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Ammo

Ammo is what your weapons consume when firing; active modules and skills draw from their own ammo too. Values come from live game data; click the currency on a cost to see what it is.

The ammo your laser weapons (LR) consume. The damage multiplier rises with tier; SAP focuses on shields and RSAP on high burst damage.

LAP-1

LAP-1

Multiplier
×1
Pack
1 000

Standard laser ammo and the cheapest option. Applies a x1 damage multiplier to your laser; sold in packs of 1000.

Cost / unit
LAP-2

LAP-2

Multiplier
×2
Pack
1 000

Enhanced laser ammo. Doubles your laser damage with a x2 multiplier.

Cost / unit
LAP-3

LAP-3

Multiplier
×3
Pack
1 000

High-power laser ammo. Triples your laser damage with a x3 multiplier.

Cost / unit
LAP-4

LAP-4

Multiplier
×4
Pack
1 000

Ultra laser ammo — the strongest standard ammo. Quadruples your laser damage with a x4 multiplier.

Cost Free
SAP

SAP

Multiplier
×1
Shield
×2
Pack
1 000
Shield only Shield Drainer

Shield-piercing ammo. Damages only shields (never hull) at a x2 shield multiplier, and drains — restoring your own shield by the amount dealt.

Cost / unit
RSAP

RSAP

Multiplier
×6
Pack
1 000

Rapid Salvo Battery. Hits for 6x laser damage but has a 3-second cooldown between shots.

Cost / unit

The rockets your rocket launchers (RL) fire. The MK series has four tiers — higher tiers hit harder and reach further.

MK-1

MK-1

Damage
800–1 000
Range
750
Speed
500
Pack
1 000

Standard rocket ammo for your rocket launcher — the entry-level warhead.

Cost / unit
MK-2

MK-2

Damage
1 800–2 000
Range
700
Speed
600
Pack
1 000

Enhanced rocket ammo — roughly double the punch of MK-1.

Cost / unit
MK-3

MK-3

Damage
2 800–3 000
Range
750
Speed
700
Pack
1 000

High-power rocket ammo for heavy targets.

Cost / unit
MK-4

MK-4

Damage
3 800–4 000
Range
800
Speed
800
Pack
1 000

Ultra rocket ammo — the strongest warhead, with the longest range.

Cost / unit

The special ammo consumed by active modules (EMP, SNB, Cloak, Wall Shield) and active skills.

EMP-A

EMP-A

Ammunition for the EMP module; one is consumed per use. The EMP stuns nearby enemies and blocks their lock-on for 3 seconds.

Cost / unit
SNB-A

SNB-A

Ammunition for the Smart Bomb (SNB) module; one is consumed per use. SNB strips 20% of the current HP of every enemy within range.

Cost / unit
CLO-A

CLO-A

Ammunition for the Cloak module; one is consumed per use. Cloak renders your ship invisible to other players.

Cost / unit
WSC-A

WSC-A

Ammunition for the Wall Shield module; one is consumed per use. It grants 3 seconds of absolute damage immunity.

Cost / unit
Skill Cell

Skill Cell

The shared ammunition of active skills (Nano Repair, Leech Beam, Barrier Surge, Catch Me). Utility skills spend 1 cell per activation, burst skills spend 2.

Cost / unit