AI War:Zenith Electric Bomber
This page is up to date for version 6.009 |
Expensive bomber that delivers a tremendous payload. Part of the Zenith Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
19 per Mark | Energy Wave | Neutron | Paralysis Attacks, Being Insta-Killed | 3.2 Ultra-Heavy, 3.2 Structural, 3.2 Polycrystal |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 75,800 | 6,400 | 12 sec | 520,000 | 600 | 50 | 2,000 | 6,317 dmg/sec | 120,017 dmg/sec | |
II | 151,000 | 6,400 | 12 sec | 1,050,000 | 1,200 | 50 | 2,000 | 12,583 dmg/sec | 239,083 dmg/sec | |
III | 226,000 | 6,400 | 12 sec | 1,570,000 | 1,800 | 50 | 2,000 | 18,833 dmg/sec | 357,833 dmg/sec | |
IV | 302,000 | 6,400 | 12 sec | 2,100,000 | 2,400 | 50 | 2,000 | 25,167 dmg/sec | 478,167 dmg/sec | |
V | 378,000 | 6,400 | 12 sec | 2,600,000 | 3,000 | 50 | 2,000 | 31,500 dmg/sec | 598,500 dmg/sec |
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 | -- | 4,000 | 200 | 4,200 | 250 | 00:00:34 | 76,000 | 3,800 | 79,800 | 4,750 | 00:10:46 |
II | 2,500 | 8,000 | 400 | 8,400 | 500 | 00:01:07 | 152,000 | 7,600 | 159,600 | 9,500 | 00:21:13 |
III | 6,000 | 16,000 | 800 | 16,800 | 500 | 00:02:14 | 304,000 | 15,200 | 319,200 | 9,500 | 00:42:26 |
IV | Adv Fac | 24,000 | 1,200 | 25,200 | 500 | 00:03:20 | 456,000 | 22,800 | 478,800 | 9,500 | 01:03:20 |
V | Core Fab | 32,000 | 1,600 | 33,600 | 500 | 00:04:27 | 608,000 | 30,400 | 638,400 | 9,500 | 01:24:33 |
How to use in your fleet
Zenith Electric Bomber: Big, bad, and rather expensive per ship. Unfortunately, half the things in the universe will focus them down, limiting the utility of these Bombers on offense. The danger of concentrating so much fire-power into one ship is obviously over-kill, but at 6400 range you may not want to let your juicy Bombers into range. (These beasts have Polycrystal bonuses, interestingly enough).
The biggest obstacle to using these is their limited range of bonuses, a problem also suffered by many other Bomber-like vessels. Expect to spend forever building them, simply to increase the oomph of your assault-fleet. There will be situations where you really want extra Bombers (ever need a Black Widow Golem destroyed, but have your normal Bombers paralysed?) and in these cases you will be grateful for anything.
How to counter when in the AI fleet
There was once a tale about a Zenith Descendent AI, who sent a few hundred angry Zenith Electric Bombers and Zenith Bombards each on a rampage. In those numbers, a player fleet and turret ball would be shred to pieces.
Thankfully, this rarely happens. Cap-wise, this ship actually sucks pretty hard due to their low Cap-HP (the difference is that AIs don't use resources, but use caps in determining wave numbers - they benefit more from ships that are balanced by more resources per cap). Building an extra Force Field will grant your defenses enough time to take them down. Use Missile Frigates in offensive situations.