AI War:Attractor Drone
This page is up to date for version 6.009 |
Very long range electrical attack. Protects nearby allied ships by reducing the power of incoming lasers to 1/4 their normal power. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
196 | Energy Burst | Swarmer | 2.4 Artillery, 2.4 Neutron, 2.4 Ultra-Light, 2.4 Refractive |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 5,600 | 13,000 | 10 sec | 26,600 | 600 | 72 | 100 | 560 dmg/sec | 109,760 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
II | 11,200 | 13,000 | 10 sec | 53,000 | 1,200 | 72 | 100 | 1,120 dmg/sec | 219,520 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
III | 16,800 | 13,000 | 10 sec | 79,800 | 1,800 | 72 | 100 | 1,680 dmg/sec | 329,280 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
IV | 22,400 | 13,000 | 10 sec | 106,000 | 2,400 | 72 | 100 | 2,240 dmg/sec | 439,040 dmg/sec | Absorbs EMPs Reduces Power Of Nearby Incoming Lasers |
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 | -- | 100 | 200 | 300 | 24 | 00:00:02 | 19,600 | 39,200 | 58,800 | 4,704 | 00:06:32 |
II | 2,500 | 200 | 400 | 600 | 50 | 00:00:04 | 39,200 | 78,400 | 117,600 | 9,800 | 00:13:04 |
III | 6,000 | 400 | 800 | 1,200 | 50 | 00:00:07 | 78,400 | 156,800 | 235,200 | 9,800 | 00:22:52 |
IV | Adv Fac | 600 | 1,200 | 1,800 | 50 | 00:00:10 | 117,600 | 235,200 | 352,800 | 9,800 | 00:32:40 |
Note: Deflector does not have a Mark V version.
How to use in your fleet
Deflector Drones are brittle, longe-range artillery with mediocre damage bonuses against rarer hulls. Their weak health due to being swarmers will lead to consistent losses against most fleet ships, so it is best to simply add these to your fleet as a buffer and force-multiplier. Their long range usually lets them whittle down most enemies before they engage your higher health fleet ball.
Aside from obvious reductions against Laser Gatlings and Laser Guardians, its laser-reduction and long-range properties is also apparently designed to defend against the normal raiding ships: Raiders, Raptors, Space Planes, and Raid Starships. Players against a raiding AI can purposefully unlock these for a much easier time.
In a default game, the coverage really helps in direct combat with Laser Guardians but is otherwise very situational - Raid Starships are fortunately rare and counterable via Gravity Turrets. Although not a bad ship overall, there are more obvious initial unlocks for a player who isn't looking to micro a portion of their fleet.
The only other thing of note is that they are EMP-immune. With the hull-bonus and damage-reduction, half-a-cap will one-shot an intruding EMP Guardian of equivalent mark, so you probably won't go wrong intercepting one.
How to counter when in the AI fleet
A stand-alone AI wave consisting of these ships aren't particularly dangerous - MLRS Turrets, Flak Turrets and even Missile Frigates will win an engagement. Of note is that they reduce the damage of laser turrets - a player-staple in Fallen Spire games and the Laser Turret, which is your general anti-starship turret. Defending drones will also reduce the effectiveness of player raids against its neighbour, so be a little more picky about your target or simply lure them away.
NB: Riot-control lasers do little enough damage that the deflection is irrelevant.