AI War:Gravity Ripper
This page is up to date for version 6.009 |
Large, high-health, slow ship temporarily halts the movement of enemy ships with every hit of its short-range, rapid-fire energy bursts. Best used in combination with other ships to keep fast targets from escaping. Part of the Spire Fleet |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
48 | Energy Burst | Composite | Reclamation Paralysis Attacks |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 8,160 | 2,000 | 2 sec | 428,000 | 52 | 100,000 | 4,080 dmg/sec | 195,840 dmg/sec | ||
II | 16,200 | 2,000 | 2 sec | 850,000 | 52 | 100,000 | 8,100 dmg/sec | 388,800 dmg/sec | ||
III | 24,400 | 2,000 | 2 sec | 1,280,000 | 52 | 100,000 | 12,200 dmg/sec | 585,600 dmg/sec | ||
IV | 32,400 | 2,000 | 2 sec | 1,700,000 | 52 | 100,000 | 16,200 dmg/sec | 777,600 dmg/sec | ||
V | 40,800 | 2,000 | 2 sec | 2,140,000 | 52 | 100,000 | 20,400 dmg/sec | 979,200 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 | -- | 2,000 | 1,000 | 3,000 | 300 | 00:00:17 | 96,000 | 48,000 | 144,000 | 14,400 | 00:13:36 |
II | 2,500 | 4,000 | 2,000 | 6,000 | 600 | 00:00:34 | 192,000 | 96,000 | 288,000 | 28,800 | 00:27:12 |
III | 6,000 | 8,000 | 4,000 | 12,000 | 600 | 00:01:07 | 384,000 | 192,000 | 576,000 | 28,800 | 00:53:36 |
IV | Adv Fac | 12,000 | 6,000 | 18,000 | 600 | 00:01:40 | 576,000 | 288,000 | 864,000 | 28,800 | 01:20:00 |
V | Core Fab | 16,000 | 8,000 | 24,000 | 600 | 00:02:14 | 576,000 | 384,000 | 1,152,000 | 28,800 | 01:47:12 |
How to use in your fleet
Gravity Rippers are defence oriented ships, and are difficult to use on the offensive - slow, one of the shortest ranges in-game, and not overly impressive state-wise being only able to disable one ship per Ripper (at a lower cap than Fighters, this is not ideal). On wormhole-defence, they will reliably reduce the number of raiding ships that may break through - once hit, ships will stay put. The point of using Rippers is for their tractor beam-like effect: designed against ship-types that are immune to tractors but not paralysis. However, a player might prefer to delegate these roles to other assets of the fleet and unlock something else more useful.
How to counter when in the AI fleet
Not dangerous. These are significantly easier ships to engage than Spire Gravity Drainers or Spider Bots: their paralysis is very short-ranged, and also temporary. Fight as normal and be thankful - tactics will be updated once these guys get a facelift in future balancing.
Care should be taken with Starships that are not immune to the slowing effect as your fleet will quickly leave them behind if your fleet is moving.
Note that all Spire ships are immune to Reclamation and paralysis.