AI War:Zenith Paralyzer

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This page was designed for release 5.026 and is likely extremely inaccurate.


Zenith Paralyzer
Very weak-but-fast attack, but inflicts temporary paralysis against targets it hits.

Great when combined with other ship types.


Base Stats


Ammo Type Armor Type Immunities Damage Bonuses
Flare Medium


Mark Ship Cap Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 98 2,500 5,000 8 sec 50,400 900 80 100 313 dmg/sec 30,625 dmg/sec Attack Paralyzes x8
II 88 5,000 5,000 8 sec 100,800 1,800 80 100 625 dmg/sec 55,000 dmg/sec Attack Paralyzes x10
III 78 7,500 5,000 8 sec 151,200 2,700 80 100 938 dmg/sec 73,125 dmg/sec Attack Paralyzes x12
IV 68 10,000 5,000 8 sec 201,600 3,600 80 100 1,250 dmg/sec 85,000 dmg/sec Attack Paralyzes x14
V 49 12,500 5,000 8 sec 252,000 4,500 80 100 1,563 dmg/sec 76,563 dmg/sec Attack Paralyzes x16


Mark Knowledge Metal Cost Crystal Cost Total Cost Energy Cost Build Time Cap Metal Cost Cap Crystal Cost Cap Total Cost Cap Energy Cost Ship Cap Build Time
I -- 200 50 250 100 00:00:02 19,600 4,900 24,500 9,800 00:03:16
II 2,500 400 100 500 200 00:00:04 35,200 8,800 44,000 17,600 00:05:52
III 6,000 800 200 1,000 200 00:00:07 62,400 15,600 78,000 15,600 00:09:06
IV Adv Fac 1,200 300 1,500 200 00:00:10 81,600 20,400 102,000 13,600 00:11:20
V Core Fab 1,600 400 2,000 200 00:00:14 78,400 19,600 98,000 9,800 00:11:26

How to use in your fleet

This is another ship-type that you'll be constantly replacing due to their paper-thin health. It is, however, worth doing so, as they will turn a good fraction of the AI fleet into sitting ducks. The more you separate the AI fleet into manageable chunks of ~100 (so that a cap of Paralysers can freeze them all in one or two hits), the better their talents will be put to use.

Upgrading is purely a matter of improving their miserable health and the net number of stun guns on the field. Note that Paralyzer-Is can't quite stun-lock all of their target since the paralysis time is exact equal to cool down. Otherwise, a cap of Paralyzer-Is sitting under a forcefield work just as well as a cap of Paralyzr-IVs - their DPS is inconsequential and can take the hit.

How to counter when in the AI fleet

Paralyzers are fragile and can easily be blown into oblivion. However, it is important that Turrets be covered or be left out of range when the AI comes knocking - these guys can stun turrets (you really don't want that in an attack wave with lots of other units knocking on your door). Therefore, a defensive setup can be better conducted at the wormhole entrance than at your Command Stations/Infrastructure.

Making sure you have more than twice the number of ships than the number of Paralyzers will be a good idea, or a collection of paralysis-immune ships (Flagships, say).




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