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.
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.
Standard laser ammo and the cheapest option. Applies a x1 damage multiplier to your laser; sold in packs of 1000.
Enhanced laser ammo. Doubles your laser damage with a x2 multiplier.
High-power laser ammo. Triples your laser damage with a x3 multiplier.
Ultra laser ammo — the strongest standard ammo. Quadruples your laser damage with a x4 multiplier.
Shield-piercing ammo. Damages only shields (never hull) at a x2 shield multiplier, and drains — restoring your own shield by the amount dealt.
Rapid Salvo Battery. Hits for 6x laser damage but has a 3-second cooldown between shots.
The rockets your rocket launchers (RL) fire. The MK series has four tiers — higher tiers hit harder and reach further.
Standard rocket ammo for your rocket launcher — the entry-level warhead.
Enhanced rocket ammo — roughly double the punch of MK-1.
High-power rocket ammo for heavy targets.
Ultra rocket ammo — the strongest warhead, with the longest range.
The special ammo consumed by active modules (EMP, SNB, Cloak, Wall Shield) and active skills.
Ammunition for the EMP module; one is consumed per use. The EMP stuns nearby enemies and blocks their lock-on for 3 seconds.
Ammunition for the Smart Bomb (SNB) module; one is consumed per use. SNB strips 20% of the current HP of every enemy within range.
Ammunition for the Cloak module; one is consumed per use. Cloak renders your ship invisible to other players.
Ammunition for the Wall Shield module; one is consumed per use. It grants 3 seconds of absolute damage immunity.
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.