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Stellaris Guide by gamepressure.com

Stellaris Guide

Table of Contents

Fleet weapons in Stellaris Stellaris guide, tips

Last update: 14 March 2019

This part of the chapter contains detailed information on every type of weaponry available in game. Remember that some weapons work better than other ones, while statistics of every weapon has to be analyzed thorough fully and the decision has to be made what device to install. Every type of weaponry is dedicated to a different playstyle and it will take a moment until you find a solution that works for you.

The chapter was created based on version 1.0.3 (48f6) of the game

Kinetic

Cannons

Mass Driver

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Damage

Accuracy

Small

Energy usage: 2,5

Cost: 2,5

Damage: 3-15

Regeneration: 3,75

Average daily damage: 1,82

Accuracy: 76%

Range: 20

Medium

Energy usage: 5

Cost: 5

Damage: 6-31

Regeneration: 3,75

Average daily damage: 3.55

Accuracy: 72%

Range: 30

Large

Energy usage: 10

Cost: 10

Damage: 16-66

Regeneration: 3,75

Average daily damage: 7,32

Accuracy: 67%

Range: 40

Coilgun

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 5

Cost: 5

Damage: 4-17

Regeneration: 3,75

Average daily damage: 2,12

Accuracy: 76%

Range: 20

Medium

Energy usage: 10

Cost: 10

Damage: 8-36

Regeneration: 3,75

Average daily damage: 4,22

Accuracy: 72%

Range: 30

Large

Energy usage: 20

Cost: 20

Damage: 21-74

Regeneration: 3,75

Average daily damage: 8,48

Accuracy: 67%

Range: 40

Railgun

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 5-19

Regeneration: 3,75

Average daily damage: 2,43

Accuracy: 76%

Range: 20

Medium

Energy usage: 15

Cost: 15

Damage: 11-39

Regeneration: 3,75

Average daily damage: 4,79

Accuracy: 72%

Range: 30

Large

Energy usage: 30

Cost: 30

Damage: 25-84

Regeneration: 3,75

Average daily damage: 9,73

Accuracy: 67%

Range: 40

Advanced Railgun

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 6-21

Regeneration: 3,75

Average daily damage: 2,73

Accuracy: 76%

Range: 20

Medium

Energy usage: 20

Cost: 20

Damage: 13-44

Regeneration: 3,75

Average daily damage: 5,47

Accuracy: 72%

Range: 30

Large

Energy usage: 40

Cost: 40

Damage: 30-92

Regeneration: 3,75

Average daily damage: 10,89

Accuracy: 67%

Range: 40

Gauss Cannon

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 12,5

Cost: 12,5

Damage: 7-23

Regeneration: 3,75

Average daily damage: 3,04

Accuracy: 76%

Range: 20

Medium

Energy usage: 25

Cost: 25

Damage: 15-46

Regeneration: 3,75

Average daily damage: 5,85

Accuracy: 72%

Range: 30

Large

Energy usage: 50

Cost: 50

Damage: 36-99

Regeneration: 3,75

Average daily damage: 12,06

Accuracy: 67%

Range: 40

Commentary: The basic equipment among the kinetic weapon. Quite high damage, especially in case of larger weapon types. Further weapon types become available as you develop technology. You should notice the short regeneration time which has great impact on the speed of destroying shields. The only disadvantage is low range and accuracy which makes this weapon typically for the main initiation.

Autocannons

Autocannon

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 5

Cost: 5

Damage: 3-15

Regeneration: 3,15

Average daily damage: 2,34

Accuracy: 82%

Range: 10

Medium

Energy usage: 10

Cost: 10

Damage: 6-31

Regeneration: 3,15

Average daily damage: 4,69

Accuracy: 80%

Range: 20

Large

Energy usage: 20

Cost: 20

Damage: 16-66

Regeneration: 3,15

Average daily damage: 9,76

Accuracy: 75%

Range: 30

Ripper Autocannon

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 4-17

Regeneration: 3,15

Average daily damage: 2,73

Accuracy: 82%

Range: 10

Medium

Energy usage: 15

Cost: 15

Damage: 8-36

Regeneration: 3,15

Average daily damage: 5,58

Accuracy: 80%

Range: 20

Large

Energy usage: 30

Cost: 30

Damage: 21-74

Regeneration: 3,15

Average daily damage: 11,30

Accuracy: 75%

Range: 30

Stormfire Autocannon

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 5-19

Regeneration: 3,15

Average daily damage: 3,12

Accuracy: 82%

Range: 10

Medium

Energy usage: 20

Cost: 20

Damage: 11-39

Regeneration: 3,15

Average daily damage: 6,34

Accuracy: 80%

Range: 20

Large

Energy usage: 40

Cost: 40

Damage: 25-84

Regeneration: 3,15

Average daily damage: 12,97

Accuracy: 75%

Range: 30

Commentary: Autocannons have shorter reload time in comparison to regular kinetic cannons. They have lower basic damage, but thanks to fast attacks they have higher average daily damage. It is worth noticing that in case of larger cannons it uses much less energy than other kinetic weapons.

Kinetic Batteries

Kinetic Battery

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 100

Cost: 100

Damage: 106-218

Regeneration: 8,00

Average daily damage: 14,17

Accuracy: 70%

Range: 60

Kinetic Artillery

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 120

Cost: 120

Damage: 121-239

Regeneration: 8

Average daily damage: 15,75

Accuracy: 70%

Range: 60

Commentary: A weapon prepared for a frontal attack. Thanks to high effectiveness on long distance it is effective during the initiation phase. Very high energy cost and extremely long charging time are very important. Despite that, thanks to large basic damage the weapon maintains a decent average daily damage.

Energy

Lasers

Red laser

 

Cost

Statistics

Accuracy

Small

Energy usage: 2,5

Cost: 2,5

Damage: 5-10

Regeneration: 3,75

Average daily damage: 1,64

Accuracy: 82%

Range: 15

Medium

Energy usage: 5

Cost: 5

Damage: 13-18

Regeneration: 3,75

Average daily damage: 3,30

Accuracy: 80%

Range: 25

Large

Energy usage: 10

Cost: 10

Damage: 25-41

Regeneration: 3,75

Average daily damage: 6,60

Accuracy: 75%

Range: 35

Blue laser

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 5

Cost: 5

Damage: 6-12

Regeneration: 3,75

Average daily damage: 1,96

Accuracy: 82%

Range: 15

Medium

Energy usage: 10

Cost: 10

Damage: 15-22

Regeneration: 3,75

Average daily damage: 3,94

Accuracy: 80%

Range: 25

Large

Energy usage: 20

Cost: 20

Damage: 32-47

Regeneration: 3,75

Average daily damage: 7,89

Accuracy: 75%

Range: 35

UV laser

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 8-13

Regeneration: 3,75

Average daily damage: 2,29

Accuracy: 82%

Range: 15

Medium

Energy usage: 15

Cost: 15

Damage: 16-27

Regeneration: 3,75

Average daily damage: 4,58

Accuracy: 80%

Range: 25

Large

Energy usage: 30

Cost: 30

Damage: 35-57

Regeneration: 3,75

Average daily damage: 9,19

Accuracy: 75%

Range: 35

X-ray laser

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 9-15

Regeneration: 3,75

Average daily damage: 2,62

Accuracy: 82%

Range: 15

Medium

Energy usage: 20

Cost: 20

Damage: 18-31

Regeneration: 3,75

Average daily damage: 5,22

Accuracy: 80%

Range: 25

Large

Energy usage: 40

Cost: 40

Damage: 39-66

Regeneration: 3,75

Average daily damage: 10,50

Accuracy: 75%

Range: 35

Gamma laser

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 12,5

Cost: 12,5

Damage: 11-16

Regeneration: 3,75

Average daily damage: 2,95

Accuracy: 82%

Range: 15

Medium

Energy usage: 25

Cost: 25

Damage: 19-36

Regeneration: 3,75

Average daily damage: 5,86

Accuracy: 80%

Range: 25

Large

Energy usage: 50

Cost: 50

Damage: 42-76

Regeneration: 3,75

Average daily damage: 11,79

Accuracy: 75%

Range: 35

Commentary: Basic, multi-leveled energy weapons. It has similar charging time and reach as kinetic weapons. Laser has slightly smaller reach but definitely better attack effectiveness. It is a good idea to cumulate damage by using this weapon type in various sections of the ship.

Lance

Particle lance

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 100

Cost: 100

Damage: 74-213

Regeneration: 8,85

Average daily damage: 14,59

Accuracy: 90%

Range: 60

Tachyon lance

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 120

Cost: 120

Damage: 85-232

Regeneration: 8,85

Average daily damage: 16,11

Accuracy: 90%

Range: 60

Commentary: A very high damage, range and effectiveness. This weapon would be perfect if not for its long charging time that makes it effective only against fortresses and battleships. Very high energy cost and the fact that weapon can be placed only in large slots forces most of the battleships to have a large weapon slot in frontal section.

Throwers

Plasma thrower

?

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 8-14

Regeneration: 4,35

Average daily damage: 2,07

Accuracy: 82%

Range: 20

Medium

Energy usage: 15

Cost: 15

Damage: 18-27

Regeneration: 4,35

Average daily damage: 4,13

Accuracy: 80%

Range: 30

Large

Energy usage: 30

Cost: 30

Damage: 35-61

Regeneration: 4,35

Average daily damage: 8,27

Accuracy: 75%

Range: 40

Plasma accelerator

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 9-17

Regeneration: 4,35

Average daily damage: 2,45

Accuracy: 82%

Range: 20

Medium

Energy usage: 20

Cost: 20

Damage: 22-31

Regeneration: 4,35

Average daily damage: 4,87

Accuracy: 80%

Range: 30

Large

Energy usage: 40

Cost: 40

Damage: 45-69

Regeneration: 4,35

Average daily damage: 9,82

Accuracy: 75%

Range: 40

Commentary: very interesting equipment for the main battle. Thanks to high basic damage and decent charging time the weapon is very effective in destroying enemy shields. It is worth adding that it generates greater damage than basic installations while the energy cost is lower.

Disruptors

Disruptor

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 6-10

Regeneration: 3,75

Average daily damage: 1,82

Accuracy: 82%

Range: 20

Medium

Energy usage: 15

Cost: 15

Damage: 11-22

Regeneration: 3,75

Average daily damage: 3,66

Accuracy: 80%

Range: 30

Large

Energy usage: 30

Cost: 30

Damage: 23-48

Regeneration: 3,75

Average daily damage: 7,39

Accuracy: 75%

Range: 40

Ion Disruptor

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 8-11

Regeneration: 3,75

Average daily damage: 2,16

Accuracy: 82%

Range: 20

Medium

Energy usage: 20

Cost: 20

Damage: 12-27

Regeneration: 3,75

Average daily damage: 4,33

Accuracy: 80%

Range: 30

Large

Energy usage: 40

Cost: 40

Damage: 28-56

Regeneration: 3,75

Average daily damage: 8,74

Accuracy: 75%

Range: 40

Phase disruptor

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 12,5

Cost: 12,5

Damage: 9-13

Regeneration: 3,75

Average daily damage: 2,50

Accuracy: 82%

Range: 20

Medium

Energy usage: 25

Cost: 25

Damage: 14-31

Regeneration: 3,75

Average daily damage: 5,00

Accuracy: 80%

Range: 30

Large

Energy usage: 50

Cost: 50

Damage: 31-66

Regeneration: 3,75

Average daily damage: 10,10

Accuracy: 75%

Range: 40

Commentary: An equipment statistics of which are similar to plasma cannons. Disruptors have greater daily damage but higher energy cost. It is worth noticing that attack effectiveness is good even in case of larger installations. Thanks to short reload speed they are effective in the main and back sections of units.

Cloud lightning

Cloud lightning

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 100

Cost: 100

Damage: 1-172

Regeneration: 6,60

Average daily damage: 13,10

50% armor penetration

50% shield penetration

50% shield damage reduction

Accuracy: 100%

Range: 60

Cloud lightning

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 120

Cost: 120

Damage: 1-195

Regeneration: 6,60

Average daily damage: 14.84

50% armor penetration

50% shield penetration

50% shield damage reduction

Accuracy: 100%

Range: 60

Commentary: At this point weapon that is able to penetrate defense starts. If you want to use this type of weapon, remember that you must also place such equipment in the ship so that each weapon will ignore the shields at least in similar level. Otherwise one installation will deal hull damage while the rest will be still trying to break through the shields. High shield and armor reduction for high price, but as long as it is available you should use it.

Torpedoes

Proton torpedoes

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 100

Cost: 100

Damage: 69-127

Regeneration: 6,75

Average daily damage: 13,82

100% shield penetration

100% shield damage reduction

Accuracy: 95%

Range: 50

Neutron torpedoes

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 120

Cost: 120

Damage: 78-144

Regeneration: 6,75

Average daily damage: 15,62

100% shield penetration

100% shield damage reduction

Accuracy: 95%

Range: 50

Commentary: This weapon is very effective when combined with cloud lightning. It completely ignores enemy shield, but you must remember that damage dealt by torpedoes will be ignored by armor. High attack effectiveness on long distance is worth mentioning. Notice that the most powerful types of this weapon can be usually found only in large installations.

Explosive

Missiles

Nuclear missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 2,5

Cost: 2,5

Damage: 8-12

Regeneration: 5,50

Average daily damage: 1,81

Accuracy: 100%

Range: 26

Medium

Energy usage: 5

Cost: 5

Damage: 13-27

Regeneration: 5,50

Average daily damage: 3,63

Accuracy: 100%

Range: 36

Large

Energy usage: 10

Cost: 10

Damage: 30-50

Regeneration: 5,50

Average daily damage: 7,27

Accuracy: 100%

Range: 46

Fusion missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 5

Cost: 5

Damage: 9-14

Regeneration: 5,50

Average daily damage: 2,09

Accuracy: 100%

Range: 26

Medium

Energy usage: 10

Cost: 10

Damage: 16-30

Regeneration: 5,50

Average daily damage: 4,18

Accuracy: 100%

Range: 36

Large

Energy usage: 20

Cost: 20

Damage: 37-55

Regeneration: 5,50

Average daily damage: 8,36

Accuracy: 100%

Range: 46

Antimatter missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 11-15

Regeneration: 5,50

Average daily damage: 2,36

Accuracy: 100%

Range: 26

Medium

Energy usage: 15

Cost: 15

Damage: 19-33

Regeneration: 5,50

Average daily damage: 4,72

Accuracy: 100%

Range: 36

Large

Energy usage: 30

Cost: 30

Damage: 42-62

Regeneration: 5,50

Average daily damage: 9,45

Accuracy: 100%

Range: 46

Quantum missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 12-17

Regeneration: 5,50

Average daily damage: 2,63

Accuracy: 100%

Range: 26

Medium

Energy usage: 20

Cost: 20

Damage: 21-37

Regeneration: 5,50

Average daily damage: 5,27

Accuracy: 100%

Range: 36

Large

Energy usage: 40

Cost: 40

Damage: 48-68

Regeneration: 5,50

Average daily damage: 10,54

Accuracy: 100%

Range: 46

Marauder missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 12,5

Cost: 12,5

Damage: 14-18

Regeneration: 5,50

Average daily damage: 2,90

Accuracy: 100%

Range: 26

Medium

Energy usage: 25

Cost: 25

Damage: 24-40

Regeneration: 5,50

Average daily damage: 5,81

Accuracy: 100%

Range: 36

Large

Energy usage: 50

Cost: 50

Damage: 48-80

Regeneration: 5,50

Average daily damage: 11,63

Accuracy: 100%

Range: 46

Commentary: The basic installations among the explosive weaponry. Longer reload time and minimally lower average daily damage, but one hundred percentage effectiveness of attack. It is worth adding that anti-rocket turrets are needed for this weapon types for full protection. This weapon type is effective on every installation and it works best on short and medium reach.

Rockets

Swarmer missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 40

Cost: 40

Damage: 18-38

Regeneration: 2,50

Average daily damage: 11,20

Accuracy: 100%

Range: 30

Whirlwind missiles

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 50

Cost: 50

Damage: 21-41

Regeneration: 2,50

Average daily damage: 12,40

Accuracy: 100%

Range: 30

Commentary: In case of this weapon you should notice the short reload time which makes it harder for defense turrets. It is effective only on medium distance, but you can be sure that the missile will reach the target if the enemy isn't protected well enough. These missiles are best for the main sequences of ships.

Torpedoes

Space torpedoes

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 7,5

Cost: 7,5

Damage: 18-24

Regeneration: 8,35

Average daily damage: 2,51

100% Shield penetration

Accuracy: 100%

Range: 40

Medium

Energy usage: 15

Cost: 15

Damage: 28-56

Regeneration: 8,35

Average daily damage: 5,02

100% Shield penetration

Accuracy: 100%

Range: 50

Large

Energy usage: 30

Cost: 30

Damage: 67-101

Regeneration: 8,35

Average daily damage: 10,05

100% Shield penetration

Accuracy: 100%

Range: 60

Armored torpedoes

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 10

Cost: 10

Damage: 20-27

Regeneration: 8,35

Average daily damage: 2,81

100% Shield penetration

Accuracy: 100%

Range: 40

Medium

Energy usage: 20

Cost: 20

Damage: 33-61

Regeneration: 8,35

Average daily damage: 5,62

100% Shield penetration

Accuracy: 100%

Range: 50

Large

Energy usage: 40

Cost: 40

Damage: 78-110

Regeneration: 8,35

Average daily damage: 11,25

100% Shield penetration

Accuracy: 100%

Range: 60

Devastator torpedoes

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Small

Energy usage: 12,5

Cost: 12,5

Damage: 23-29

Regeneration: 8,35

Average daily damage: 3,11

100% Shield penetration

Accuracy: 100%

Range: 40

Medium

Energy usage: 25

Cost: 25

Damage: 38-66

Regeneration: 8,35

Average daily damage: 6,22

100% Shield penetration

Accuracy: 100%

Range: 50

Large

Energy usage: 50

Cost: 50

Damage: 89-119

Regeneration: 8,35

Average daily damage: 12,45

100% Shield penetration

Accuracy: 100%

Range: 60

Commentary: A typical front weapon. Long reload time and high energy usage compensated with high effectiveness on long distance. It is worth noticing that torpedoes have full shield penetration thanks to what they are good combined with a weapon that has similar properties.

Hangar

Scout

Scout Wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 20

Cost: 20

Hull points: 7

Damage: 4-9

Regeneration: 2,00

Average daily damage: 13,00

Units: 4

Accuracy: 100%

Range: 8

Commentary: Regular attack ships. They have no special properties but few units can greatly weaken enemy initiation if he doesn't have anti-aircraft systems.

Fighters

Basic Fighter Wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 30

Cost: 30

Hull points: 8

Damage: 5-11

Regeneration: 2,00

Average daily damage: 16,00

Units: 4

Accuracy: 100%

Range: 8

Improved Fighter Wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 40

Cost: 40

Hull points: 8

Damage: 7-12

Regeneration: 2,00

Average daily damage: 19,00

Units: 4

Accuracy: 100%

Range: 8

Advanced Fighter Wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 50

Cost: 50

Hull points: 12

Damage: 8-14

Regeneration: 2,00

Average daily damage: 22,00

Units: 4

Accuracy: 100%

Range: 8

Commentary: Fighters are slightly more resistant and have very high average daily damage. With this attack types you can notice very high effectiveness especially against ships that don't have deflectors.

Bombers

Basic bomber wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 30

Cost: 30

Hull points: 9

Damage: 15-28

Regeneration: 5,00

Average daily damage: 17,20

100% shield penetration

50% armor penetration

Units: 4

Accuracy: 100%

Range: 8

Improved bomber wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 40

Cost: 40

Hull points: 11

Damage: 19-30

Regeneration: 5,00

Average daily damage: 19,60

100% shield penetration

50% armor penetration

Units: 4

Accuracy: 100%

Range: 8

Advanced bomber wing

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Hangar

Energy usage: 50

Cost: 50

Hull points: 13

Damage: 20-35

Regeneration: 500

Average daily damage: 22,00

100% shield penetration

50% armor penetration

Units: 4

Accuracy: 100%

Range: 8

Commentary: The best available hangar equipment. Bombers have very high daily damage and special properties which allow them to ignore whole shield and half of the armor. This makes bomber attacks very effective. They can be the decisive factor that will lead you to victory on the battlefield.

Defense

Point-defense

Sentinel point-defense

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Point

Energy usage: 5

Cost: 5

Damage: 2-3

Regeneration: 0,90

Average daily damage: 1,11

Accuracy: 40%

Range: 8

Barrier Point-Defense

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Point

Energy usage: 7,5

Cost: 7,5

Damage: 3-4

Regeneration: 0,90

Average daily damage: 1,55

Accuracy: 40%

Range: 8

Guardian Point-Defense

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Point

Energy usage: 10

Cost: 10

Damage: 4-5

Regeneration: 0,90

Average daily damage: 2,00

Accuracy: 40%

Range: 8

Commentary: Point cannon can be installed in every slot no matter the size of it. It is used for destroying enemy missiles flying toward the unit. It has very low reload time, allowing it to neutralize many missiles. Use it mostly in small slots. Remember that the cannon won't deal damage to enemy units, it will only protect your ships.

Batteries

Flak Battery

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 50

Cost: 50

Damage: 19-60

Regeneration: 2,80

Average daily damage: 10,58

Accuracy: 75%

Range: 20

Flak Artillery

Cost - Fleet weapons in Stellaris - Fleet - Stellaris Guide

Cost

Statistics

Accuracy

Large

Energy usage: 60

Cost: 60

Damage: 23-67

Regeneration: 2,80

Average daily damage: 12,05

Accuracy: 75%

Range: 20

Commentary: A defense cannon useful against assault ships. Low reload time equals high effectiveness against specific hangar sections. Mandatory equipment of each battleship and defense station. It works only in short range, so construct a few units so that the bombers won't get close to your unit.

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