Tier List (Introduction)
Phoenix II —FAQ (IOS)
BOOKMARK
FAQ (IOS) by light_rock_zz
Version: 5.2 | Updated: 07/17/2025
FAQ of the Month Winner: January 2020 | Highest Rated Guide
Tier List (Introduction)
Detailed Breakdown & Strategies of all ships and apexes, ranked by Survivability, Speedrunning, Fun Factor, Beginner Friendliness & Uniqueness. | ||
---|---|---|
Ship Class | Main Weapon Details |
These Tier Lists are created for all missions in Phoenix 2 Version 7.3.2.
- These Tier Lists are designed not only to advise you on the best ship/apex
to use for survival and speedrunning purposes, but to also encourage exploring other ships/apexes.
- The wide range of tier ratings, 2 of which are practical because of survival and speedrunning purposes, ensures every ship/apex
has a possible chance to prove itself to be worthy.
- Fun Factor is designed to give limelight to some ships/apexes
which are not practical but fun to mess around with.
- Uniqueness gives a bit more limelight to some ships/apexes
i feel are more special and should be explored.
- The Beginner Friendliness Tier is designed to help beginners and help you understand the purpose of some ships that don't really seem to fit anywhere else.
- It also gives players who accidentally upgraded these ships the understanding that these ships help build their foundations for higher ranks.
Note that the tier list is still my own judgment of the ships in this game.
- It is by no means an unbiased, complete and holistic judgment on what each ship/apex
may truly be.
- I give every ship/apex
an equal chance to prove itself, and try not to bash or overpromote any ship/apex.
- For this reason, do check out other Tier Lists to reach a general sense of each ship/apex
from different players.
- A table is shown below for the different tier lists from different Phoenix 2 versions.
- Note that the mission types and the Invader layouts do change between some versions, so be careful which version the tier lists is catered for.
The purpose of the tier lists in this guide are explained in the respective tier list pages themselves.
- The title of the tier list will also tell you a good idea of what each tier list is for.
- The difference between the Basic and Advanced Tier List is that the Basic Tier List does NOT include apexes, while the Advanced Tier List includes apexes
.
- The Basic Tier List caters to players who are either new to the game or only a few months in (which means they do not have a lot of credits yet to spend on apexes).
- The Advanced Tier List caters to veteran players who are ready to purchase apexes
.
- The Beginner Friendliness List is a single list which does NOT include apexes as beginners shouldn't invest in apexes.
- Instead, they should aim to build a hangar of reliable ships to clear missions.
- The Unique Ships List is a single list which includes apexes
since players looking for something special are usually willing to sink in credits. They are also usually stable enough to clear missions consistently.
The tier lists are as follows:
List of Tier Lists by other Authors
You may also create your own tier lists here at the link shown below:
https://tiermaker.com/create/phoenix-2-ships-16766598
- Note that any changes made to the tier list at this link will only be visible by you. Therefore, sharing the link to others will have no use.
- You need to take screenshot of it to send to others.
- If you do create your own tier list, feel free to send it to me if you want it included in the guide!
- This has already been done by veteran players like 皓°-Scorpion丿 and Keep3r with permission.
Version | Author | Comments | Tier List Link |
---|---|---|---|
v6.3.9+ | FBI Light Rock | You are kinda looking at it right now :P | Click Here |
皓°-Scorpion丿 | This Tier List is built for primarily speedrunning & skill training purposes. From S-Tier to D-Tier, ships are ranked on the principle that the more accurate a player operates this ship, the more benefit derived.
| ![]() | |
Keep3r |
| ![]() | |
v6.x | Flyingfish812 | Known as the Phoenix 2 General Ship Exam, this tier list puts numerical scores on major subjects which are Main, Aura, and Zen, as well as minor subjects which are Survival, Speedrun, and Fun. Minor subjects (Survival, Speedrun, Fun) are also assigned letter ratings. Each apex also has an additional score of its own, known as APEX1 & APEX2. Here's how the score system works in the tier list:
| https://p2myth.club/Result |
(Echelon) Davin X | Known as the Meta Definition Project, this tier list is built by several Discord members | https://docs.google.com/spreadsheets/d/1g589HK4qS9nbbU78kQ3S78_rZ2A-ZpM-e0oVjCRpUbo/ | |
v5.x | FBI Light Rock | I decided to leave behind a historical version of the Tier List in Version 2.5b of this guide, for memorial sake, but also to let you see videos of how they play in the past, and how the meta was like in v5.0. | Coming Soon |
SgtNene | - | https://redd.it/dxam5x | |
LokiiofMillenium | It is also a partial, incomplete guide on the basics of Invaders, Turrets, Ship main weapons, Auras, Zens and Apex abilities. | https://docs.google.com/document/d/1gl78ua3o6P7kvvySRSODqKqlo7twSx8MDwRnzml95Hg | |
v4.x | FBI Light Rock | I decided to leave behind a historical version of the Tier List in Version 1.3 of this guide, for memorial sake, but also to let you see videos of how they play in the past, and how the meta has changed in v5.0. | https://drive.google.com/file/d/15rxS3diFnT9vmWFiYoFBtF-6jE7PIt1a/ |
Fvr_Vain | Originally written in Chinese, translated by FBI Light Rock | https://docs.google.com/spreadsheets/d/1C6ZD0qU2twRB-n4jAIhCc4AmFXneH1OfpxSGtHniyMA/ | |
LokiiofMillenium | For v4.2 | https://goo.gl/DSWsdT | |
For v4.0 | https://redd.it/94r1bk | ||
v3.5+ | LokiiofMillenium | - | https://redd.it/8jk4if |
v3.4+ | LokiiofMillenium | - | https://redd.it/83t2hm |
v3.1+ | LokiiofMillenium | - | https://redd.it/7i529y |
v3.0+ | Destroytheself | More specific by ship | https://redd.it/78m023 |
More generic, description by per tier | https://redd.it/6xenvi | ||
v2.3+ | Emuser012 | - | https://redd.it/6dyfeu |
For each letter grade (except the highest grade X and the lowest grade), there can also be a +/- which means it is slightly better/worse than other ships of its category, but not enough to push it to the next higher/lower tier, according to the definition of the letter grades given below.
- Justification of each letter grade will be given in the section for the ship itself.
- Take note that these tier lists assume fully upgraded ships (6-6-6).
The Tier List Rating scale is not linear.
- Sub-grade divisions are not equally spaced apart.
- Letter grades are not equally spaced apart.
- To use a point system to space them apart would generally be inaccurate.
Tipbit!
Click the name of the ship you want to see in the the tier list table to navigate straight to that ship.
- A link at the end of every base form of a ship called Back to All Ships, brings you back to the Basic Tier List, specifically, which part it belongs to according to the chronological order of ships.
- At the end of every apex form, another link Back to All Ships/Apexes is included which brings you to the Advanced Tier List, specifically, which part it belongs to according to the chronological order of ships.
For all ships, click on the respective Aura
or Zen
icon to go to the generic strategies for the Auras and Zens themselves, which may not be stated under the specific ship itself due to repetition.
Please do NOT enable Reader Mode on Safari when navigating to the specific ship you want, otherwise your browser will crash.
Ship Class
Defined only in this guide (and not in-game), Ship Class determines part of the ship's playstyle.
- Look for the playstyle you prefer from the class description and read about the ship specifics to determine if it'll suit you well enough.
- The 12 classes are as explained below (arranged from fully defensive to fully offensive, with the exception of Versatile).
- While some apexes may change the class of a ship, most apexes do not so we will not consider this.
This section has been split into 4 using horizontal lines.
- The first section contains only ships that have both abilities (Aura
& Zen
) as defensive.
- The second section contains only ships that have 1 defensive ability and 1 offensive ability.
- The third section contains only ships that have both abilities as offensive.
- The last section simply lists Versatile ships that can fit anywhere.
Note that Kappa Drive will be considered offensive or defensive directly based on the Aura
.
- If the Aura is offensive, Kappa Drive
shall be considered offensive. If the Aura
is defensive, Kappa Drive shall be considered defensive.
Defensive
Playstyle is primarily oriented towards trying to desperately survive the madness of bullets and lasers. Ship core becomes of utmost importance, and killing Invaders is usually secondary.
Defensive Ships: Shinova, Tar'Cah, Jericho, Yoth-Hola, Vuxine, Heechi, Sakura, Zephyr, Orion, Marauder, Widget
Double Defence
Both Aura
and Zen
are defensive, meaning the ship has many means to defend itself. However, you still need to focus on killing Invaders as your Aura and Zen can only last you so long.
Double Defence Ships: Phoenix, Czar, Tillat'Or, Aurora, Gorthaur, Hunter, Njörun, Trinity, Zhetass
Defend to Attack
Defensive means are deployed in order to aid the deployment of the offence.
Defend to Attack Ships: Jn'Dur, Kada Veni, Trireme, Baqlor, 502-Q8, Valkyrie, Qhelqod, Esperon
Attack & Retreat
Pre-emptive offence is deployed before the ship retreats to defend itself.
Attack & Retreat Ships: Veil, Wrackr, Juggernaut, Atlas, Prime X, Boxer, Centurion
Balanced
A good balance of offence and defense, often used interchangeably or are well blended into each other.
Balanced Ships: Mist Star, Oran, Essin, Lokie, Sonah, X-81, NC-271, Predator, AB8/Klyn, Polaris, Lyova, Xavis, Zimitr
Offensive
Oriented towards an aggressive playstyle, trying to kill as fast as you can before the Invaders can overwhelm you. Different from Full Offence (FO) as survival is still key and you do need to care about the ship core as you can only go so fast, and bullets and lasers will still come for you.
Offensive Ships: Geist, Photurius, Xaniea, Vani-Vith, Barret, Proteus, Torrent, Antioch, Icarus, Mirage
Close Combat
Extremely offensive style that requires going up close and personal to Invaders, usually almost at point blank range to be used effectively.
Close Combat Ships: NC-150, Krillou, Arietis, Dragonfly, Luna, Claymore
Zenfury
The ship relies heavily on its Zen
to deal damage, which requires frequent use or even overuse of the Zen. The Aura
is defensive, which aids the charging of the Zen.
Zenfury Ships: Tempest, Razor VI, Cinnri, Hime, Lorilou, Stinger, Pandora, Disaris
Defensive-FO
The Aura
is offensive and the Zen
has both an offensive and defensive aspect. Bullet clearing is quite significant but cannot be abused frequently, thus focusing more on the offensive aspect. Suitable to pick up speedrunning as you can still create rather significant clear space even if you get trapped.
Defensive-FO Ships: Gladius, Saber, Uhb, Scuuxun, Shogun, Starless, Jeria
Full Offence (FO)
Both Aura
and Zen
are offensive, oriented towards a speedrunning and extreme offensive style, going all out to kill quickly. These FO ships have limited forms of bullet clear that gives a very slight leniency if you do get trapped.
Full Offence (FO) Ships: Fujin, Havoc, Ex04239, Exarch, Wraith, Neni, Naya, Monsoon, Warden
Blitzkrieg
Ship has no forms of bullet clear capabilities at all, so one has to kill very quickly otherwise there is no way out. The most extreme form of speedrunning.
Blitzkrieg Ships: Proxymar, Buhloo, Elyon, Ogon, Von Braun, Corsair, Reaper, Kibarrax, Banshee, Mistral
Versatile
Capable to choose between an offensive or defensive playstyle. Great for survival or speedrunning.
Main Weapon
Details
The description of the main weapon comes from the game files.
- If no description is given in this guide, there is no description in the game files as well.
- There are some minor edits to make it more understandable and consistent with the terminology used in the guide.
- The game files use the term rank in the descriptions of some main weapons, but they actually mean main weapon levels. The term rank was used in main weapons way before the rank system was introduced. However, this would be confusing today. Thus, this guide changes the term rank to level.
- The game files use the terms laser and beam inconsistently between the descriptions of different main weapons. This guide standardizes this to beams since lasers are reserved for Invader weapons.
- For some main weapons, some parameters are also mentioned in the game file descriptions to explain how the main weapon works. As far as possible, this guide tries to make it more understandable.
A table detailing the main weapon parameters of all levels is shown for all ships. Aside from Weapon Class which is always in bold (since unfortunately links are always in bold), if a statistic in the columns of Level 1-5 / Ultimate / Apex (if applicable) is reflected in bold, that statistic is stated in-game.
- Capacity
only applies to ships with a beam main weapon (instantaneous/zero travel time to Invaders). This statistic measures how long does one beam last.
- Some ships may have more than one Capacity
statistic due to multiple and/or independent bursts. Some other ships in this guide may have a Capacity statistic, but you will not find it in-game.
- The Capacity
statistic in this guide is accurate to the game files, as this statistic may be omitted in-game, or only one part of the ship's main weapon is reflected.
- Some ships may have more than one Capacity
- Spread
is the horizontal reach of the main weapon’s projectiles/beams. This is based on the maximum angle of the main weapon’s projectiles/beams from the vertical.
- This is an official statistic provided by the game based on the dev's feel more than the actual maximum angle.
- The statistic in terms of angle for Spread
in this guide is accurate to the game files. This guide also shows the Spread for Homing
main weapons and main weapons with very narrow spreads which aren't shown in-game.
- There is a difference between Homing and Target Tracking in this game.
- Homing
refers to the capability of the emitted main weapon’s projectiles to guide themselves towards their target. Homing is continuous until the projectiles hit something, or miss and fly offscreen.
- Homing
beam main weapons don’t exist because beam weapons have infinite speed, which makes homing irrelevant.
- Homing
- Target Tracking
refers to the capability of the ship's cannon(s) to lock on to a target by adjusting the firing angle of the beams/projectiles. After fired, Target Tracking stops.
- In the case of a beam, the beam tracks its intended target continuously like homing projectiles, because you can think of a beam as infinitely many projectiles fired with an infinite speed.
- For both of these statistics, a numerical figure is provided in this guide. This figure is meant to be compared with other main weapons with Homing
or Target Tracking
, rather than taken at face value.
- Homing
- Blast Damage
measures the damage dealt to the surrounding area, including the impact spot of the main weapon projectile.
- Blast Damage
main weapons also have the Blast Radius
statistic to indicate how far the blast damage reaches from the epicenter.
- The Blast Damage
statistic in-game is very generic, only tagged as Low, Medium, High or Very High.
- This generic statistic in-game is based on both how big the Blast Radius
is, as well as the actual Blast Damage
dealt to each Invader in range of the Blast Radius.
- This guide, however, gives accurate statistics on exactly how much Blast Damage
is dealt to each Invader caught in the Blast Radius
.
- This generic statistic in-game is based on both how big the Blast Radius
- If a main weapon has Blast Damage
, the Blast Damage follows the main weapon's affinity.
- Blast Damage
- Rate of Fire
and Reload Time
are tricky statistics. There is a small difference between these 2 terms, and can be difficult to understand when a main weapon has both statistics.
- Both statistics are NOT provided in-game.
- Rate of Fire
is the time delay between 2 consecutive projectiles/beams (or projectiles/beams from x columns/sides - refer to Number of Projectiles below) in one burst (if applicable).
- It does NOT care about the beam Capacity
. So long the Rate of Fire
time has elapsed, the next beam or columns/sides of beams fires.
- Thus, even if Capacity
> Rate of Fire
, the next beam or columns/sides of beams fire after Rate of Fire, instead of Capacity time. This means there can be an overlap between 2 consecutive sets of beams.
- The above 2 points doesn't matter for projectile main weapons, since once the projectile(s) is/are fired, that's the end of it. The next projectile(s) will then be fired after Rate of Fire
, unless it is the last projectile(s) of the burst. In which case, the next projectile(s) would be fired after Rate of Fire
+ Reload Time
.
- Rate of Fire
always occurs before Reload Time
.
- It does NOT care about the beam Capacity
- Reload Time
is the rest time between the previous and next burst of projectiles/beams.
- Absolutely no damage is being produced in this duration.
- This is important for beam main weapons, because the Reload Time
only starts after the entirety of the last beam's Capacity
has elapsed. Meaning, no more beam from the current burst is fired.
- For projectile main weapons, it works like Rate of Fire
, so the next set of projectiles fire after the Reload Time
.
- The Reload Time
is always at the end of a cycle.
- The word descriptions for both statistics are based on my feel, while the numbers provided are accurate according to the game files.
- The numerical figures for Rate of Fire
is accurate to the game files.
- The numerical figures for Reload Time
in this guide should be mostly accurate. The word description for Reload Time is based on BOTH Charge Time + Reload Time.
- However, some main weapons have other parameters, which may or may not be factored into the timeline of the main weapon.
- This is difficult to decipher. This guide tries its best to cut down the quantity of numbers to keep it easier to understand.
- The numerical figures for Rate of Fire
- If the main weapon is of Interruptible Burst type, the main weapon is paused entirely, which pauses the main weapon timeline at the start of the next Rate of Fire
or the Reload Time
(depending on whether all projectiles/beams of the burst are fired off or not) when using or charging Zens
.
- If the main weapon is of Uninterruptible Burst type, the timeline of the main weapon continues until the end even when using/charging Zens
. The next cycle only starts after the Zen is no longer used or charging, or when the Reload Time
/ Rate of Fire
(if there is no Reload Time) is elapsed, whichever is later.
- The rest of the projectiles/beams continue to fire according to the subsequent Rate of Fire
when using or charging Zens
.
- The full or part of Reload Time
/ Rate of Fire
(if there is no Reload Time) duration can be absorbed into the Zen's Charge Time
since the timer for Reload Time starts immediately after all projectiles/beams of one burst are fired and one more Rate of Fire duration has elapsed [i.e. (Number of Projectiles/Beams) × (Rate of Fire) time has elapsed].
- The rest of the projectiles/beams continue to fire according to the subsequent Rate of Fire
- Some Uninterruptible Burst main weapons have a statistic called Charge Time.
- This always occurs at the start of every cycle. During this time, a visible charging animation can be seen. If you charge/use your Zen
during this Charge Time, the burst will still be allowed to continue.
- During the Charge Time, no damage can be dealt to Invaders.
- This always occurs at the start of every cycle. During this time, a visible charging animation can be seen. If you charge/use your Zen
- To help you understand all of Charge Time, Rate of Fire
, Reload Time
& Capacity
, and how they interact with each other, here's the timeline of how they all fit together. If the statistic is not relevant to the specific main weapon, simply remove it from the timeline and close up any gaps in the main timeline.
- Projectile Speed
is how fast a main weapon projectile is.
- Obviously, this statistic does not apply for beam main weapons.
- This is NOT a statistic provided in-game.
- The word description is based on my feel, while the numbers are supposed to be compared between main weapons of other ships.
- Number of Projectiles/Beams refer to how many projectiles/beams are fired in one single burst, which are applicable for both types of Burst weapons.
- If this statistic is reflected as x × y, then x is the number of columns/sides and y is the number of beams/projectiles from ONLY ONE column/side.
- This is tricky because for main weapons with a Rate of Fire
AND a Reload Time
, all x columns fire simultaneously, while there is an interval of Rate of Fire between consecutive shots of y projectiles/beams.
- Number of Active Cannons is similar to the Number of Projectiles/Beams. However, not all cannons on the ship may fire at all at lower main weapon levels.
While every ship's main weapon is unique, they can be broadly classified into 3 classes.
- This determines how using a Zen
affects the main weapon firing.
- Note that these classes are only defined in this guide, and not in-game.
- Generally, this is based on the Rate of Fire
& Reload Time
, but there is also an element of my own feel.
Uninterruptible Burst main weapons
Projectiles/Beam(s) are only fired during a certain time period, before a rest time where no damage is produced.
- Can be annoying to aim due to nothing being fired at certain periods of time, since you can be in position for a good aim but nothing fires.
- Leakage of DPS is possible from the inevitable spill effect of wasting the remaining burst, or overkill damage (a projectile deals more damage than the remaining health of the Invader it hits).
- Such Burst weapons work very well with Zens
since the main weapon continues firing even while using/charging a Zen.
Ships with Uninterruptible Burst main weapons: Tar'Cah, Veil, Tempest, Razor VI, Mist Star, Oran, Cinnri, Buhloo, Czar, Havoc, Geist, Juggernaut, Vuxine, Photurius, Xaniea, Ex04239, Aurora, Von Braun, Heechi, Prime X, Sakura, Vani-Vith, Torrent, Orion, Boxer, Uhb, Wraith, X-81, Scuuxun, NC-271, Lorilou, AB8/Klyn, Icarus, Mirage, Marauder, Lyova, Luna, Zhetass, Neni, Claymore, Starless, Banshee, Centurion, Mistral, Esperon, Naya, Pandora, Warden, Disaris
Interruptible Burst main weapons
Same as Uninterruptible Burst, except when using/charging Zens
, the cycle is paused.
- Such weapons have the same advantage/disadvantage as Uninterruptible Burst main weapons aiming wise.
- However, they suffer the same disadvantage as Continuous Stream in Zen
usage, disrupting the burst while the Zen is charging.
- If the burst is not allowed to complete before the Zen
starts charging, the remainder of the burst continues immediately after the touch is re-engaged, making the positioning very important for these ships.
Ships with Interruptible Burst main weapons: Trireme, Zephyr, Baqlor, Saber, Valkyrie, Proteus, Njörun, Sonah, Corsair, Shogun, Predator, Mirage, Kibarrax
Continuous Stream main weapons
Projectiles/Beams are constantly produced at fixed regular intervals.
- Easier to handle.
- Because projectiles are constantly being produced, damage is usually leaked when switching targets.
- Charging the Zen
immediately cuts off the stream, which is not too ideal.
Ships with Continuous Stream main weapons: Shinova, Krillou, Jericho, Fujin, Jn'Dur, Yoth-Hola, Proxymar, Kada Veni, Wrackr, Tillat'Or, Arietis, Atlas, Essin, Gorthaur, 502-Q8, Dragonfly, Hime, Hunter, Gladius, Lokie, Barret, Yigothu, Antioch, Trinity, Polaris, Qhelqod, Reaper, Jeria, Stinger
(Invader/Cone Triggered - Synchronous/Independent): Some ships have this tag attached on top of one of the above 3 weapon classes. This means the main weapon does not fire until an Invader is in range.
- If the presence of any Invader on field triggers the main weapon to fire, it is referred to as Invader Triggered.
- If a part of or the entirety of the main weapon is only triggered when any Invader is in range of one or more of the ship's cannons, it is referred to as Cone Triggered.
- If there are no Invaders in the range of the ship weapon(s) cone, the main weapon does not fire.
- If the entirety of the weapon fires when there is an Invader in range, it is considered as Synchronous.
- The main weapon's rhythm is consistent and never goes out of sync.
- If different cannons of the ship have a different cone range, it is considered as Independent.
- Not all cannons may fire at the same time because of the different cone range of each cannon.
- Some Invaders may be in cone range of some cannons, but not in cone range of other cannons.
- Some cannons may also be in the midst of reloading even though an Invader is in their cone range, so they will not fire yet.
- If the Invader is still in cone range of that cannon after the reload time, it will fire.
- This can cause some cannons to be out of sync if you are not careful.
21.25 DPS main weapons
25 DPS main weapons
Jericho, Yoth-Hola, Mist Star, Oran, Kada Veni, Cinnri, Vuxine, Heechi, Hime, Gladius, Yigothu, Orion, Sonah, Uhb, X-81, Mirage, Marauder, Widget, Reaper, Claymore, Banshee, Zimitr, Warden, Disaris
31.25 DPS main weapons
Shinova, Tar'Cah, Veil, Krillou, Razor VI, Wrackr, Phoenix, Buhloo, Havoc, Juggernaut, Tillat'Or, Elyon, Atlas, Essin, Prime X, Vani-Vith, Zephyr, Baqlor, 502-Q8, Dragonfly, Hunter, Barret, Saber, Valkyrie, Proteus, Torrent, Njörun, Boxer, Corsair, Antioch, Trinity, Wraith, Scuuxun, Shogun, Predator, Polaris, Lyova, Qhelqod, Nimbus, Zhetass, Neni, Xavis, Starless, Kibarrax, Jeria, Centurion, Stinger, Mistral, Naya, Pandora, Monsoon
34.375 DPS main weapons
NC-150, Jn'Dur, Tempest, Photurius, Xaniea, Arietis, Gorthaur, Lokie, Exarch
37.5 DPS main weapons
Fujin, Geist, Ex04239, Von Braun, Sakura, NC-271, AB8/Klyn, Icarus, Luna
Unique DPS main weapons
Homing/Target Tracking main weapons
- Homing
Very Limited Tempest, Essin Minor Von Braun, Saber Average Kada Veni, Gladius Good Jericho, Vuxine, Sonah, Banshee Very Good Cinnri, Heechi, Yigothu, Marauder, Reaper Perfect Yoth-Hola, Mist Star, Hime, Orion, X-81, Claymore, Esperon, Disaris - Target Tracking
Limited Sonah, Antioch Slow Ogon Fast Torrent, Polaris, Warden Perfect Oran, Widget Instant Proxymar, Trireme, Czar, Uhb, Shogun, Lorilou, Mirage, Zimitr
Spread main weapons
Straight Fire (No Spread)
Shinova, Tar'Cah, Veil, Krillou, Fujin, Razor VI, Phoenix, Buhloo, Havoc, Juggernaut, Elyon, Atlas, Ex04239, Aurora, Sakura, Vani-Vith, Zephyr, 502-Q8, Hunter, Barret, Valkyrie, Proteus, Njörun, Boxer, Corsair, Antioch, Trinity, Wraith, Scuuxun, Predator, Icarus, Mirage, Lyova, Qhelqod, Luna, Zhetass, Starless, Kibarrax, Jeria, Centurion, Mistral, Pandora, Monsoon Extremely Narrow NC-271, Polaris, Nimbus, Neni, Stinger, Naya Very Narrow Tillat'Or, Prime X, Xavis Narrow Wrackr, Uhb Medium NC-150, Essin, Baqlor, Dragonfly, AB8/Klyn Wide Geist, Photurius, Xaniea, Lokie Very Wide Jn'Dur, Tempest, Arietis, Gorthaur, Exarch Homing
Main Weapons that have spread
(Classified separately because they don't matter much)
Very Narrow Gladius, Saber Narrow Claymore Medium Vuxine Wide Sonah Very Wide Mist Star, Kada Veni, Heechi, Yigothu Extremely Wide Cinnri, Hime, Reaper
Blast Damage
Low Krillou, Havoc, Juggernaut, Njörun, Jeria Medium Von Braun, Proteus High Aurora
Beam main weapons
Long (>1000ms) Buhloo, Czar Medium (500-1000ms) Veil, Razor VI, Oran, Ogon, Ex04239, Torrent, Icarus, Widget, Luna, Zhetass, Warden Short (<500ms) Fujin, Proxymar, Baqlor, Uhb, Wraith, Lorilou, Lyova, Nimbus, Centurion, Mistral, Esperon, Monsoon Very Short (≤100ms) Trireme, Exarch, Boxer, Trinity, Shogun, Kibarrax Special (Multiple Durations) Elyon, Mirage, Zimitr
Trivia
Know more about every ship, including behind-the-scenes for some of them. Trivia are fun facts about the ship and its apexes .
- The trivia in this guide are either interesting observations about the ship or its apexes
, material that comes from the dev themselves, or is widely circulated in the communities.
- Fan made trivia or lore will not be documented here.
Most of these trivias take a lot of work to gather, so I hope that you will appreciate the ships more.
Also, here are some interesting ship usage statistics released to the Discord by the devs on May 9th, 2025:
Rank | Most used ship (based on only flights that cleared a mission) | Average Effective DPS (All offensive means considered, and missed shots counted) | Highest Damage of All Attempts made |
---|---|---|---|
1st | Ex04239 | Jeria | Proxymar |
2nd | Phoenix | Exarch | Kibarrax |
3rd | AB8/Klyn | Warden | Warden |
4th | Kibarrax | Exarch | |
5th | Wraith | Jeria | |
6th | Proxymar | Banshee | |
7th | Ex04239 | Shogun | |
8th | Qhelqod | Wraith | |
9th | Banshee | Reaper | |
10th | Shogun | ||
11th | Nimbus | ||
12th | Icarus | ||
13th | Reaper | ||
14th | Corsair | ||
… | … | … | … |
28th | Cinnri | ||
… | … | … | … |
32rd | Captured Raven | ||
… | … | … | … |
61st | Sakura | ||
… | … | … | … |
84th | Cinnri | ||
… | … | … | … |
16th Last | Ogon | ||
… | … | … | … |
12th Last | Centurion | Vuxine | |
11th Last | Polaris | Dragonfly | |
10th Last | Neni | Ogon | |
9th Last | Krillou | Boxer | |
8th Last | Havoc | Zephyr | |
7th last | Barret | Veil | Kada Veni |
6th Last | Elyon (Previously least used at some point) | Hunter | Neni |
5th Last | Oran | Predator | Boxer |
4th Last | Xavis | Tempest | Hunter |
3rd Last | Monsoon | Kada Veni | Sakura |
2nd Last | Mistral | Xavis | Xavis |
Last | Scuuxun | Jericho | Zephyr |