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Auras, Zens & Apexes

Aura Energy

  • For radius based Auras, the energy stat is the maximum energy it can hold before collecting any more particles will no longer increase its effectiveness and radius.
  • Stays constant throughout level upgrades.
    • This energy stat can change in the tutorial for the various Auras for both radius and counter based Auras.
AuraEnergy
Bullet EMP100
Stun EMP
Barrier
Laser Storm
Missile Swarm
Point Defense
Chrono Field
Blade Storm
Vorpal Lance60 per counter
240 in total (4 counters)
Goliath Missile
Phalanx60 per counter
360 in total (6 counters)
Ion Cannon40 per counter
240 in total (6 counters)

Bullet EMP

Pre-v5.6:

Present:

Tutorial

Expansion Speed2000
Time Modifier×0.2
Minimum Energy before BEMP can be activated10
Upgrade LvlMax Radius Stun Duration
1250-
2300
3350
4400
5450
Ultimate (6)0.6s
Apex: Extended Range5000.6s
Apex: Increased Stun4501.2s
BEMP Bullet Detonator Apex
Expansion Speed of blast emitted by bullet deleted by BEMP50
Blast Damage2
Blast Radius50
BEMP Destructive Wave Apex
Maximum AoE Damage10

Stun EMP

Pre-v5.6:

Present:

Tutorial:

Expansion Speed2000
Time Modifier×0.2
Minimum Energy before SEMP can be activated10
Upgrade LvlMax Radius Max Stun Time Maximum Damage
14502.0s-
22.25s
32.5s
42.75s
53.0s
Ultimate (6)10
Apex: Extended Range5503.0s10
Apex: High Damage4503.0s15
Apex: Strong Stun4504.0s10

Barrier

Pre-v5.6:

Present:

Tutorial:

Minimum Energy before Barrier can be activated30
field_destruction_threshold
(Not sure what this parameter means)
10
Upgrade LvlMax Radius Max Barrier Strength Max Inner Lining StrengthRadius of Inner Lining
125050 Bullets
4s per laser
--
263 Bullets
5.04s per laser
375 Bullets
6s per laser
488 Bullets
7.04s per laser
5100 Bullets
8s per laser
Ultimate (6)50 Bullets
4s per laser
0.9 of Outer Barrier
Apex: Reinforced Lining250100 Bullets
8s per laser
65 Bullets
5.12s per laser
0.9 of Outer Barrier

PS: Max Barrier Strength in Tutorial = 67 bullets.

Laser Storm

Pre-v5.6:

Present:

Tutorial:

Minimum Energy before LS can be activated30
LS cooldown0.2s
Laser Moon Rotation Speed120
Radius of rotation of Laser Moons70
Laser emitter offset on Laser Moon (Mk1)[0,3]
Laser emitter offset on Laser Moon (Mk2)[-3,3] & [3,3]
Normal ReticuleShield Breaker Reticule
Visual
Size[45, 45]
Mk1 Laser Moon (Lvl1-5)Mk2 Laser Moon (Ult)Tac Moon
Visual
Size[94, 102][94, 112][98, 151]
Upgrade LvlNo of Laser Moons Max Duration Max Damage DPS of each Laser MoonMax Radius Aura drain per second
134.5s89.276.613
(Previously 5.67)
35022.222
293.746.943
(Previously 5.95)
375
3498.205.455
(Previously 4.675)
400
4102.675.703
(Previously 4.8875)
425
5

5

107.134.761
(Previously 4.08)
450
Ultimate (6)

111.59

4.959
(Previously 4.25)
500
Apex: High Power82.25s

111.59

6.250044.444
Apex: Tac Moons24.5s111.5912.450022.222

Tac Moons also target the nearest turret in front of you, which is determined by the closest angle with respect to the vertical (0°).

Missile Swarm

Pre-v5.6:

Present:

Tutorial:

Minimum Energy before MS can be activated30
Speed400
Acceleration-1200
Mininum Speed10
Maximum Turning Rate650
Time to Live3s
Recompute Turn Interval0.15s
Spawn Offset[0,10]
Hit Circle of MissileOffset[0,5]
Radius3
Size[4.2, 13.5]

Activated Acceleration
(After Activation Delay, takes over the above Acceleration value)

400
Activation Delay0.25s
Missile Impact Screenshake ParametersAmplitude2
Frequency40
Duration0.1s
Normal Reticule (Lvl1-5)Normal Reticule (Ult)High Explosive ReticuleIon Warheads Reticule
Visual
Size[45, 45]
Normal / Ion Warheads MissileArmor Piercing MissileHigh Explosive Missile
Upgrade LvlMax No of Missiles Max Damage Max Radius Target Tracking Maximum SpeedIncreased Precision Time
138114300

Very Good

8002s
240120

337

342126375
444132412
546138450
Ultimate (6)Perfect6003s
MS High Explosive Apex
Missile Impact Damage2
Missile Blast Damage1
Blast Radius50
MS Ion Warheads Apex
Minimum Energy before MS Ion Warheads can be activated40
Stun Time (Per Missile)0.6s
Stun Radius (Per Missile)50

Point Defence

Present:

Tutorial:

Minimum Energy before PD can be activated10
Minimum Activated Time0.2s
Zap Time0.1s
Point Defence Drain (when active, even if not eliminating bullets)10
Beam emitter Offset (with respect to ship core)[0,18]
PD Laser Width2

Zap Power

  • MIRVs require 5 zap power to eliminate
  • Super MIRVs require 50 zap power to eliminate (Ult PD therefore, theoretically, should require 10 zaps)
Levels 1-51
Ult5
Reticule ParametersFade in Time0.1s
Fade Out Time0.2s
Scaling Max
(Start of Fade In / End of Fade Out)
×7.0
Normal Scaling
(Reticule active on bullet)
×1.0
Normal ReticuleEMP Laser ReticuleBullet Detonator Reticule
Visual
Size[18, 18]
Upgrade LvlMax Radius No of Laser Beams

Efficiency
(Aura energy consumed per laser fired)

125021.5
22904

1.25

333061.0
437080.75
5410100.5

Ultimate (6)

Apex: EMP Laser41011.0
PD Sentinel Apex
Firing Interval0.5s
Sentinel Laser Zap Power5
PD Bullet Detonator Apex
Expansion Speed of blast emitted by bullet deleted by PD300
Blast Damage2
Blast Radius30
PD EMP Laser Apex
EMP Expansion Speed300
EMP Radius55

Chrono Field

Pre-v5.6:

Present:

Tutorial:

Minimum Energy before PD can be activated15

Speed Modifier (of bullets in CF)

  • Also applies to speed of invader turrets if Deep Field is used on them. The cycle time of turrets in Deep Field is stretched out from a factor of 1 to 3.33.
×0.3
Upgrade LvlMax Duration Max Radius
13.0s170
23.5s
34.0s
44.5s
55.0s
Ultimate (6)
Apex: Deep Field5.0s200

PS: Max Duration of CF in Tutorial = 4.0s

Vorpal Lance

Counter:

Visual Size = [60, 60]

Tutorial:

Speed1000
Acceleration1000
Maximum Speed2000
Size[56, 82]

Upgrade LvlDamage Counters Hit Circle OffsetHit Circle RadiusSpawn Offset(s)
[With respect to Ship Core]
Firing Angle(s)
[Taking vertical as 0°]
1332

[0,10]

15

[0,0]

234.653
336.3
437.954
5

39.6

Ultimate (6)
Apex: Twin Lance

39.6

4[0,8]20[0,0]
Apex: Trident

3 × 12.3

4[0,8]10
  • [-8,0]
  • [0,0]
  • [8,0]
  • atan(-0.15/1) ≈ -8.53°
  • atan(0.15/1) ≈ 8.53°

PS: In Tutorial, Energy per counter = 50, Damage = 34.65.

In Campaign Mission #28, 5 "Alpha Strike" Vorpal Lances are launched from Ace Nyra's Jeria with the following altered stats:

  1. Vorpal Lance #1
    • Location = [0, 10]
    • Damage = 140
    • Launch Delay = 0s
  2. Vorpal Lance #2 & #3
    • Locations = [±15, 5]
    • Damage = 140
    • Launch Delay = 0.5s
    • Orientation = atan(±0.04/1) ≈ ±2.29°
  3. Vorpal Lance #4 & #5
    • Locations = [±30, 0]
    • Damage = 140
    • Launch Delay = 1s
    • Orientation = atan(±0.08/1) ≈ ±4.57°

Phalanx

Counter:

Visual Size = [60, 60]

Tutorial:

Energy per counter60
Phase Out Time
(Breaking / Invulnerability Time)
0.3s
Radius of Phalanx60

Phalanx Color Transitions
(Same applies to the mini Phalanx for Double Phalanx Apex)

Transition 1At ½ of Max Phalanx Strength
Transition 2At 1/6 of Max Phalanx Strength
Screenshake Parameters
(Phalanx Deployed or Destroyed)
Amplitude10
Frequency300
Duration0.15s
Lvl1-5Ult
Visual
Size[97, 25][122, 49]
Upgrade LvlStrength Counters Angular Coverage
124 bullets
1.92s per laser
2-50° to 50°
226 bullets
2.08s per laser
3
328 bullets
2.24s per laser
4
430 bullets
2.4s per laser
5
532 bullets
2.56s per laser
6
Ultimate (6)

36 bullets
2.88s per laser

-75° to 75°

PS: In Tutorial, Energy per counter = 50

Crisis EMP Apex
EMP Radius75
EMP Expansion Speed1250
Double Phalanx Apex
Phase Out Time of mini Phalanx
(Breaking / invulnerability Time)
0.2s
Strength of mini Phalanx12 bullets
0.96s per laser
Radius of mini Phalanx72
Angular Coverage of mini Phalanx-27° to 27°

Ion Cannon

Counter:

Visual Size = [60, 60]

Tutorial:

Speed600
Acceleration0
Hit CircleOffset[0,0]
Radius20
Impact Screenshake ParametersAmplitude5
Frequency350
Duration0.2s
Upgrade LvlStun Time Counters Stun RadiusBlast Damage Blast Radius Damage Blast Expansion Speed
14s290---
23
34
45
56
Ultimate (6)10501000
Apex: Overcharge4s6103.510501000
Apex: Blast Amplifier4s690131001000

Goliath Missile

Counter:

Visual Size = [60, 60]

Tutorial:

Speed250
Acceleration250
Minimum Speed200
Spawn Offset
(with respect to ship core)
[0, 20]
Projectile Size[6.2, 33.4]
NormalTungsten Warhead
Upgrade LvlImpact Damage Blast Damage Blast Radius Counters Hit Circle Offset(s)Hit Circle Radius(es)
11020
(Pre-v5.2 = 15)
1252
  1. [0,-10]
  2. [0,0]
  3. [0,10]
  1. 5
  2. 5
  3. 5
2213
322
4234
524
Ultimate (6)144
Apex: Proximity Detonator10241444[0,0]40
Apex: Tungsten Warhead20241444
  1. [0,-10]
  2. [0,0]
  3. [0,10]
  1. 5
  2. 5
  3. 5

In Campaign Mission #29, 5 "Alpha Strike" Disintegrator Warhead Goliath Missiles are launched from Captain Merrick's Starless with the following altered stats:

  1. Disintegrator Warhead Goliath Missile #1
    • Location = [0, 15]
    • Impact Damage = 40
    • Blast Damage = 60
    • Launch Delay = 0s
  2. Disintegrator Warhead Goliath Missile #2 & #3
    • Locations = [±5, 10]
    • Impact Damage = 40
    • Blast Damage = 60
    • Launch Delay = 0.15s
    • Orientation = atan(±0.075/1) ≈ ±4.29°
  3. Disintegrator Warhead Goliath Missile #4 & #5
    • Locations = [±10, 5]
    • Impact Damage = 40
    • Blast Damage = 60
    • Launch Delay = 0.3s
    • Orientation = atan(±0.15/1) ≈ ±8.53°

Blade Storm

Pre-v5.6:

Present:

Tutorial:

Minimum Energy before Blade Storm can be activated30
Energy Drain100 per second
Beam Width4
Cooldown Time0.2s
Beam Hit Screenshake ParametersAmplitude1
Frequency100
Duration0.1s
VisualsTime to Live2s
WidthNormal4
Blue & Orange (Normal)4.5
Strong6
Fade Out TimeNormal0.25s
Blue & Orange0.6s

Reticule

Visual Size = [45, 45]

Upgrade LvlMax Damage Max Radius Number of Beams / HitsBeam Duration
18035010

0.1s

284375
388400
492425
596

450

Ultimate (6)100500200.05s

Kappa Drive

Particle Spawn Radius77
Screenshake ParametersAmplitude0.5
Frequency10
Duration0.05s
Upgrade LvlNumber of generated particles at a timeEnergy Gain per secAttraction Multiplier (Engaged)Attraction Multiplier (Disengaged)Time Modifier (Engaged)
117×7×1×1
28×9
329×11
410×13
511×15×2
Ultimate (6)×0.5
Apex: Antigrav211×15×3×0.5

Mega Laser

Mega Laser Duration0.5s
Charge Time Recovery -0.125s per sec
(4s if used once and allowed to fully recover afterwards)
Time Modifier Duration
(Actual time is affected by the multiplier in the table below)
0.2s
Charging Screenshake ParametersAmplitude2
Frequency140
Duration0.1s
Charged (Ready to Fire) Screenshake ParametersAmplitude15
Frequency240
Duration0.2s
Impact Screenshake ParametersAmplitude1
Frequency100
Duration0.1s
Upgrade LvlDamage Charge Time Charge Time Increase WidthTime ModifierBeam Emission Location
11502.3s+0.5s
(Pre-v3.5 = +0.25s)
30×0.65[0,30]
21552.2s
31602.1s
41652.0s
5

170

1.9s
Ultimate (6)45
Apex: Double Shot

2 × 100

Time interval of 0.5s (Beam duration) + 0.2s before second ML fires

  • 0.5s + 0.3s for Monsoon Epsilon
  • Monsoon Epsilon has a special property which allows the main weapon to fire while the ML firing sequence is active
1.9s+0.5s35×0.65[0,30]
Apex: Focused Beam2001.9s+0.5s15×0.5[0,30]
Apex: Twin Laser2 × 1001.9s+0.5s
  • Laser 1 & 2 width = 30
  • This means a gap with a width of 12 in the middle
×0.65[-21,10] & [21,10]

Mega Bomb

Charge Time Increase +0.4s
Epicenter[0,90]
Time Modifier×0.4
Time Modifier Duration0.1s
(Actual duration of slowed time is therefore 0.1/0.4 = 0.25s)
Fusion Core Radius80
Fusion Core Blast Expansion Speed200
Mega Bomb Charged Screenshake ParametersAmplitude20
Frequency200
Duration0.2s
Upgrade LvlDamage Radius Charge Time Charge Time Recovery MB Blast Expansion Speed
1303002.0s-0.1s per sec
(4s if used once and allowed to fully recover afterwards)

1500

2325
3350
4375
5

400

Ultimate (6)
Apex: Fast Charge304001.8s-0.133s per sec
(3s if used once and allowed to fully recover afterwards)
1500
Apex: Compressed Blast702002.0s-0.1s per sec
(4s if used once and allowed to fully recover afterwards)
900

The Ultra EMP Bomb charged by Marshal Liss' Phoenix Beta in Campaign Mission #30 has the following altered stats (other than also clearing all bullets in range):

  • Radius = 500
  • Damage = 10000.0
  • Expansion Speed = 2000

Teleport

Initialization Time
(Can be ignored as it will be factored into the Charge Time below)
0.3s
Fully Charged Time Modifier×0.1
Arrival EMP (Ult) Expansion Speed2000
Upgrade LvlCharge Time Charge Time Increase Charge Time Recovery Fully Charged Duration in real time (Before TP cancels)Arrival EMP Radius
10.8s+0.6s-0.2s per sec
(3s if used once and allowed to fully recover afterwards)
5s-
20.7s+0.5s-0.167s per sec
(3s if used once and allowed to fully recover afterwards)
30.6s+0.4s-0.133s per sec
(3s if used once and allowed to fully recover afterwards)
6s
40.5s+0.3s-0.1s per sec
(3s if used once and allowed to fully recover afterwards)
50.4s+0.2s-0.067s per sec
(3s if used once and allowed to fully recover afterwards)
7s
Ultimate (6)50
Apex: Extended Clearance0.4s+0.2s-0.067s per sec
(3s if used once and allowed to fully recover afterwards)
7s65
Apex: Explosive Arrival0.4s+0.3s-0.1s per sec
(3s if used once and allowed to fully recover afterwards)
7s50
Departure EMP Apex
Departure EMP Radius75
EMP Expansion Speed600
Trinity Teleport

Darkfire Blast

Damage15
Blast Radius
(Darkfire Blast Apex)
80
Speed of Darkfire Projectile1200
Darkfire Projectile emitted Offset
(with respect to ship core)
[0,20]
Hit CircleOffset[0,-15]
Radius20
Size[52.5, 28]
Impact Screenshake ParametersAmplitude3
Frequency500
Duration0.1s

PS: Before v5.0, Darkfire Blast Apex used to deal only 7.5 damage within the blast radius

Reflex EMP

Time Modifier×0.3
Time Modifier Duration0.1s
(Actual duration of slowed time is therefore 0.1/0.3 = 0.333s)
EMP Expansion Speed1800
Upgrade LvlRadius Charge Time Charge Time Increase Charge Time Recovery Damage
12251.0s+3.0s-0.6s per sec
(5s if used once and allowed to fully recover afterwards)
-
20.9s+2.75s-0.55s per sec
(5s if used once and allowed to fully recover afterwards)
30.8s+2.5s-0.5s per sec
(5s if used once and allowed to fully recover afterwards)
40.7s+2.25s-0.45s per sec
(5s if used once and allowed to fully recover afterwards)
50.6s+2.0s-0.4s per sec
(5s if used once and allowed to fully recover afterwards)
Ultimate (6)20
Apex: Extended Range2750.6s+2.0s-0.4s per sec
(5s if used once and allowed to fully recover afterwards)
20
Apex: High Damage2250.6s+2.0s-0.4s per sec
(5s if used once and allowed to fully recover afterwards)
30

Personal Shield

Time Modifier×0.75

Super Reflect Shield

Upgrade LvlMax Duration Charge Time Charge Time Increase Charge Time Recovery RadiusExpiring DurationLaser Reflection DPSReflected Laser Width
12.5s
(3.33s in real time)
0.6s+3.0s-0.5s per second
(6s if used once and allowed to fully recover afterwards)
500.2s--
2

2.75s
(3.67s in real time)

0.55s+2.75s-0.458s per second
(6s if used once and allowed to fully recover afterwards)
3

3.0s
(4s in real time)

0.5s+2.5s-0.417s per second
(6s if used once and allowed to fully recover afterwards)
43.25s
(4.33s in real time)
0.45s+2.25s-0.375s per second
(6s if used once and allowed to fully recover afterwards)
53.5s
(4.67s in real time)
0.4s+2.0s-0.333s per second
(6s if used once and allowed to fully recover afterwards)
Ultimate (6)204
Apex: Supersize3.5s
(4.67s in real time)
0.4s+2.0s-0.333s per second
(6s if used once and allowed to fully recover afterwards)
800.2s204
Apex: Shield Booster3.5s
(4.67s in real time)
0.4s+2.0s-0.333s per second
(6s if used once and allowed to fully recover afterwards)
500.6s204
Apex: Focus3.5s
(4.67s in real time)
0.3s+2.0s-0.5s per second
(4s if used once and allowed to fully recover afterwards)
500.2s204
Apex: Super Reflect3.5s
(4.67s in real time)
0.4s+2.0s-0.333s per second
(6s if used once and allowed to fully recover afterwards)
500.2s5 × 208

Legacy (PS used to drain Aura and had a finite health):

  • Energy Drain = 2 energy per second.
  • Personal Shield Health (By level)
    1. 30 Bullets
    2. 33 Bullets
    3. 36 Bullets
    4. 38 Bullets
    5. 40 Bullets

Focus Lance

Damage 39.6
Acceleration1000
Time Modifier×0.3
Time Modifier Duration0.1s
(Actual duration of slowed time is therefore 0.1/0.3 = 0.333s)
Spawn Offset
(with respect to ship core)
[0,30]
Hit CircleOffset[0,10]
Radius15
Impact Screenshake ParametersAmplitude3
Frequency1200
Duration0.1s
Upgrade LvlCharge Time Charge Time Increase Charge Time Recovery Speed
10.95s1.8s-0.45s per second
(4s if used once and allowed to fully recover afterwards)
1000
20.8s1.6s-0.4s per second
(4s if used once and allowed to fully recover afterwards)
30.65s1.4s-0.35s per second
(4s if used once and allowed to fully recover afterwards)
40.5s1.2s-0.3s per second
(4s if used once and allowed to fully recover afterwards)
50.35s1.0s-0.25s per second
(4s if used once and allowed to fully recover afterwards)
Ultimate (6)
Apex: FTL0.35s1.0s-0.25s per second
(4s if used once and allowed to fully recover afterwards)
10,000
Apex: Expert Focus0.3s1.0s-0.333s per second
(3s if used once and allowed to fully recover afterwards)
1000

Legacy Focus Lance Damage:

  1. 33 (pre-v5.4), 26 (pre-v5.2)
  2. 34.65 (pre-v5.4), 27.3 (pre-v5.2)
  3. 36.3 (pre-v5.4), 28.6 (pre-v5.2)
  4. 37.95 (pre-v5.4), 29.9 (pre-v5.2)
  5. 39.6 (pre-v5.4), 31.2 (pre-v5.2)
High Voltage Apex
Stun Time0.6s
Radius25

Clover ATS

Charge Time Increase +2.5s
Charge Time Recovery -0.5s per second
(5s if used once and allowed to fully recover afterwards)
Time Modifier×0.3
Time Modifier Duration0.1s
(Actual duration of slowed time is therefore 0.1/0.3 = 0.333s)
Speed400
Acceleration-1200
Maximum Speed800
Minimum Speed10
Maximum Turning Rate400
Time to Live1.7s
Recompute Turn Interval Time0.05s
Hit CircleOffset[0,5]
Radius3
Size[5.85, 18.75]
Charged Screenshake ParametersAmplitude3
Frequency300
Duration0.3s
Missile Impact Screenshake ParametersAmplitude1
Frequency150
Duration0.1s
Clover ATS Lvl1-5Clover ATS Ult
Upgrade LvlDamage Charge Time Missile Orientations (Taking vertical as 0°)
14 missiles × 18 damage each
(Pre-v5.5: 13 damage each)
0.9s
  • atan(-1/-0.55) -180 ≈ -118.81°
  • atan(-1/0.55) ≈ -61.19°
  • atan(1/0.55) ≈ 61.19°
  • atan(1/-0.55) +180 ≈ 118.81°
20.85s
30.8s
40.75s
50.7s
Ultimate (6)
Apex: Double Clover8 missiles × 9 damage each0.7s
  • atan(-1/-0.8) - 180 ≈ -128.66°
  • atan(-1/-0.4) - 180 ≈ -111.80°
  • atan(-1/0.4) ≈ -68.20°
  • atan(-1/0.8) ≈ -51.34°
  • atan(1/0.8) ≈ 51.34°
  • atan(1/0.4) ≈ 68.20°
  • atan(1/-0.4) + 180 ≈ 111.80°
  • atan(1/-0.8) + 180 ≈ 128.66°
Ion Warheads Apex
Stun Radius50
Stun Time0.6s

Tracking Minigun

Charge Time 1s
Charging Screenshake ParametersAmplitude0.5
Frequency1300
Duration0.1s
Charged Screenshake ParametersAmplitude10
Frequency650
Duration0.1s
Minigun BulletsRate of Fire0.03s
Cone Angle
Rotation Speed70
Speed of bullets950
Retarget Interval0.2s
Bullet Radius2
Minigun Location[13,10]
Firing location Offset of bullets from Minigun[0,25]
Impact Screenshake ParametersAmplitude0.4
Frequency200
Duration0.05s
Barrage Missiles
(Ult)
Speed500
Acceleration300
Maximum Speed900
Maximum Turning Rate650
Rate of Fire0.3s
Time to Live2s
Recompute Turn Interval Time0.12s
Increased Precision Time0.8s
Hit CircleOffset[0,0]
Radius4
Size[2.6, 20.54]
Impact Screenshake ParametersAmplitude1.5
Frequency250
Duration0.1s

Minigun Shell Casing Ejected:

Visual Size = [27, 20]

MinigunRailgun
Visual
Size of Barrel only[4.48, 96.3][12, 96]
Upgrade LvlDamage Duration DPSCharge Time Increase Charge Time Recovery
11684.0s422.5s-0.625s per second
(4s if used once and allowed to fully recover afterwards)
21754.5s392.3s-0.575s per second
(4s if used once and allowed to fully recover afterwards)
31855s372.1s-0.525s per second
(4s if used once and allowed to fully recover afterwards)
41935.5s351.9s-0.475s per second
(4s if used once and allowed to fully recover afterwards)
52046s341.7s-0.425s per second
(4s if used once and allowed to fully recover afterwards)

Ultimate (6)

21035
Railgun Apex
DPS30
Rate of Fire0.2s
Cone Angle
Rotation Speed110
Speed of shell1250
Railgun Location[13.2,10.7]
Firing location Offset of shells from Railgun[0,29]
Shell Radius4
Railgun Shell Impact Screenshake ParametersAmplitude0.5
Frequency200
Duration0.07s

Nightfury

Charge Time 2.3s
Charge Time Increase +0.8s
Charge Time Recovery -0.08s per second (10s if used once and allowed to fully recover afterwards)
Beam Duration0.9s
Blackout Duration0.1s
Time Modifier×0.1
Time Modifier Duration0.1s
(Actual duration of slowed time is therefore 0.1/0.1 = 1s)
Beam Width3 × 50
Beam Offsets
(with respect to Ship Core)
  • [-50,60]
  • [0,23]
  • [50,60]
Upgrade LvlDamage
1200
2225
3250
4275
5300
Ultimate (6)