers but only MIRV Launchers/Spreads, explode as many MIRVs as possible, then use Bullet EMP
just before getting hit by bullets to deal massive damage to Invaders all around.
- Remember MIRVs
have a short time after fired before they can explode.
- Use that time to go in the middle of all MIRVs
fired to trigger them all.
- Be careful with Super MIRVs and the MIRVs
released by the Super MIRV, since they can explode immediately.
- Use that time to go in the middle of all MIRVs
- Remember MIRVs
- (+) Wait for upfield Invaders to pump in shurikens from their high tier shuriken launchers.
- When the shurikens overlap Invaders in the midfield, BOOM, fire Bullet EMP
to kill them all instantly.
- When the shurikens overlap Invaders in the midfield, BOOM, fire Bullet EMP
- (+) Useful against Caged MIRVs
, although it is difficult to control when the pellets from Caged MIRVs are released and where the released pellets are going.
- (+) Extremely powerful against Condors
and Rocs
, especially when their difficult-to-reach turrets contain high level spinners and/or MIRV
Bloomers.
- Use Focus Lance
against insignificant Invaders that have turrets that don't add many 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 build up a lot of bullets.
- Boomerangs
aren't deadly if you go right up to Invaders and do turret riding.
- Boomerangs
- (-) Less useful outside Shuriken/MIRV or Shuriken/Boomerang missions, since the presence of darts make it difficult to build up bullets on field and have Bullet EMP
cover the whole field.
- You would be forced to play more downfield since you can't stay close to Invaders.
- Very hard to estimate the best time to launch Bullet EMP
to deal maximum damage too.
- (+) The forward beam allows an Armored
Raven
to be destroyed with one full burst of Shadow Carver + 1 burst of the beam.
- Go right in the face of an Armored
Raven
to hit a full burst of Shadow Carver and the beam in alternate turns.
- Go right in the face of an Armored
- 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 Bullet EMP
.